Tremor
- Name
- Tremor
- Cooldown
- at-will
- Action
- standard
- Area
- circle 4
- Special
- DC 17+
- Range
- ranged
- Save
- Dex negates
- Damage
- medium bludgeoning
- Power
- terra
- Class
- arcanist
- Category
- Assault, Control
At-will, standard action, circle 4, DC 17+; you cause the ground to shake violently in a radius centered on a point within 120 feet. Every creature on the ground in the area must make a Dexterity save or take medium bludgeoning damage and fall prone. Structures in the area take structural damage (the GM determines severity). The tremor lasts for 1 round.
- DC +2: increase the radius by 1 (stackable).
- DC +4: the tremor persists for 1 minute (concentration), forcing saves each round.
- Creatures with a flying or swimming speed are unaffected. Underground creatures take the damage but cannot fall prone.