Earthquake
Area
Shakes the affected area. The caster probably won’t want the area to
include him. Divide the actual distance from caster to edge of affected
area by 20 before figuring the skill penalty.
The spell must be cast over a fairly large area to be useful. Shaking one
corner of a building will upset the occupants, but won’t wreck the building.
Cost depends on strength of the quake:
Tiny: Just a demonstration – a slight swaying. Pay base cost.
Mild: Slight damage to buildings. Multiply base cost by 2. DX roll
required, every second, for those in affected area to keep their feet.
Severe: Stone walls crack; towers may fall. Multiply base cost by 4. DX-
3 roll required, every second, for those in affected area to keep their feet.
Duration: One minute.
Base cost: 2 to cast. Same cost to maintain.
Time to cast: 30 seconds.
Prerequisites: Magery 2 and at least six Earth spells, including Earth Vision