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Within the spell's area, [[SRD:Plant Type|plants]] and creatures of the [[SRD:Water Subtype|Water]] subtype must make a [[SRD:Fortitude|Fortitude]] save or be instantly dried to death, where as any living creature touching the ground simply takes 10 points of damage per [[SRD:Caster Level|caster level]] (max 200). A [[SRD:Fortitude|Fortitude]] save is allowed for half damage, but this effect cannot lower the creature's [[SRD:Hit Points|hit point]] total below 1. Creatures of the [[SRD:Earth Subtype|Earth]] subtype, creatures without physical bodies or that otherwise don't contain water, and [[SRD:Construct Type|constructs]] of non-perishable matter are unaffected by the spell. As the caster of the spell, you are likewise unaffected by it, and may designate certain areas within the spell's area to be exempt of the spell's effects.
''Structures and Rock Formations:'' Desiccate dries up any earth, soil and foliage, and is capable of shattering even stone and most hard minerals, rendering them to sand and dust. Even structures architecture such as houses and bridges, as well as naturally occurring elevations such as cliffs can be collapsed or destroyed. The caster may designate what parts of a structure or natural formation to affect and what parts not to affect. In case of a structure larger than the spell's area, only the part of the structure within the area may be affected, although the rest of the structure can still collapse due to severe damage. Any creature caught inside a collapsing structure or cliff, or situated on a structure or cliff during collapse, takes 10d6 points of bludgeoning damage ([[SRD:Reflex|Reflex]] DC 20 half), modified by any appropriate falling damage, and is pinned beneath the rubble (see below).
''Solid Ground:'' Upon solid ground (either strong soil or stone), fissures open upon the ground, widening as the earth erodes into shoals of packed sand. Rivers, lakes, canals and marshes likewise start to dry up, water draining away in large crevices below them before drying out completely. Each creature standing in such areas must make a DC 20 [[SRD:Reflex|Reflex]] save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one ([[SRD:Reflex|Reflex]] DC 20 to avoid a fissure). Unlike the [[SRD:Earthquake|earthquake]] spell, such desiccated crevices do not grind shut, but the loose shoals of rock cause creatures caught within them to be pinned beneath the rubble (see below). The caster can freely designate safe zones that do not collapse.
