Earthquake
Level 8 Transmutation
Magic School
Casting Time
1 action
Components
V, S, M
Range
500 ft
C
Duration
Up to 1 minute
For the duration, tremor occur in a 100-foot-radius circle. The ground is Difficult Terrain. Each creature on the ground in the area makes a Dex save. On a fail, a creature is Prone, and its Concentration ends. You can also cause the effects below:
Fissures. A total of 1d6 fissures open. You choose the locations (can't be under structures). Each fissure is 1d10 × 10 ft deep and 10 ft wide, and extends from one edge of the area to another edge. A creature in the same space as a fissure makes a Dex save or falls in. Success, and the creature moves to the fissure's edge.
Structures. The tremor deals 50 Bludgeoning dmg to any structure in contact with the ground in the area at the end of each of your turns. If a structure drops to 0 HP, it collapses. A creature within a distance from a collapsing structure equal to 1/2 the structure's height makes a Dex save. On a fail, the creature takes 12d6 Bludgeoning damage, is Prone, and is buried in the rubble, requiring a DC 20 Str (Athletics) to escape. On success save, the creature takes half as much damage only.
Material Components
Material Component: a fractured rock
Verbal Components
Verbal Component: Terraemotus
Damage Type
Cleric, Druid, Sorcerer
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