Earthquake
- Level & School
- 8th-level transmutation
- Casting Time
- Action
- Range
- 500 feet
- Components
- V, S, M (a fractured rock)
- Duration
- Concentration, up to 1 minute
- Classes
- Cleric, Druid, Sorcerer
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100- foot-radius circle centered on that point. The ground there is Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 x 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.
A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
- Level & School
- 8th-level evocation
- Casting Time
- Action
- Range
- 500 feet
- Components
- V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
- Duration
- Concentration, 1 minute
- Classes
- Cleric, Druid, Sorcerer
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain.
Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Earthquake 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version introduces fissures (1d6, 1d10x10 ft deep, extend across area), structures take 50 damage initially and per turn, with collapsing structures dealing 12d6 bludgeoning and requiring a Strength check to escape if buried. The 2014 version lacks fissures, structure damage, and detailed collapse mechanics.