Earthquake
2024 Rules
- 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.
2014 Rules
- 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.
Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
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 start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Earthquake 5.5e 2024 vs. 5e 2014 edition differences
Spells similar to Earthquake
Tsunami 8th-level conjuration
A high‑level area spell that reshapes the battlefield with a long‑range, sustained natural disaster that forces creatures to deal with dangerous terrain and repeated effects while you concentrate.
Move Earth 6th-level transmutation
It’s a transmutation that manipulates large swathes of ground to alter movement and the battlefield over a long duration, directly matching the terrain‑shaping utility of this spell.
Reverse Gravity 7th-level transmutation
This gravity‑bending transmutation changes how creatures interact with the ground over an area, causing repeated hazards and dramatic battlefield control similar to opening fissures and knocking people down.
Sleet Storm 3rd-level conjuration
Though lower level, it produces ongoing hazardous terrain that repeatedly forces saves and can knock creatures off balance, mirroring the persistent area denial and disruption here.
Spike Growth 2nd-level transmutation
A ground‑focused spell that remakes terrain to punish movement over time, creating persistent area denial that shapes enemy placement much like the tremors and difficult ground of the target.