Erupting Earth
2014 Rules
- Level & School
- 3rd-level transmutation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (a piece of obsidian)
- Duration
- Instantaneous
- Classes
- Druid, Sorcerer, Wizard
- Source
- Xanathar's Guide to Everything
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Erupting Earth 5.5e 2024 vs. 5e 2014 edition differences
Erupting Earth is currently only available in the 2014 edition.
Erupting Earth popularity
How popular is Erupting Earth? It is a seldom seen spell in the game, and is chosen less than other options when available. This spell may fill a specific niche for a spellbook.
- Bottom 50% of all 5e spells
- Bottom 50% of all level 3 spells
- Bottom 50% picked level 3 Wizard spell
- Bottom 50% picked level 3 Sorcerer spell
- Bottom 25% picked level 3 Druid spell
Read about how this popularity data is calculated.
Spells similar to Erupting Earth
Call Lightning 3rd-level conjuration
Druids choose either spell for repeated or immediate ranged area pressure that shapes where enemies can safely stand.
Players prefer Call Lightning over Erupting Earth
Wind Wall 3rd-level evocation
This spell also uses bludgeoning force to affect groups and reshape the battlefield, though its persistent barrier works differently.
Players prefer Wind Wall over Erupting Earth
Ice Storm 4th-level evocation
It combines ranged area damage with bludgeoning impact and lingering terrain disruption, making it a close higher-level counterpart.
Players prefer Ice Storm over Erupting Earth
Tidal Wave 3rd-level conjuration
Both are 3rd-level ranged spells that deal instantaneous bludgeoning damage across an area while altering the battlefield.
Players prefer Erupting Earth over Tidal Wave
Dust Devil 2nd-level conjuration
Both use moving or erupting earth to inflict bludgeoning damage over an area while making positioning more difficult.
Players prefer Erupting Earth over Dust Devil
Earth Tremor 1st-level evocation
The earth erupts or shakes beneath multiple creatures, dealing bludgeoning damage and interfering with movement.
Players prefer Erupting Earth over Earth Tremor