Earthquake

8th level Evocation
Casting Time
1 Action
Range
500 Feet
Duration
Concentration, Up To 1 Minute
Components
V
S
M
Materials Required
A pinch of dirt, a piece of rock, and a lump of clay
Class
Cleric
Druid
Sorcerer

Spell Description

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 × 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.

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1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Damage Dice 50 (Buildings),5d6 damage (If building collapses)
Min Damage 50
Average Damage 175
Max Damage 300
Lvl Dice Min Avg Max
1st
2nd
3rd
4th
5th
6th
7th
8th 50 (Buildings),5d6 damage (If building collapses) 50 175 300
9th

Is Earthquake Good?

Overall Rating: Red. This means that earthquake isn’t going to contribute to the effectiveness of your character build at all.

Overall Notes: There is way too much left up to the DM’s discretion for this spell to be effective in combat. The only use I can see for this spell would be destroying a city.