{"name":"Earthquake","level":"8-level","school":"Evocation","classes":"Cleric, Druid, Sorcerer","castingtime":"1 action","range":"500 feet","duration":"Concentration, up to 1 minute","components":"V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)","materials":"","concentration":"1","description":"You create a seismic disturbance at a point on the\u00a0ground that you can see within range. For the duration,\u00a0an intense tremor rips through the ground in a\u00a0100-foot-radius circle centered on that point and shakes\u00a0creatures and structures in contact with the ground\u00a0in that area.\u00a0The ground in the area becomes difficult terrain.\u00a0Each creature on the ground that is concentrating must\u00a0make a Constitution saving throw. On a failed save, the\u00a0creature\u2019s concentration is broken.\u00a0When you cast this spell and at the end of each turn\u00a0you spend concentrating on it, each creature on the\u00a0ground in the area must make a Dexterity saving throw.\u00a0On a failed save, the creature is knocked prone.\u00a0This spell can have additional effects depending on\u00a0the terrain in the area, as determined by the DM.\r\n[br]\r\nFissures. Fissures open throughout the spell\u2019s area at\u00a0the start of your next turn after you cast the spell. A total\u00a0of 1d6 such fissures open in locations chosen by the DM.\u00a0Each is 1d10 x 10 feet deep, 10 feet wide, and extends\u00a0from one edge of the spell\u2019s area to the opposite side.\u00a0A creature standing on a spot w here a fissure opens\u00a0must succeed on a Dexterity saving throw or fall in. A\u00a0creature that successfully saves moves with the fissure\u2019s\u00a0edge as it opens.\u00a0A fissure that opens beneath a structure causes it to\u00a0automatically collapse (see below).\r\n[br]\r\nStructures. The tremor deals 50 bludgeoning damage\u00a0to any structure in contact with the ground in the area\u00a0when you cast the spell and at the start of each of your\u00a0turns until the spell ends. If a structure drops to 0 hit\u00a0points, it collapses and potentially dam ages nearby\u00a0creatures. A creature within half the distance of a\u00a0structure\u2019s height must make a Dexterity saving throw.\u00a0On a failed save, the creature takes 5d6 bludgeoning\u00a0damage, is knocked prone, and is buried in the rubble,\u00a0requiring a DC 20 Strength (Athletics) check as an\u00a0action to escape. The DM can adjust the DC higher\u00a0or lower, depending on the nature of the rubble. On\u00a0a successful save, the creature takes half as much\u00a0damage and doesn\u2019t fall prone or become buried.","higherlevels":"","source":"PHB","tabledata":"","tags":"Spell","templateId":"19","blockId":"342343","isShared":"on"}