- Casting Time
- 1 action
- Duration
- Concentration, up to 1 minute
- Range
- Long · 500 feet
- Components
- V · S · M (a pinch of dirt, a piece of rock, and a clump of clay)
- Saving Throw
- STR · No damage and not knocked Prone.
The ground in a 100-foot radius centered on a point you choose within range lurches and cracks. When you cast the spell and at the start of each of your turns, each creature on the ground in the area makes a Strength saving throw, taking 3d6 bludgeoning damage from falling debris and being knocked Prone on a failed save, or taking no damage and staying on its feet on a successful one. A structure in the area takes 50 bludgeoning damage at the start of each of your turns, and a structure reduced to 0 hit points collapses, dealing 8d6 bludgeoning damage to each creature beneath it. When the spell ends, the area is fissured difficult terrain.
The terrain line
A line opens low and forks. Where you go from here depends on what you took to get here.
- cant Pebble
- L1 Mire (softening)
- L2 Spire
- L3 Tremor you came from here
- L4 Quicksand (sinking)
- L5 Boulder (projection)
- L6 Quake
- L7 Swallow
- L7 Vise
- L8 Upheaval
- L9 Avalanche
- L10 Sunder
Branches from here: Upheaval
Role
- damage
- control