- Casting Time
- 1 action
- Duration
- Instantaneous
- Range
- Melee · Self
- Components
- S
- Saving Throw
- STR · Half damage and not knocked Prone.
You drive a pulse of seismic force through the ground in every direction. Each creature other than you that is on the ground within 20 feet of you makes a Strength saving throw, taking 4d6 bludgeoning damage and being knocked Prone on a failed save, or half as much damage and staying on its feet on a successful one. The ground in the area becomes difficult terrain until cleared.
At Higher Levels
| Slot | Effect |
|---|---|
| 4th · 5d6 | The damage increases to 5d6. |
| 5th · 6d6 | The damage increases to 6d6. |
| 6th · 7d6 | The damage increases to 7d6. |
| 7th · 8d6 | The damage increases to 8d6. |
| 8th · 9d6 | The damage increases to 9d6. |
| 9th · 10d6 | The damage increases to 10d6. |
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 you came from here
- L3 Tremor
- L4 Quicksand (sinking)
- L5 Boulder (projection)
- L6 Quake
- L7 Swallow
- L7 Vise
- L8 Upheaval
- L9 Avalanche
- L10 Sunder
Branches from here: Quicksand , Boulder , Quake
Role
- damage
- control