|Casting Time||1 action|
|Components||V, S, M (Dirt, rock, clay)|
|Duration||Conc. Up to 1 minute|
For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on a point you can see. The ground in the area becomes difficult terrain. Each creature on the ground must make a concentration save if applicable.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
- Fissures: 1d6 fissures open in the spell's area at the start of your next turn in locations chosen by the DM. Each is 1d10 x 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 pass a Dexterity save or fall in. A creature that saves moves with the fissure's edge. A fissure that opens beneath a structure causes it to automatically collapse.
- Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground when you cast the spell and at the start of your turns. If a structure drops to 0 hit points, it collapses. Any creature within half the distance of the structure's height must make a Dexterity save. On a failure, it takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble. It can make a DC 20 Athletics check as an action to escape. The DM can adjust the DC 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.