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.
* - (a pinch of dirt, a piece of rock, and a lump of clay)
Nice for bringing down castle walls...
This spell is world breaking and the fissure feature should be prohibited.
I mean, it's an 8th level spell, it should be world-changing, but luckily, if it bothers you so much, that part's up to DM caveat anyways, and is controlled completely by the DM and dice, so players have no say in how the fissures break the world.
But so rarely do players actually even get to level 15 to regularly have access to the spell. By the time they reach that level, the characters are powerful enough to literally be forces of nature, and the mechanics for players should support that.
the spell is called Earthquake. would it make sense if it wasn't world breaking?
I'm every gen one player, and I support this spell
Somebody isn't happy with a player.
Got a nice town there it would be a shame if someone earthquaked it
I don't agree with the 'fissure feature should be prohibited' part, but it is world breaking. Literally.
That's the point of this spell, to cause large-scale destruction. Remember that its an 8th-level spell. All spells of 6th-level and higher can be world-shaking. Also, the Fissures and Structures effects are DM's discretion, so you don't have to allow it if you don't feel comfortable with your players wreaking havoc on your world.
That's cold.
Druids can cast this, perfect way to punish a city that has been unkind to nature. You have destroyed my forest, so I will destroy your city! It's only fair!
Whoops, looks like it IS getting earthquaked. Sorry (not sorry) about that. (Sorcerer uses Subtle Spell to hide its components)
This spell is so good due to a unique player/DM interaction, they both can work together in such a great and rare way with how a spellcaster usually has an idea of what is going to happen. Here it is just "Hope this does something useful!",and the DM can really play with some awesome cinematic stuff, fissures where it would make the most effect, structures going crazy, but the ones affected being up to the DM is just AGH THIS IS AWESOME XD
With Metamagic, this is so sick...
"I will show you fear in a lump of clay"
Interesting side effect on the effect:
Because this enforces a Constitution saving throw through non-damaging means, it means War-Caster users don't get advantage to maintain Concentration.
maybe in your world