Terra world illustration - Fantasy theme
Fantasy

a world where evolution shapes destiny.to ancient dragons, possesses the Essence of Evolution,


Author's Note: Terra is heavily inspired by That Time I Got Reincarnated as a Slime, meaning evolution, monster societies, and diplomacy will play major roles. Races aren’t static; monsters, humans, elves, and even spirits can evolve into superior forms. Kingdoms will have strong political intrigue, with power struggles between guilds, noble houses, and dungeon-born factions. Dungeons grow like living entities, with intelligent rulers who expand their domains. The main villain could be an ancient entity seeking to "reset" evolution, fearing an uncontrolled world. Reincarnation, summoning, and unique skill systems will be incorporated.
Played3 times
Cloned1 times
Created
100 days ago
Last Updated
12 days ago
VisibilityPublic
Earthquake
EvocationLevel 8
Earthquake

Description

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 DM. **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 DM. 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 DM 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.

Spell Details
Level8
Range500
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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