Earth Tremor
- Level
- 1
- School
- Evocation
- Concentration
- No
- Ritual
- No
- Casting Time
- 1 Action
- Duration
- Instantaneous
- Range
- 10 ft
- Damage/Effect
- Bludgeoning
- Save
- DEX Save
- Verbal Component
- Yes
- Somatic Component
- Yes
- Material Component
- No
- Source
- Elemental Evil
- D&D Beyond Link
- www.dndbeyond.com/spells/Earth-Tremor
- Spell Domain
- Natural, Arcane
Description
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.