Earthquake — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Listen up, new caster: Earthquake is a situational monster at 8th level. It trashes a massive 100-foot radius on the ground: difficult terrain, breaks concentrations on Con saves, knocks prone on Dex saves every turn you concentrate, opens GM-placed fissures that swallow the unwary (1d6 fissures, each 1d10x10 feet deep), and pounds structures for 50 bludgeoning damage per turn until they collapse in 5d6 rubble avalanches. RAW, it's ground-only – flying enemies laugh, underwater it's worthless, and indoors it might backfire. But against huddled ground-pounders near a tower? It wins wars. Burn an 8th slot only when terrain favors you; otherwise, it's a trap.
| Property | Value |
|---|---|
| Level | 8 |
| School | Evocation |
| Casting Time | 1 action |
| Range | 500 feet |
| Components | V, S, M |
| Material | A pinch of dirt, a piece of rock, and a lump of clay. |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Cleric, Druid, Sorcerer |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Situational – elite vs ground sieges (ends fights), poor elsewhere (reliable 8th slots scarce). |
| Action Economy | Good |
| Opportunity Cost | Forego Sunburst (radiant Dex, no terrain limit) or Dominate Monster (single-target win). |
When worth the slot: Hordes/buildings in open terrain; 100ft prone machine averages 3-4 rounds control.
When NOT worth the slot: Flyers/water/indoor; <50% enemies affected wastes it.
Why veterans know this: GM fissure placement is adversarial; edge fissures maximize split/damage without hitting PCs.
This avoids the mistake of: Newbies center on structure, wasting fissures on empty ground.
Why veterans know this: Concentration up to 1min, but structures fold in 2-4 rounds – recast if needed.
This avoids the mistake of: Forgetting to drop concentration early, wasting action.
Why veterans know this: 500ft range + fly ignores ground hazards; Sorcerer Twinned Haste enables.
This avoids the mistake of: Ground casters eat own fissures.
Why veterans know this: Dex save or fall; structures auto-collapse.
This avoids the mistake of: Assuming players auto-save; RAW they ride edge on success.
Why it's bad: 100% immune; burns 8th slot while Meteor Swarm would've shredded.
Do this instead: Ask DM enemy positions first; save for ground sieges.
Why it's bad: Prone/Dex saves hit party too; fissures bury tanks.
Do this instead: Offset 50ft toward enemies; communicate 'quake incoming!'.
Why it's bad: Cast on indestructible mountain = prone only, mediocre.
Do this instead: Target villages/castles; scout for wood/stone (low HP).
Why it's bad: Enemy Hold Person lingers, dominating fight.
Do this instead: Cast first action; it auto-breaks most concentrations.
No, RAW it's a seismic disturbance on the ground you see; water has no 'ground' for tremors/fissures. GM might improvise, but stick to land. Use Tsunami instead.
No, it's an area effect (100ft radius), not single target. Twinned Spell only for single creature spells. Sorcerers: Quickened + normal for double AOE elsewhere.
Situational excellent for Circle of Moon (fly to position) or Land (terrain mastery). Prone synergizes Wild Shape grapples. Skip if campaign aerial/naval.
50 bludgeoning/turn to structures in contact with ground; fissures auto-collapse. Collapse: Dex save or 5d6 bludg, prone, buried (DC20 Str escape). GM sets HP.
Yes, initial cast forces Con save on concentrating ground creatures or break. No damage, just save. Great vs Hold/Fireball casters.
Earthquake for land sieges/structures (prone + fissures); Tsunami for water hordes (recharge swim + prone). Earthquake edges terrain denial, Tsunami mobility.
Druid (terrain synergy, Wild Shape fly); Tempest Cleric (max Dex punish); Sorcerer (Quickened double-upcast lower). All love ground fights.
Yes, 50 dmg/turn crumbles walls (GM HP 100-500); fissures split baileys. Perfect siege spell, but concentration vulnerable.
Citations: api:spells/earthquake
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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