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Creates a localized tremor

Original D&D[]

The spell is introduced in Supplement I: Greyhawk as a cleric spell. Anti-clerics can also use it.

  • Spell Level 7
  • Duration 1 turn

Creates an earthquake in an area 6" by 6" (plus 1" by 1" per three caster levels over 17th). Small construction in the area collapses (small dwellings, wooden palisades, earthen ramparts, low cliffs, etc.), and cracks and crevasses appear in the earth, causing a creature to fall into the earth on a roll of 6 on 1d6.

AD&D[]

Earthquake[]

Debuted in the Player's Handbook as a cleric spell.

Level: 7 School: Alteration
Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
Range: 12" Casting Time: 1 turn
Duration: 1 round Saving Throw: None
Area: 1/2" diameter per level

Causes a local tremor of high strength to rip through the area. Caves, tunnels, and caverns have their roofs collapsed, cliffs crumble into landslides, marshes drain of water, trees may be uprooted (roll a 3 on 1d3), and structures sustain 5d12 points of damage possibly causing them to collapse into rubble. Cracks open in the ground, dumping creatures of Small, Medium, and Large size in with a variable chance (1 on 1d4 for Small; 1 on 1d6 for Medium; 1 on 1d8 for Large).

DM's Advice: Solid structures with foundations to the bedrock will take half damage. Castles have a 50% chance to take 1/4 damage. An earth elemental in the spell's area can reduce the spell's effect by 1d10*10% if they desire.