Earthquake

8th-level transmutation · 12d6 Bludgeoning damage, average 42

42 average Bludgeoning damage · 12–72

Roll Earthquake

Press a roll button. The dice land here.

Spell details

Level
8th-level
School
Transmutation
Casting time
Action
Range
500 feet
Components
V, S, M (a fractured rock)
Duration
Concentration, up to 1 minute
Classes
Cleric, Druid, Sorcerer
Save
Dexterity (half on success)

Earthquake damage by level

Cast atDiceAverageRangeOn a save
8th slot4212–7220.8

“On a save” is the average of half each roll, rounded down, as the rules do it.

The odds of 12d6

12: 0.00%13: 0.00%14: 0.00%15: 0.00%16: 0.00%17: 0.00%18: 0.00%19: 0.00%20: 0.00%21: 0.01%22: 0.02%23: 0.03%24: 0.06%25: 0.10%26: 0.16%27: 0.26%28: 0.41%29: 0.61%30: 0.88%31: 1.23%32: 1.66%33: 2.17%34: 2.76%35: 3.40%36: 4.07%37: 4.73%38: 5.35%39: 5.89%40: 6.30%41: 6.56%42: 6.65%43: 6.56%44: 6.30%45: 5.89%46: 5.35%47: 4.73%48: 4.07%49: 3.40%50: 2.76%51: 2.17%52: 1.66%53: 1.23%54: 0.88%55: 0.61%56: 0.41%57: 0.26%58: 0.16%59: 0.10%60: 0.06%61: 0.03%62: 0.02%63: 0.01%64: 0.00%65: 0.00%66: 0.00%67: 0.00%68: 0.00%69: 0.00%70: 0.00%71: 0.00%72: 0.00%
12chance of each total for 12d672
TotalChance
27 or more>99%
42 or more53%
57 or more1%
66 or more<1%

Earthquake against other 8th-level damage spells

By average damage on one target, Earthquake ranks 3rd of 5 8th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

SpellDiceAverage
Befuddlement10d1265
Incendiary Cloud10d845
Earthquake12d642
Sunburst12d642
Tsunami6d1033

Rules text

Choose 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. The ground there is Difficult Terrain.

When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effects below.

Fissures. A total of fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

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 end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.

A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.