The Earth Devastation Orb squats heavily at the center of the ritual space, a massive sphere of fused stone and blackened crystal, as if the mountain itself were compressed into a single, hateful shape. Veins of dull amber and sickly green mineral glow pulse slowly beneath its surface, like magma trapped far below the crust. The orb is rough and uneven, layered with jagged plates of rock that grind and shift against one another, shedding dust and grit with every subtle movement. Runes of the Black Earth are carved deep into its surface, filled with packed soil and powdered bone, and when the ritual is underway the ground around it trembles in response—as though the land recognizes the orb as a wound driven straight into its heart.
Once activated, the orb begins a five-round process culminating in detonation. The ritual requires an action to activate, which expends its charge, then another action each round by its user to advance the process, and the user must maintain concentration on the ritual to continue it. After each successful round, the environmental effects produced by the orb get more severe and take effect on initiative count 1, losing ties. Each round's effects are in addition to all previous effects. All effects produced by the orb have a range of one mile centered on the orb, unless otherwise specified. If concentration is broken, the ritual is paused for that round. The user must then make a successful DC15 Arcana check using a bonus action on their next turn to resume the ritual; otherwise, the ritual must be restarted from the beginning, and the current environmental effects of the Orb subside in 1d6 hours.
Round 1: The Ground Stirs
As the ritual begins, a deep, distant rumble rolls beneath your feet, more felt than heard. Dust sifts down from ceilings and ledges as hairline cracks creep across stone and packed earth. Pebbles tremble, hopping and skittering as if the ground itself is waking from a long, angry sleep.
The ground shakes. A distant rumble appears to generate from underfoot.
- The ground shakes with minor tremors.
- Small, loose objects tumble or fall over
- The area within 60 feet of the orb becomes difficult terrain for creatures that rely on the ground for movement.
- Any creature that moves more than 15 feet on its turn must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone.
Round 2: Splitting Stone
The rumbling grows violent. The ground bucks and twists as jagged fissures tear open, splitting stone with explosive cracks. Chunks of masonry shear loose from walls and ceilings, crashing down as the earth groans like a beast in pain.
The rumble worsens.
- The tremors worsen.
- Melee attacks have a -2 to hit as balance becomes more difficult to maintain.
- Each creature on the ground within 60 feet of the orb must make a DC 14 Dexterity saving throw. On a failure: the creature takes 2d10 bludgeoning damage and is knocked prone. On a success: the creature takes half damage and is not knocked prone.
- 1d4 fissures open in the area. These fissures are 5-foot-wide, 10-foot-long, and 10-foot-deep. Any creature in the space of a fissure when it is created must succeed on a DC 15 Dexterity saving throw to avoid falling in. On a failure, the creature falls to the bottom and takes 2d6 bludgeoning damage.
Round 3: Crushing Weight
Gravity seems to double in an instant. Every breath grows heavier as the earth pulls downward with crushing force. Stone bulges and warps, pillars bow, and the air fills with the grinding scream of rock grinding against rock.
The air grows heavy and the sounds of the Earth breaking apart fill the air.
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Creatures within 60 feet have their speed halved.
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All Strength and Dexterity saving throws are at disadvantage.
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Each creature within 60 feet must succeed on a DC 15 Strength saving throw or take 3d10 bludgeoning damage as shifting stone slams into them.
Round 4: The Earth Rises
The ground erupts violently. Spires of stone spear upward without warning, while slabs of earth heave skyward before crashing back down. The battlefield reshapes itself in seconds, turning familiar ground into a deadly maze of jagged rock.
The ground breaks and the world crumbles.
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Choose three points within 60 feet of the orb. At each point, a 10-foot-tall stone spike erupts. Creatures within 5 feet of a spike must make a DC 16 Dexterity saving throw or take 4d10 piercing damage and be pushed 10 feet away. Large or smaller creatures that are prone when this round begins have disadvantage on this save.
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All melee attacks are made at disadvantage.
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The rumbling and groaning of the earth drowns out all voices within 30 feet.
Round 5: Detonation — The World Shatters
With a thunderous crack like a mountain splitting in half, the orb detonates. The ground explodes outward in a catastrophic shockwave. Stone, earth, and debris are hurled in every direction as the land collapses, rises, and folds in on itself. The earth does not merely shake—it rebels.
The orb pulses once—then shatters reality with an explosion of earth and stone.
Detonation Effects
- A wave of earth and stone pulses out from the orb.
- All creatures within 100 feet of the orb must make a DC 18 Strength saving throw. On a failure, a creature takes 10d10 bludgeoning damage, is knocked prone, and is buried under rubble, becoming restrained, requiring a DC 16 Strength (Athletics) to escape. On a success, a creature takes half damage, is not restrained, and is pushed 30 feet away from the orb.
- The terrain within 100 feet of the orb becomes severely fractured, counting as difficult terrain, with multiple fissures and unstable stone.
- Structures collapse in the ensuing earthquake.







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