In order to cast this spell, you must be standing on solid earth-based ground such as dirt, clay, or stone.
A fissure in the earth rumbles open in a 1d4 x 10 foot deep, 1d4 x 5 foot wide, 60 foot long line from you in a direction you choose. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
A fissure that opens beneath a structure has a 50 percent chance to cause it to collapse and potentially damage nearby creatures. If the structure collapses, each creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 15 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. For example, debris made of dense stone and heavy metal would require a DC as high as 30, but debris made of sticks and straw would only warrant a DC of 10. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, you get one additional fissure for each slot level above 4th.
* - (a pinch of dirt, a piece of rock, and a lump of clay)
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