You create a seismic disturbance at 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 and shakes creatures and structures in contact with the ground in that area. In addition, when you cast the spell you change the current weather conditions per the "Control Weather" spell. The spell works in three phases.
Round 1 - Earthshake. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
Round 2 - Rainstorm. For the duration of the spell, and in a one mile radius centered on the target, the following environment effects are applied:
Temperature: Cold | Wind: Storm | Precipitation: Torrential Rain
In addition to the effects of bad weather, each creature that is outdoors and within the effect's radius must make a Constitution saving throw. On a failed save the creature suffers three levels of exhaustion.
Round 3 - Calamity! The tremor deals 70 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A 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 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
* - (n/a)
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