You create a seismic disturbance which unleashes voracious elemental sharks 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.
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.
This spell has the following additional effects:
Fissures. When you cast the spell and at the start of each of your turns, a new fissure opens in the spell's area. These fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. 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.
Land Sharks. Each time a fissure opens, it unleashes earth elementals in the form of sharks on your turn. Land sharks summoned by this spell use the statistics of the sharks listed in the table below, though with the following alteration: They are elementals instead of beasts, have a +2 bonus to AC, are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks, are immune to poison damage and the conditions: exhaustion, paralyzed, petrified, poisoned, unconscious; are vulnerable to thunder damage, and possess the following traits:
Earth Glide. The land shark can burrow through nonmagical, unworked earth and stone, and have a burrow speed equal to their swim speed. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The land shark deals double damage to objects and structures.
Roll on the following table to determine what appears:
| d6 | Sharks Summoned |
|---|---|
| 1 | 1d4 giant shark |
| 2 | 1d6 hunter shark |
| 3 | 1d8 swarm of quippers |
| 4 | 1d10 reef shark |
| 5 | 1d12 quipper |
| 6 | The fissure summons two groups. Roll twice more, rerolling any 6. |
You choose the unoccupied spaces within the quake's area where they appear.
The land sharks are hostile to all creatures, including you. Roll initiative for the summoned land sharks as a group, which has its own turns. The land sharks pursue and attack the nearest non-land sharks to the best of their ability.
Land sharks summoned by this spell treat earth like water for the purpose of their swimming speed and Waterbreathing trait, and automatically succeed on all saving throws incurred by this spell, including those to avoid collapsing buildings. A land shark that ends its turn above ground or immersed in water begins suffocating.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
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 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.
* - (a handful of shark teeth, a pinch of dirt, a piece of rock, and a lump of clay)
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