Spell: Quake Crush

by Thudnfer

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Quake Crush

3rd level transmutation


  • Casting Time: 1 action
  • Range: Self (5 foot radius)
  • Components: V, S, M (an orb of marble worth at least 150 gp)
  • Duration: Concentration, up to 1 minute
  • Class: Artificer, Druid, Sorcerer, Warlock, Wizard

You create an immense downward force that cracks the earth. All creatures within 10 feet of you must make a Dexterity saving throw saving throw as jagged spikes rise from the ground from the impact, taking 3d12 piercing damage on a failed save and half that on a successful save. If a creature occupies a space that becomes occupied by the spikes, it is pushed back 5 feet.

The spikes remain for the duration, and create a barrier around you made up of eight Medium spikes that grant you half cover to attacks originating outside the barrier. A creature that approaches the spikes from above must repeat the Dexterity saving throw or take damage from the spikes.

A spike has an AC of 15 and 50 hit points each, with immunity to poison and psychic damage. Once destroyed, a spike collapses in its space and becomes difficult terrain until cleared. All spikes made in this casting collapse once the spell ends.

Art Credit

"Rocky Spikes" by Florian Dreyer