![]() For one thing, many foes will be able to make the Dexterity save. Earth Tremor at Higher Levels (Levels 6+)Īt higher levels, Earth Tremor is not an effective combat spell. Of course, at higher levels, easy access to teleportation and flight can wipe away this disadvantage. Trapping yourself at the center of a 20-foot diameter circle of difficult terrain is not ideal when you have no way to escape. The ability to turn the ground into difficult terrain can actually be extremely dangerous at lower levels since it will hinder your ability to effectively keep yourself away from the frontlines. However, beware of casting this spell in areas of loose dirt or stone. That makes this spell a useful support tool. While as a spellcaster you’re likely to be pretty squishy, if you can position yourself to catch as many foes as possible in the spell’s 20-foot diameter circle area of effect, you can render them prone, granting martial allies advantage on their attacks. While the damage is only significant at levels 1-2 when 1d6 damage is still a notable portion of your enemies’ health, the ability to create difficult terrain and force your enemies prone can be useful. Earth Tremor at Low Levels (Level 1-5)Īt lower levels of play, Earth Tremor is an excellent combat spell. Remember that a lot of the spell’s power comes from its ability to inflict the Prone condition and to a lesser degree from its ability to create difficult terrain, so increasing the damage of the spell does little to increase the spell’s power. This holds true for casting the spell with any spell slot higher than 1 st level, though the difference is less obvious at lower levels. 9d6 damage compared to spells like Wish or Meteor Storm is a clearly inferior option. While casting the spell at 9 th level can do a pretty decent 9d6 damage, this level of damage is nothing compared to actual 9 th-level spells. ![]() However, regardless of how and at what level you use the spell, casting it using a higher-level spell slot is pretty universally not worth it. However, at higher levels, the spell can be a very useful quasi-utility spell that, when appropriately targeted, can be used to counteract your foes’ mobility. At low levels, it can be used for a minor crowd-control effect with a nice bit of damage. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting Targets outside it.Īt Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, the Duration increases by 1 hour for each slot level above 3rd.Earth Tremor is an interesting spell. Targets within the Cylinder can't be charmed, frightened, or possessed by the creature.The creature has disadvantage on Attack rolls against Targets within the Cylinder.If the creature tries to use teleportation or interplanar Travel to do so, it must first succeed on a Charisma saving throw. The creature can't willingly enter the Cylinder by nonmagical means.The Circle affects a creature of the chosen type in the following ways. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.Ĭhoose one or more of the following types of Creatures - Celestials, Elementals, fey, Fiends, or Undead. ![]() You create a 10-foot-radius, 20-foot-tall Cylinder of Magical energy centered on a point on the ground that you can see within range.
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