Erupting Earth: Blowing Chunks
Usable By: Druid, Sorcerer, Wizard
Spell Level: 3
School: Transmutation
Casting Time: 1 action
Range: 120 feet
Duration: Instantaneous
Components: V, S, M (a piece of obsidian)
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Review by Sam West, Twitter: @CrierKobold
Imagine you’re strolling along, minding your own business, when a monster truck sized chunk of the earth explodes out from below you, sending you flat on your ass and battered by the subsequent rain of mud, rock, and sediment. The visuals of Erupting Earth fill a earthbender sized hole in D&D. The effect it is offering reads worse than I think it is, too, but won’t be something you’ll excitedly grab over Fireball.
3d12 damage is averaging 19.5 damage, which is nearly a third lower than Fireballs 28 average. On top of lower damage, we’re dealing with more volatile dice; the minimum damage a Fireball can deal is 8, and it's far less likely to deal lower quantities of damage. There will be moments when you’re only getting four to six damage out of Erupting Earth, but just as many moments where it's hitting for well over twenty damage.
The area is similar enough, so in order for Erupting Earth to be worth it on your wizards and sorcerers, we need the effect to be worth around eight damage. Indefinite difficult terrain is unique, and nifty. If this takes a creature that wouldn’t need to dash and forces them to dash to engage you, it's probably worth the damage. If you’re in an encounter where large groups of enemies are running at you through a fixed point, the indefinite duration can be an amazing addition. Being able to fire off two or three of these to make 60 feet long drags of difficult terrain can shape maps into meat grinders for you and your ranged allies.
Most encounters aren’t going to need this, though. At tables playing with more game-y elements like waves of enemies coming from off map or larger scope battlemaps where varying areas are known chokes, this can thrive. At your average dungeon delving table where long corridors and the occasional set piece room are your norm, the area can feel entirely pointless. Difficult terrain is fickle like that; almost as fickle as the d12s.
I like Erupting Earth quite a bit. Having instantaneous spells that have long term applications make it something you can consider using before an encounter even begins at the upper tiers just to get a bit more out of your sheet. Up-cast scaling is really solid as well; d12s are the largest damage dice, and while initially this is getting out damaged by Fireball, if you’d upcast either with 6th level or higher slots, Erupting Earth turns the corner and starts to have higher average damage. Erupting Earth is a great excuse to bust out your d12; it can do enough damage, and has an effect you’ll be glad you prepared now and then.
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