Spell Details
Effect
You cause the earth to shake with divine authority, creating a powerful earthquake centered on a point you choose. All creatures in the area take 5d8 bludgeoning damage and are knocked prone unless they succeed on a Quick save. Structures in the area take double damage and may collapse.
Scaling
At 9th level, the tremor creates permanent changes to the landscape, forming new hills, valleys, or crevasses as you direct.
Special Notes
The tremor is clearly supernatural, accompanied by golden light erupting from the ground. Flying creatures are immune to being knocked prone but still take damage from falling debris. The DN determines structural damage to buildings and terrain.