TEXT: I 
  MAJOR GEOMANC 
  SINKING MAW 
  5th Level Transmutation spell (Druid, Sorcerer, Wizard) 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (an antlion shell) 
  Duration: Concentration, up to 1 minute 
  Choose a point you can see on the ground within range. 
  The ground in a 30-foot radius circle centered on that point 
  becomes fluid and permeable, creating a roiling sinkhole of 
  mud, sand, and clay. The sinkhole slopes down as it 
  approaches the center, which is 20 feet below the normal 
  surface level of the ground When the area appears, each 
  creature that is standing on the ground within the area must 
  make a Dexterity saving throw. Creatures with tremorsense 
  have advantage on this saving throw, and creatures with a 
  burrow speed automatically succeed On a failed saving 
  throw, a creature sinks halfway into the mud and sand, 
  becoming restrained by the sand until the spell ends. 
  Until the spell ends, the ground in the area is difficult 
  terrain, and any creature who enters the area or ends its turn 
  within the area must repeat the Dexterity saving throw if it is 
  not already restrained by the speli becoming restrained on a 
  failure. In addition, when a creature ends its turn while 
  restrained by this speli it is pulled up to 10 feet along the 
  surface toward the center of the sinkhole. 
  A creature restrained by the sinkhole can use its action to 
  make a Strength or Dexterity check (its choice) against your 
  spell save DC. On a success, it frees itself and climbs onto the 
  surface of the moving ground 
  When the spell ends for any reason, the ground solidifies 
  and the terrain returns to how it would have been if the spell 
  had never been cast. Each creature who is restrained by the 
  spell when this occurs is suddenly crushed by solid stone and 
  rock. It becomes grappled, and is restrained while grappled in 
  this way. They also must each make a Constitution saving 
  throw. Creatures within 10 feet of the center of the sinkhole 
  have disadvantage on this saving throw. On a failed saving 
  throw, a creature takes 8d6 bludgeoning damage. On a 
  successful saving throw, a creature takes half damage. 
  The escape DC for creatures grappled as a result of this 
  spell equals your spell save DC, and targets are grappled by 
  the ground itself, not by any creature or spell 
  LrvlNG BURIAL 
  7th Level Transmutation spell (Druid, Sorcerer, Warlock, 
  Wizard) 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a bone taken from a grave) 
  Duration: Concentration, up to 1 minute 
  Choose one creature on the ground that you can see within 
  range. You cause the ground beneath it to break and liquefy 
  under its feet, sucking it under and attempting to magically 
  crush it underground The target must make a Strength 
  saving throw. On a failed saving throw, it takes 10d6 
  nonmagical bludgeoning damage and is pulled down until it 
  is fully buried 10 feet beneath the ground 
  On a successful saving throw, the target takes half damage 
  and escapes to an unoccupied space within 5 feet of its 
  current space, and it must make a Dexterity saving throw, 
  falling prone on a failure. The target can avoid the spell 
  without leaving its space, but attempting to do so grants 
  disadvantage to both saving throws. 
  A creature that is fully buried under the ground by this 
  spell suffers the following effects: 
  • The target is blinded, deafened, and cannot use blindsight. 
  • The target cannot breathe or provide somatic 
  components. If the target normally needs to breathe, it 
  also cannot speak or provide verbal components, it has 
  disadvantage on Concentration checks, and it must hold 
  its breath or suffocate. 
  • The target is grappled and restrained 
  • The target has total cover from every direction, and 
  everything has total cover from the target, since the target 
  is surrounded by densely compressed earth on all sides. 
  • At the end of each of the target's turns while the spell 
  lasts, it takes 6d6 nonmagical bludgeoning damage. 
  A creature can use an action on its turn to attempt to 
  escape. The target must make either a Strength ability check 
  or Dexterity ability check (its choice) against your 
  spellcasting DC. This check is made with advantage if the 
  creature has a burrowing speed If it succeeds, the target 
  manages to dig themselves up to the surface and is now only 
  partially buried A partially buried creature is grappled 
  (escape DC equal to your spell saving throw DC) and 
  restrained while grappled, though it is not magicai and it is 
  grappled by the ground itself, not any creature or spelt 
  If the spell ends early, the target is propelled magically 
  back to the surface, causing it to immediately transition to 
  the partially unburied state. If the spell lasts its full duration, 
  however, the target is left buried underground to suffocate 
  without the aid of magic. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 8th level or higher, the damage dealt increases by ld6 
  for each slot level above 7th. 
  I 
  ART CREDIT: "QUICKSAND" BY DLEOBLACK I 
  www.deviantart.com/dleoblack/art/quicksand-344 l 3 8 l 09 
  ( vl.O) FROM BENEVOLENT EVIL 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed - Major Geomancies for Burials.pdf