The user throws down a portable hole under a creature. The hole enlarges to be a 15ft by 15ft hole. If any creature is under the hole, they must make a DC 16 Dexterity saving throw or fall in. Any creature attempting to jump over or pass by the hole (within 5ft) must make a contesting strength save against a skeleton. If the creature fails the save, they fall as skeletal hands pull them in. Any creature that falls into the hole takes 1d10 bludgeoning damage as they fall. Any creature in the hole makes a DC 15 Dexterity saving throw or take 6d6 slashing damage on a failed save or half as much on a successful one as skeletons reach from the dark and attack with their sharp, boney claws. When the caster loses concentration or the time runs out, the creatures make a wisdom saving throw or be frightened until the end of the casters next turn
* - (Portable Hole with a holy symbol, spellbook, or have a pact)
Level
5th
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Necromancy
Attack/Save
None
Damage/Effect
Comments