Level
4th
Casting Time
1 Action
Range/Area
100 ft. (20 ft. )
Components
V, S
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Piercing

You choose a 20-foot square on the ground you can see within range. The ground within that area cracks and crumbles into sharp fissures. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 piercing damage on a failed save and is grappled, or half as much damage on a successful one and is not grappled. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

When the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 2d10 piercing damage and is grappled. On a successful save, the creature takes half damage and is not grappled.

Any creature grappled can end the condition by using their Action to make an Escape attempt against the spell save DC. If the creature fails their Escape attempt, they instead take 1d10 piercing damage and remain grappled.

Spell Tags: Damage Control

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

NoOdinson

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