You concentrate your energy into the ground and summon a sand wall upwards or create a chasm downward, both 60ft diameter, 25-170ft high/deep. The wall is one foot in thickness.
When making the wall, creatures that are hit/within the area while it is being casted must roll a dexterity save or they are stunned until the area is dispersed. You can choose to allow select creatures to be unaffected by the sand. You can keep the wall up without recasting by expending a spell slot for every round you keep it. Besides the first cast, you can use other actions while keeping the wall/chasm casted every round. For every round after initial cast that a creature is stuck in the sand, the following effects apply:
- Stuck creatures each roll a dexterity save to attempt getting out of the sand. Creatures remain stuck upon failed save, or escape upon a success, effect of the wall/chasm no longer affect that creature
- Remaining creatures has to roll a D20 and get higher than 12 to not suffocate and become incapacitated
Unaffected allies within the wall/chasm gain a 30ft walking speed boost as well as an extra D8 when rolling damage. Can be used outside of battle, requires one spell slot per hour of keeping the wall casted.
* - (While being over earth (rocks, dirt, sand, etc.))
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