Level
4th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect

A 2’ radius area of ground under the caster rises, up to a height of 5', and then slopes back down to ground level within a 7' radius, forming a small island hill. A 5' wide, 10' deep moat filled with water circles the island.

Creatures, other than the caster, in the area of effect of this spell when it is cast, must make an athletics ability check or be dropped into the water. A successful check places the creature just beyond the outer diameter of the moat.

Attacks against creatures in the water are made with advantage and attacks by creatures in the water are disadvantaged. Creatures can only exit the water from the outer rim of the moat and must make an athletics ability check to pull themselves out.

Only one creature can occupy the island and it can be knocked off. Attempts to occupy the island can only be made by jumping over the moat and landing on the flat center with an athletics ability check. Failure results in the creature falling into the moat. If the island is already occupied, a strength ability check between the occupier, at advantage, and the challenger, at disadvantage, must also be made. The winner of the strength ability check occupies the island and the loser falls into the moat.  

All athletic checks are made against a A DC level of 15 for normal sized creatures and can be appropriately modified by the DM for larger or smaller sized creatures.

* - (small amounts of water and sand)

Available For: Druid (Legacy)

RecycledBill

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