You conjure up a sphere of earth in a 15-foot radius with at a point you can see within range. Any creatures caught in the sphere are restrained and take 6d4 bludgeoning damage. The sphere must originate on the ground but can be moved up to 10 feet in any direction after it is summoned, including down into the earth, leaving an open hole above the sphere. The sphere remains for the spell’s duration and you can move the sphere up to 20 feet in any direction as a bonus action on your turn.
If you choose to crush any objects or creatures in the sphere’s space, creatures may attempt to use their action to make a Strength saving throw and non-magical items are mangled and destroyed. On a failed save the creature takes 6d4 bludgeoning damage and gains one level of exhaustion and stays restrained. On a successful save, a creature breaks free of the sphere to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically.
The sphere can be attacked and destroyed to free the creatures inside. The sphere has an AC of 20, 100 hit points and resistance to all types of damage except acid, force, and bludgeoning, and cannot be buffed, healed or repaired in anyway. Once the sphere has less than 50 hit points saving throws to escape are made at advantage. Once the sphere reaches 0 hit points, the sphere breaks and the spell ends.
The sphere can restrain as many as six Medium or smaller creatures or two Large creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere automatically succeeds on breaking out of the sphere on their action.
When the spell ends, the sphere collapses to the ground 25 feet surrounding the sphere becomes difficult terrain. Any creature restrained by the sphere is knocked prone in the space where it falls.
* - (Dirt, stone, sand or other appropriate material. )
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