You point to a spot in the sky at least 100 feet above the ground, and a horizontal 50-ft diameter Gate appears to a random location in the Elemental Plane of Earth.
Immediately upon casting the spell, creatures directly beneath the Gate must make a Dexterity Saving Throw or take 30d6 Bludgeoning Damage and are knocked prone on a failed save, or half as much damage and are not knocked prone on a success, as boulders, loose stone, and other debris begin to rain down upon them from above. Huge or larger creatures make this save with Disadvantage. Creatures that are flying that fail this save are knocked from the air and become Prone, additionally taking any relevant falling damage.
This damage is considered magical for the purpose of overcoming magical immunity, and deals double damage to buildings and structures. Intervening cover directly overhead provides a degree of protection, for as long as it stands. Partial cover such as trees or flimsy structures give advantage on the save. Full cover from fortified structures grants full protection for as long as it remains intact. If destroyed by damage from this spell, creatures within take the damage without a save as the cover collapses around them.
On subsequent turns, you can use an Action to keep the portal open an additional round until the full duration of the spell, and you may use a Bonus Action to shift the Gate up to 50 feet to another spot you can see within range and at the same altitude. Creatures that end their turn beneath the Gate and any new creatures that the Gate stops above on your turn make the save again.
Any spot the Gate is open above becomes Difficult Terrain as it is obstructed by rocks and debris. This debris remains even after the spell ends.
* - (Tuning fork attuned to the Elemental Plane of Earth)
Comments