Three large pillars of stone are conjured in the air 50 feet overhead. Each pillar is a cylinder 5 feet in diameter and 20 feet long. Choose three locations in range where the pillars will crash, breaking on impact and creating a 15-foot square area of difficult terrain. If a creature occupies the space where a pillar lands, they must make a Dexterity saving throw against your spell save DC. On a failure the creature takes 3d10 bludgeoning damage and falls prone, while on a success the creature takes half damage and is not knocked prone. If a creature occupies multiple spaces targeted by pillars, it has disadvantage on its saving throw and takes damage from each pillar. Multiple pillars cannot target the same 5-foot wide space.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you conjure one additional pillar for each slot level above 4th.
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