You select one target within range and summon a 10 ft. radius circle of force on the ground centered beneath them. The circle erupts upwards forcing each creature in the newly formed 30 ft. high cylinder to make a Dexterity saving throw. On a failed save, the creature takes 5d8 Force damage and is thrust up into the air 10 ft.; if a creature's size is Large or smaller they are thrust up an additional 3d4 ft. higher. On a successful save, the creature takes half as much damage and is not thrust up into the air. If a creature was flying in the area of the cylinder when it erupted and fails the saving throw, they are no longer flying.
A creature that failed the previous save makes a second Dexterity saving throw while falling. On a failed saving throw, the creature takes 2d8 Force damage in addition to any falling damage and is knocked prone. On a successful save, the creature takes half the damage and is not knocked prone. If an affected creature becomes the target of the Feather Fall spell after they failed the first saving throw they still make a second Dexterity saving throw to determine the amount of Force damage, but are not knocked prone regardless of the outcome.
All events triggered by this spell happen within the same turn and are not spread out over multiple turns.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage and falling impact damage increase by 1d8 and the additional feet of upward thrust increases by 1d4 for each slot level above 4th.
Note: The additional height displays as "Natural Damage" to utilize VTT auto rolling, pay attention to damage break down to pick out the Xd4 rolls as the additional height for Large or smaller creatures as described above.
* - (a white marble)
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