You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet. You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a acrobatics check with advantage to avoid falling into it. Creatures subjected to an effect intended to push them into the pit do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a require an Athletics check to climb out equal to the spells DC. When the duration of the spell ends, creatures and objects within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the depth of the pit increases by 10 additional feet for each slot level above 1st level. This both increases the amount of fall damage taken as well as the time it will take to climb out of the pit.
* - (A shovel of any size)Previous Versions
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