You call forth a cage made of flesh and bone around a creature within range. The target creature must succeed on a Strength saving throw or be locked in the cage, reducing the creatures speed to 0 and provides half cover against attacks going into or out of the cage. The cage has 15 hit points and an armor class equal to your spell save DC. Upon being reduced to 0 hit points, or loosing concentration, the cage collapses, and the target creature is no longer under its affect. You can choose from two types of cages to enclose the creature in:
Spiked Cage. The target creature takes 3d6 piercing damage when the cage surrounds them, and at the end of each of their turns, suffer an additional 3d6 piercing damage every round they remain inside it.
Strong Cage. The cage's hit points are doubled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit points increase by 5 for each slot level above 2nd, and the damage the spiked cage deals increases by 1d6 for every slot level above 2nd.
* - (a femur of a humanoid)Previous Versions
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12/10/2022 12:17:48 AM
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