You cause up to five spires of crystal to burst from any solid flat surface that you can see within range. Each spire is a cylinder that has a diameter of 5 feet and a height of up to 40 feet. The surface where a spires appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each spire has AC 6 and 40 hit points. When reduced to 0 hit points, a spire shatters into jagged shards, which creates an area of difficult terrain with a 10-foot radius that lasts for 5 minutes. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. If a spire is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the spire. A creature can choose to fail the save and take 3d6 bludgeoning damage and 3d6 piercing damage as the part of the spire that impacts the obstacle fractures into sharp pieces.
If a spire is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the spire takes the damage and is restrained, pinched between the spire and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the spire or fall off it.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional spires for each slot level above 4th.
Previous Versions
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5/12/2019 11:46:51 PM
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Coming Soon
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