You choose a point on the ground in an area of dirt or natural stone you can see. The ground buckles and you create a 10-foot-by-10-foot hole with a depth of 10 feet. You must create the pit on a horizontal surface of sufficient size. If the surface is not large enough to contain the pit, the spell fails. Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside the radius of the spell. Creatures that fail their saving throw fall to the bottom of the bit (taking 1d6 bludgeoning damage and falling prone). The sides of the pit are rough, and can be climbed.
Any creature standing in the area where you first conjured the pit must make a Dexterity 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 Dexterity saving throw to avoid falling in. 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. Any creature within the hole can, as an action, make a Strength (Athletics) check against your spell save DC, climbing out on a success.
If a creature saves, but cannot move 5 feet, they fall prone, hanging from the edge of the pit, and cannot stand until they move out of the pit area or fall into it.
The pit remains until filled.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pit is 5-feet deeper for each slot level above 1st (to a maximum of 20 feet deep).
* - (a small leather pouch)
* - (A gouged rock)
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