A hail of sharp crystal shards come raining down, piercing through the air and into the ground in a 10-foot-radius, 10-foot-high cylinder centered on a point you choose within range.
The area inside of the cylinder is heavily obscured and the ground is covered with sharp shards, making it difficult terrain.
When a creature enters the spell’s area for the first time on a turn or starts its turn there it must make a dexterity saving throw. A creature takes 1d6 piercing damage and 1d6 slashing damage on a failed save, or half as much on a successful one.
As a bonus action, you can move the cylinder up to 20 feet. If you ram the cylinder into a creature, the creature must make a saving throw against the cylinder's damage, and the cylinder stops moving this turn. When you move the cylinder it can travel along a horizontal plane only and must go around any obstacles. The cylinder leaves a trail of sharp glass shards behind it creating a trail of difficult terrain as wide as the cylinder.
At Higher Levels: When you cast this spell using a spell slot of 5th or higher, the slashing damage increases by 1d6 for each slot level above 4th.
* - (A shard of glass and a gemstone worth at least 10 gold)
Comments