You cause up to 10 spikes of bone to burst from places on the ground that you can see within range. Each spike is a cone that has a minimal diameter of 1-5 feet and a height of up to 30 feet. The ground where a spike appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is or smaller. Each spike has AC 5 and 30 hit points. When reduced to 0 hit points, a spike crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand. You can also choose to use a bonus action to either crumble the spikes or pull the spikes into the ground.
If a spike is created under a creature, that creature must succeed on a Dexterity saving throw or be skewered by the spike taking 6d6 necrotic damage. A creature can choose to fail the save.
If a spike is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the spike takes 6d6 necrotic damage and is restrained, pinched between the spike 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 pull themself off the spike or fall off it.
At Lower Levels.When you cast this spell using a spell slot of 5th or lower(Cantrip being the lowest) each spike will do 1d6 less damage ( 5th=5d6, 4th=4d6, 3rd=3d6, 2nd=2d6, and cantrip=1d6 per spike)
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
* - (A piece of bone at least one inch long)Previous Versions
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