You strike the ground with necromantic force, creating a 30-foot-long, 5-foot-wide line of cracked earth originating from a point you can see within range. Skeletal and spectral hands burst from the fissure, clutching at any creature that enters their area.
The area of the line is difficult terrain for as long as the spell is active.
When the line appears, each creature within it must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d6 necrotic damage and becomes restrained by the grasping hands. On a successful save, it takes half as much damage and is not restrained.
A restrained creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the effect on itself on a success.
Additionally, whenever a creature enters the line for the first time on a turn or starts its turn there, it must make the saving throw again.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd, and the length of the line extends by 10 feet.
* - (A humanoid skull, which the spell does not consume.)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/19/2026 10:43:07 PM
|
10
|
0
|
1
|
Coming Soon
|
Comments