You cause a single pillar of stone to burst from a singular space on the ground that you can see within range with a thunderous velocity. The pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where the pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Large or smaller. The pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar 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.
If the pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be forcefully lifted by the pillar, and thrust into the air 10 feet above the pillar when the pillar reaches its full height. A creature that is thrust into the air then falls and suffers falling damage equal to 1d6 bludgeoning damage for every 10 feet it falls (example a 1st level spell slot equals 4d6 bludgeoning damage and a 2nd level spell slot equals 5d6 bludgeoning damage).
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 3d6 bludgeoning damage and is restrained, pinched between the pillar 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 pillar or fall off it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the height of the pillar increases by 10 feet for each slot level above 1st.
Comments