You command the power of magnetism to wrench 6 pillars of metal from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 60 feet. The pillars can be stopped short of the full height, but cannot be adjusted following completion of the spell. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 60 hit points. When reduced to 0 hit points, a pillar falls into chunks as the magnetism loses hold, which creates an area of difficult terrain with a 5-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 a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 8d6 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: If cast at levels beyond 7th, the spell will create 2 additional pillars per level increased. Following Enchantment into an item, the bludgeoning damage will increase comparatively to any source of power enhancement or further enchantment.
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