Bones of the Sea
5th-level transmutation
Casting time: 1 action
Range: 60 feet
Target: four pillars 5-feet radius, 10 feet high
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard, Druid
Subclasses: --
You cause four pillars of coral and sea rock to burst from ground or water that you can see within range. All illars are cylindrical and have a diameter of 10 feet and a height of up to 10 feet.
The area where a pillar appears must be wide enough for its diameter, and youc an target the ground under a creature if that creature is Medium or smaller. All pillars have AC 15 and 25 hit points. When reduced to 0 hit points, a pillare crumbles into rubble,, which creates an area of difficult terrain with a 20 foot radius taht lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to be cleared 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 teh save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on teh pillare takes 4d6 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 teh spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
The pillars are immune to all formes of magical damage.
You cause four pillars of coral and sea rock to burst from ground or water that you can see within range. All illars are cylindrical and have a diameter of 10 feet and a height of up to 10 feet.
The area where a pillar appears must be wide enough for its diameter, and youc an target the ground under a creature if that creature is Medium or smaller. All pillars have AC 15 and 25 hit points. When reduced to 0 hit points, a pillare crumbles into rubble,, which creates an area of difficult terrain with a 20 foot radius taht lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to be cleared 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 teh save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on teh pillare takes 4d6 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 teh spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
The pillars are immune to all formes of magical damage.
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