1st-level Spell: Create Pit
Sorcery (Transmutation)
You choose a 10-foot square area on the ground in an
area of dirt or natural stone you can see. The ground
buckles and opens into a 10-foot deep pit. If the
surface is not large enough to contain the pit, the
spell fails. Each creature in the area must make a
Dexterity saving throw. On a success, a creature
jumps to a space 5 feet outside the spell's radius. On
a failure, a creature falls to the bottom of the pit
(taking normal falling damage). The sides of the pit
are rough, and can be climbed. A creature that saves
but cannot locate an empty space to move to falls
prone, hanging from the edge of the pit, and cannot
stand until it moves out of the pit area or drops into it.
The pit remains until filled.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pit is 5 feet deeper for each slot level above 1st, to a maximum of 20 feet deep.
- Casting Time: 1 action
- Range: 60 feet (10-foot square)
- Components: V, S
- Duration: Instantaneous
- Ritual: No
Limitations
- The spell may fail if the pit would breach another opening (such as a room or cavern below), as that would be failing to contain the pit. The GM has wide discretion on what surfaces are valid targets for this spell.
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