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.
Source: KCC
  • 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.


Cover image: by Yaroslav Golubev

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