2nd-level Spell: Stone Pillar

Sorcery (Transmutation)

You cause a pillar of stone to rise from the ground in a space you can see within range. The pillar occupies a 5-foot space and rises up to 30 feet into the air. The ground where it appears must have space to accommodate it, and you can't target a space under a Large or larger creature.

If a pillar is created under a Medium or smaller creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail its save. If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 3d8 bludgeoning damage and is restrained, crushed between the pillar and the obstacle. The restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check (the creature’s choice) against the spell save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall.

The pillar has AC 5 and 30 hit points. When reduced to 0 hit points, it crumbles into rubble, creating an area of difficult terrain in a 15-foot square centered on the pillar, which lasts until the rubble is cleared. Each 5-foot-square in the area requires at least 1 minute to clear by hand.

Source: KCC

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Ritual: No



Cover image: by Yaroslav Golubev

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