6th-level Spell: Impaling Spires

Sorcery/Whispering (Transmutation)

You haul up to six mighty spikes of rock out of the ground, erupting at locations you can see within range. Each spike occupies a 5-foot space, is up to 30 feet tall, is AC 11 and has 30 hit points. If a spike is created under a creature, it must make a Dexterity saving throw. On a failure, it takes 5d10 piercing damage and is impaled if it is Large or smaller, becoming restrained at the top of the spike. Huge creatures can be restrained if targeted with two or more spikes, and Gargantuan creatures with six or more. On a success, targets suffer half as much damage and no other effects. A creature can only be damaged by the spell once.   An impaled target can use its action to attempt an Athletics or Acrobatics check to free itself, rolling against your spell save DC. On a success, it is no longer restrained and falls. A target is also freed if all its spikes are destroyed.   If a creature is slammed into a ceiling or other obstacle when it gets impaled, it takes an additional 2d10 bludgeoning damage, and attempts to free itself are made at disadvantage.   The spikes crumble back into the earth after 1 hour.  
  • At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional spikes for each slot level above 6th.
Source: SDS (Bones of the Earth)
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Ritual: No


Cover image: by Yaroslav Golubev

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