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.
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Ritual: No
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