7th-level Spell: Hellfire Pit

Dream Magic (Transmutation)

You open a pit to hell beneath the feet of your foes. A supernatural void opens in a 10-foot radius, 10-foot deep pit opens around a point you can see within range.   Creatures in the area must make a Dexterity saving throw. On a success, they can move 5 feet outside the radius of the spell. If they cannot move 5 feet out of the radius of the spell (such as having no path or insufficient movement speed), they automatically fail the saving throw. Creatures that fall their saving throw fall to the bottom of the pit (taking 1d6 bludgeoning damage and falling prone). The floor of the pit is a blazing inferno of hell. Creatures that start their turn in the pit take 4d6 fire damage and 4d6 necrotic damage.   The pit is difficult to escape, voraciously drawing creatures caught in to the depths of hell with strong winds, roaring fires, and infernal chains. A creature can spend 20 feet of movement (or 10 if they have a flying or climbing speed) to attempt to escape the pit, making a Strength saving throw against your spell save DC. On a success, they escape. On a failure, they fall back to the floor of the pit and their movement speed becomes 0 until the start of their next turn.   When the spell ends, the supernatural void to hell closes, and all creatures in the pit are deposited on the ground where the pit opened prone.   Source: KCC
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Ritual: No
Touch of Darkness:
  • You receive the Tainted condition every time you cast this spell.


Cover image: by Yaroslav Golubev

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