{"name":"Doom of the Pit","spell_level":"4-level","casting_time":"1 action","range":"120ft.","components":"Verbal, Somatic, Material","materials":"dust from a stone quarry","duration":"1 minute","school":"Conjuration","attack":"DEX Save","effect":"Necrotic","higher_levels":"When you cast this spell using a spell slot of 4th level or higher, you can increase the depth of the pit by 10 feet for each slot level above 3rd.","classes":"Sorcerer, Wizard","spell_description":"You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.\u00a0\r\n\r\nThe pit\u2019s radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like [blocklink:1531527]) may not make this saving throw. Creatures that fall into the pit take falling damage as normal.\u00a0\r\n\r\nThe walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage; then the spell ends and you are [tooltip:While you have the Incapacitated condition, you experience the following effects: Inactive (You can\u2019t take any action, Bonus Action, or Reaction.), No Concentration (Your Concentration is broken.), Speechless (You can\u2019t speak.), Surprised (If you\u2019re Incapacitated when you roll Initiative, you have Disadvantage on the roll.)]incapacitated[\/tooltip] for 2 rounds. \r\n\r\nWhen the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is [tooltip:While you have the Stunned condition, you experience the following effects: Incapacitated (You have the Incapacitated condition.), Saving Throws Affected (You automatically fail Strength and Dexterity saving throws.), Attacks Affected (Attack rolls against you have Advantage.)]stunned[\/tooltip] for 2 rounds after the spell ends.","source":"Deep Magic Volume 1`","tags":"","templateId":"3000","blockId":"1552207","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"37951","isShared":"on"}