Impaling Spires

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, and has AC 11 and 30 hit points.

Level
6
School
Transmutation
Casting time
action
Range
120 ft
Components
V, S
Duration
instantaneous
Classes
Druid

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, and has AC 11 and 30 hit points. Any creature above a spike when the spell is cast 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, a target suffers half as much damage and no other effects. A creature in the area of more than one spike is only damaged once.

An impaled target can use its action to attempt to free itself with a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is no longer restrained and falls. A target is also freed if all spikes impaling it 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 with 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 and licence

From Spells That Don’t Suck.

Licence: SRD (CC BY 4.0).

Every licence notice Tavern Bag relies on.