The Traveler's Guide to Aellorah
4-level Conjuration
You sacrifice some of your own blood, dealing 1d10 necrotic damage to yourself, in order to conjure a large spike underneath a target creature within 30 ft. The target creature must succeed on a Dexterity saving throw or be impaled by the spike as the blood forms beneath it and shoots upwards. On a failed saving throw, the target is impaled by the spike, dealing 4d10 piercing damage.
Additionally, the target creature is lifted 5 ft. into the air and is restrained. While restrained by the spike, the target creature can use their action to attempt to free themselves by making a Strength (Athletics) saving throw. On a failed saving throw, they take an additional 2d4 piercing damage.
Plasma Enhancement: You can expend Plasma to increase the size of the spire, causing it to lift the creature an additional 5 ft. per point of Plasma if it hits. The maximum size the spire can be is 30 ft. A creature that escapes after being impaled by a large spire will fall.
When you cast this spell using a 5th-level spell slot, the range of the spell increases by 30 ft.