As an action, you summon a Cosmic Cursor; a brightly shining mote of intelligent magic programmed to seek out lethal conditions, which launches away into the world at unfathomable speed. On one of your subsequent turns of your choice, you can use a bonus action create a connection to the Cosmic Cursor at a point you can see within range, generating a Cosmic String.
You create a Cosmic String. A 7-foot tall vertical line of energy rips itself into existence, acting as a pandirectional portal, and abruptly snaps shut 2 to 3 seconds after. Roll a d10 to determine the destination of the Cosmic Cursor and the resulting effect of the Cosmic String.
1 - The Cosmic Cursor is several feet above the mouth of an active volcano; a pitch-black pyroclastic cloud billows out of the Cosmic String, smothering the area in burning darkness, and spreads around corners to fill a 30-foot radius sphere. The cloud dissipates after 1 minute and can be displaced, but not dispersed, by strong wind(magical strong wind of equal or higher level may disperse it). For it's duration, the cloud's area is heavily obscured. Though it quickly cools, the cloud initially emerges hot enough to ignite anything that isn't fireproof; for six turns, all non-fireproof objects within range are ignited, and all creatures who were within range at casting or begin their turn within the cloud must make a Constitution saving throw. During the first three turns, creatures take 3d6 fire damage or half as much on a successful save, and on a failed save creatures that must breathe spend their action that turn coughing hysterically as their lungs fill with burning smoke. For the next three turns, creatures take 1d6 on a failed save as well as the previously stated status, and are unaffected on a successful one.
2 - The Cosmic Cursor is in the middle of a vicious blizzard; freezing cold snowy air flies out from the Cosmic String horizontally in all directions, all objects less than 10 pounds within 30 feet are pushed 10 feet outward, and all creatures within a 30-foot radius must make a Constitution saving throw. Each creature within 30 feet takes 2d4 cold damage on a failed save or half as much on a successful one, those within 15 feet also gain disadvantage on their next attack roll on a failed save. All non-magical fire sources within range are extinguished.
3 - The Cosmic Cursor is in a pressurized subterranean pocket of toxic gas; opaque poisonous clouds plume out of the Cosmic String, blanketing the area in thick smog, which spreads around corners and fills a 30-foot radius sphere. The cloud dissipates after 1 minute or can be dispersed by strong wind. For it's duration, the cloud's area is heavily obscured. If cast within a preexisting strong wind, it's duration becomes Instantaneous. Any creature that starts their turn in the cloud must make a Constitution saving throw, becoming poisoned for 1 hour on a failed save.
4 - The Cosmic Cursor is in the void of space; an intense vacuum is momentarily created at the point of the Cosmic String, all objects within 30 feet are pulled 15 feet inward, and all creatures within a 30-foot radius must make a Strength saving throw. Each creature is pulled 10 feet directly towards the center and knocked prone on a failed save, or simply knocked prone on success. Any creature or object that makes contact with the Cosmic String due to the vacuum takes 1d8 bludgeoning + 1d8 cold damage.
5 - The Cosmic Cursor is submerged in the liquid core of an active volcano; 2000°F magma flows out from the Cosmic String, all non-fireproof surfaces and objects within 15 feet are ignited, and all creatures within a 15-foot radius must make a Dexterity saving throw. On a failed save, all within range take 3d6 fire damage and are ignited, those who succeed the throw are not ignited and take half damage. The magma pools on the floor creating a hazardous area for 3 rounds, and any creature that ends their turn within it must make a Dexterity saving throw, taking 1d6 fire damage and igniting on a failed save. Afterwards the magma cools to volcanic slag and becomes difficult terrain for 10 minutes, fully cooling to volcanic stone after.
6 - The Cosmic Cursor is in a desert at the bottom of a collapsing sinkhole; 1000 tons of sand ejects from the Cosmic String and spreads around corners to cover a 50-foot radius, and all creatures in range must make a Dexterity saving throw. On a failed save, those within 30 feet are restrained, those within 20 feet are restrained and suffocating, and those in excess of 30 feet are knocked prone. Restrained and/or suffocating individuals may use their action to make an Athletics check, freeing themselves from the sand on success, and any who are free may use their action to make an Athletics check with advantage to free someone else from the sand. The area within a 40-foot radius of the Cosmic String slows walking speed by 5 feet(plus 5 feet more for each higher level cast).
7 - The Cosmic Cursor is in the positive energy plane; a shining white light radiates from the Cosmic String, reaching outwards in all directions until either tapering off at 50 feet or hitting opaque objects or terrain. All creatures within range that were not behind full cover feel overwhelming amounts of life energy surge through their body as the light hits them and must make a Constitution saving throw, rolling with disadvantage if undead. On a failed roll, creatures take 1d6 radiant damage and are stunned for their next turn, avoiding the stun on success, and on rolls of nat20 or nat19, creatures take 1d6 healing instead of damage. All affected creatures also gain 3 levels of exhaustion for 1 turn (beginning the turn after if stunned). Once each creature's turn of exhaustion ends, they suddenly feel brimming with energy; all exhaustion levels (including any from other sources) are removed, their lowest expended spell slot is regained, and for 1 minute all those affected gain +10 feet of movement and +2 to all Strength and Dexterity based attack rolls, ability checks, and saving throws. After all other effects end, until their next long rest all affected creatures enter a state of perpetual inexplicably good mood.
8 - The Cosmic Cursor is at the bottom of the ocean; a torrent of extremely high-pressure saltwater is ejected from the Cosmic String horizontally in all directions, all objects within 40 feet are pushed 20 feet outward, and all creatures within a 20-foot radius must make a Dexterity saving throw. Each creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one, and is knocked prone on a failed save. The surrounding area is filled with 12000 gallons of saltwater, pooling and/or dispersing based on the surrounding environment.
9 - The Cosmic Cursor is in the plane of madness; an unfathomable cacophony of screams, cries, and laughter pour out from the Cosmic String, all creatures with a sense of hearing within a 10-foot radius become deafened for 1 minute, and those within a 50-radius must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save, or half as much damage on a successful one. Creatures also become heavily disoriented as the indescribable sounds reverberate through their minds, gaining disadvantage on all attack rolls and saving throws on a failed save, this saving throw can be repeated on the beginning of each of of their turns until they succeed, dismissing the sound from their mind. Finally, when any creature is within 80 feet of this event, disturbing nightmares plague their next long rest, and temporarily affect their disposition upon waking. (This effect mainly for role-playing purposes, up to DM's discretion whether an in-game effect is actually enforced.)
10 - The Cosmic Cursor is nested in the threshold of a planar rift; the instant the connection to the Cursor is formed, the Cosmic String violently explodes. All non-magical objects and surfaces within a 10-foot radius sphere are torn apart, and all creatures within that range must make a Dexterity saving throw. Those that fail the save take 4d6 force damage and are thrown directly away from the center to the edge of the spell's radius and knocked prone, while those that succeed take half damage and are still pushed outwards to the spell's edge but are not knocked prone. The area of the explosion becomes difficult terrain(or a hole if the area was not ground floor and sufficiently thin). The chaotic explosion rends the flow of the world asunder, momentarily ripping a hole in the surrounding magical weave, effectively creating an Antimagic Field within a 15-foot radius for 12 seconds.
As an action, you may also call the Cosmic Cursor back to you instead of creating a Cosmic String. Doing so causes the cursor to return to you 1 minute later, at which point you can absorb it, regaining the spell slot consumed by it's creation.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the resulting effect's area-of-effect radius and any displacement effects both increase by 5 feet and damage dice count increases by one for each slot level above 3rd.
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