When you cast this spell, the ground quakes and cracks, spirits with malevolent faces escape from the fissures. Suddenly, a pulsing rift filled with violet fire splits the ground, threatening to devour all.
This spell creates a 30 foot radius sphere in the ground. You designate where the rift opens, but it must be in a straight line on relatively level ground. The rift is 60 feet deep. You cannot make the rift open beneath a fixed structure such as a tower, castle wall, or large building. However, you can make it open underneath a wagon, tent, or similarly mobile object or lightweight structure.
Abyssal Rift. Untended objects wholly or partly in squares occupied by the rift fall in. Any creature standing wholly or partly in the area where the rift opens must succeed on a Dexterity saving throw or fall into it as well, taking fall damage. A successful save indicates that the creature avoids falling in by moving to the nearest area outside of the sphere. Anything that falls into the rift is scorched by violet fire that deals 6d6 fire damage to anything starting it's turn in the rift. On the second and third rounds of the spell's duration, violet fire continues to fill the pulsing rift.
Chthonic Serpents. In addition, large translucent serpents emerge from the rift. These serpents lash out at all creatures other than the caster within 60 feet of the rift. Creatures in range can make a Dexterity saving throw to avoid the serpents; a creature that fails it's save takes 3d6 fire damage and is restrained. At the end of it's turn, a creature caught by a serpent must succeed on a Strength saving throw against your spell save DC to avoid being pulled 30 feet towards or into the rift. A creature automatically takes 3d6 fire damage at the end of each subsequent turn it remains restrained by the serpents. A creature restrained by the serpents can use its action to make a Strength or Dexterity check (it's choice) against your spell save DC. On a success, it frees itself.
At the end of the spell's duration, the rift closes. Anything still trapped inside the rift when it closes will Plane Shift to a random layer (determined by the DM) of the Abyss. If the spell ends prematurely, items and creatures that fell into the rift are returned to their previous positions. If the spell persists for all three rounds, the ground where the rift was, is considered desecrated for six days. Demons standing on this ground have advantage on all saving throws. This desecration can be ended prematurely by the spell Dispel Evil and Good.
* - (An adamantine tuning fork shaped like the planar symbol of the Abyss worth at least 500 gp)
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