You create a 20-foot-cube using five tendrils of void energy that manifest from you centered on a point you can see within range.
For the spell's duration, the cube is difficult terrain. When the cube appears, all creatures that are within the cube make a Strength Saving Throw, and on a fail are considered trapped within the cube. A creature that enters the cube for the first time on its turn makes a Strength Saving Throw, and on a fail is considered trapped within the cube. Creatures who succeed on their save are pushed out of the cube to the nearest unoccupied space. A creature that starts its turn there takes 3d10 force damage and is trapped until it is no longer in the cube. If the cube is in the air, the trapped creature hovers inside the cube. A creature can use its action to make a Strength check against your spell save DC, ending this trapped condition on itself or another creature in the cube that it can reach. If a creature succeeds on its check, it emerges out of the cube in any unoccupied space of its choosing adjacent to the cube.
While any creature is trapped within the cube, its movement is restricted to any space within the cube only. It is considered blinded and deafened and cannot cast any spell that requires a verbal component.
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