You magically twist the space around you, pulling the astral plane into existence as a void speckled with white stars sweep the area. Creatures in the area of this spell can move in any direction it chooses and its movement speed is equal to its Intelligence ability score. Two astral barges 10ft long and 5ft wide also appear randomly within the spell's area and are stationary. Creatures inside an astral barge have advantage on saving throws in regards to the effects of this spell.
When you cast this spell and at the start of every subsequent turns for the duration you must roll a d10; the number rolled determines what happens in the spell's area as shown on the Astral Summons Effects table.
Astral Summons Effects
d10 Effect
1-2 Astral Currents. Currents of energy flood the arena, dragging creatures along with it. Creatures in the area must make a Wisdom saving throw or be pulled towards the edge of the spell or until it encounters an obstacle.
3-4 Starc Discharge. Tendrils of negative energy lash out. Creatures in the area must make a Constitution saving throw or take 3d10 force damage.
5-6 Astral Storm. Seething chaos erupts. Creatures in the spell's area must make an Intelligence saving throw or be restricted until the start of its next turn.
7-8 Natural Portals. Four random portals that each fit in a 5ft square appear within the area for 1 round. Creatures may enter one portal and choose to exit any other.
9-10 Predator of the Immortal. An Astral Dreadnaught manifests as it breaks through the surface of the astral sea. Any creature not in an astral barge is swiped by its titan sized claws, dealing 5d10 psychic damage. Once the Dreadnaught attacks, it dives into the void and disappears.
* - (Any item that contains energies native to the astral plane)
Comments