As an action, you can summon a black-hole on a space you choose within range. Any creatures and items that you designate within a 50ft range are thrust to the center of the black-hole. They are stuck there until the end of the spell or they use a teleportation spell to escape. While they are there, they can not move, nor cast spells that require a somatic component. They can not make ranged weapon attacks as the ammunition is simply sucked back in. On a creatures turn, they make a dexterity saving throw. On a fail, the creature takes damage equal to 1d10 force damage per item in the black-hole (Max of 5). On a success, they take no damage in this way. They automatically fail the saving throw if touched by the void. At the end of each of your turns, the black-hole deals 2d6 radiant damage as the black-hole tears the creatures apart atom by atom.
* - (Metal compressed in the center of a star)Previous Versions
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12/13/2022 9:44:32 PM
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