Your soul is pulled from your body, shining brightly over you in a 30ft sphere and dimly for another 20ft. You are nearly immobile as the vacated space left in your body becomes the vessel for an abyssal vortex extending around you in a 10ft radius. The spell lasts until your concentration is broken or you use a bonus action to end the spell. While the spell is active you have disadvantage on saving throws and any creature within 30ft of your soul has disadvantage on attack rolls against you. Your movement speed is 0ft but you can use a bonus action to teleport up to 10ft, bringing your soul with you. You cannot take an action or reaction while this spell is active.
After casting the spell or at the start of your turn, creatures of your choice within the vortex become frightened and must make a strength saving throw. They take 2d8 radiant damage, 2d8 necrotic damage, and 2d8 force damage on a failed save or half as much damage on a successful save. At higher levels, the vortex increases in radius by 5ft for every spell slot level above 5th and creatures take an additional 1d8 radiant damage. Creatures caught in the vortex are pulled toward you 5ft on a failed strength saving throw and are not pulled toward you on a successful strength saving throw. Creatures who enter your space or whose space you teleport into are thrown back 5ft plus an additional 5ft for every spell slot level above 5th and must succeed on a melee spell attack or take 1d6 bludgeoning damage plus an additional 1d6 for every spell slot level above 5th.
When cast at 9th level, the spell becomes difficult to control and your soul expels increased energy to combat the overwhelming size and power of the vortex which has now connected to the Abyss. At the start of each of your turns after casting this spell, you can choose to end the spell with a bonus action or make a constitution saving throw. On a failed save, the spell ends with your soul re-entering your body and you gain 3 levels of the exhausted status. On a successful save, in addition to the spell's damage and effects, every creature within the vortex has disadvantage on saving throws and is blinded. For all creatures who enter your space or whose space you teleport into who fail the strength saving throw, you choose to either pull them into the vortex, sending them into the Abyss, or throw them 30ft back. On a successful strength saving throw they are thrown 25ft back.
* - (Mithral or Mithrandine Armor worth at least 2000gp)Previous Versions
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