Level
9th
Casting Time
1 Action Ritual
Range/Area
Self (200 ft. *)
Components
V, M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
WIS Save
Damage/Effect
Cold

As an action, you start to call forth the void in a 200 feet sphere centered on yourself. On the first round and all subsequent rounds, the void will slowly flow into your world, taking form and changing the world around it. Every round the effects of all effects past rounds activate.

 

  1. the area within the sphere becomes total darkness, all light made by magic lower that 7th level is blocked, and normal darkvision can't see through it.
  2. all creatures within must make a Wisdom saving throw, taking 7d6 cold damage and become frightened as long they stay within the sphere, on a successful save a creature takes half damage and is not frightened.
  3. Tentacles grow out off the ground within the sphere, moving through the tentacles is difficult Terran.
  4. The air within the sphere starts to grow cold, all creatures within the spell's effect must make a Constitution saving throw, on a failed saving throw a creature loses immunity and resistance to cold damage. This save is made the first time on a turn a creature enter the sphere.
  5. whisperers starts to echo throughout the sphere, all creatures within that can hear must make a Wisdom saving throw, on a failed save taking 7d6 psyonic damage and gains a long-term madness, on a successful saving throw taking half damage and don't gain any madness
  6. a creature that stays within the sphere must make a Constitution saving throw, on a failed save throw falls unconscious, on a successful save nothing happens.
* - (Vail of Void Energy)

Spell Tags: Damage Debuff Movement Environment

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Daffe

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