Level
5th
Casting Time
1 Action
Range/Area
150 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Bludgeoning (...)

With a powerful command, you open a spectral tear in the earth at a point you see within range. A fissure opens for the duration, and its area becomes difficult terrain. The fissure is up to 10ft wide, 20ft deep, and 100ft long in your chosen direction. Any creature standing on a spot where the fissure opens must succeed on a Dexterity save or fall in, taking 5d6 bludgeoning damage.

This rift resonates with ethereal echoes; creatures within the fissure experience a disorienting sensation of simultaneously being on the Material and Astral planes. At the start of your turn,  any creatures inside the fissure take 5d6 psychic damage as phantasmal energies and distant astral echoes assail them.

On your turn, you can move the fissure up to 30ft along the ground as a bonus action. The fissure doesn't move any creatures or objects it transports but might displace creatures and objects in its path. A creature can avoid falling into the fissure by making a successful Dexterity save.

At Higher Levels. When you cast this spell using a slot of 6th or higher, both instances of damage increase by 1d6 for each slot above 5th.

* - (a pinch of dust from the astral plane)

Available For: Sorcerer (Legacy) Wizard (Legacy) Warlock (Legacy) - The Great Old One (Legacy)

UnchartedFire

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