You tear open a rift in the fabric of reality, creating a gateway to the chaotic and alien plane of the Eldrazi. Choose a point within range. A 20-foot-radius sphere centered on that point becomes the epicenter of the rift, which distorts reality and emanates eldritch energy.
Effects:
-
Chaotic Energy: Each creature in the area must make a Constitution saving throw at the start of its turn. On a failed save, a creature takes 10d8 force damage and is pushed 20 feet away from the center of the rift. On a successful save, the creature takes half as much damage and isn’t pushed.
-
Reality Warp: The area within the rift is difficult terrain. Additionally, any creature within the area has disadvantage on saving throws against spells and other magical effects due to the destabilizing energy of the rift.
-
Eldritch Summoning: At the start of each of your turns while you concentrate on this spell, you can use a bonus action to summon a creature from the chaotic plane. The creature appears in an unoccupied space you can see within the rift's area and acts immediately. Use the statistics of a creature such as a Beholder Zombie or a Star Spawn Hulk, modified to reflect the Eldrazi theme. The creature remains for the duration of the spell or until it is destroyed.
-
Dimensional Anchor: Creatures cannot teleport or use planar travel to leave the rift's area. Any attempt to do so results in 4d8 force damage and the teleportation or planar travel failing.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the damage increases by 2d8 and the radius of the rift increases by 10 feet.
* - (a shard of an Eldrazi crystal)
Comments