You chuck a disk that opens a portal to heaven above it, and a portal to hell below it. Both planes wreak absolute havoc upon each other as the intervening material plane is devastated in the crossfire. You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Its area is heavily obscured.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Charisma saving throw or take 3d8 radiant damage and 3d8 necrotic damage. On a successful save, a creature takes half damage.
Additionally, a creature that fails the saving throw can't willingly enter or leave the cylinder by nonmagical or magical means until they succeed the save at the start of their next turn. When a creature of the chosen type succeeds this saving throw, they are immune to its additional effects for 8 hours.
As a bonus action, you may move the cylinder up to 60 ft, but within the spell’s range.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radiant damage or the necrotic damage (your choice) increases by 1d8 for each slot level above 6th.
* - (dust of a devil, and essence of an angel)
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