You summon the pure essence of void and despair, manifesting as a black sphere of nothingness in your palm. With a single motion, you unleash it, creating an 80-foot radius sphere of impenetrable void centred on a point you choose within range. The void consumes light, sound, and vitality, trapping creatures in an eternal silence.
Upon casting, all creatures within the sphere must make an Intelligence saving throw.
- Failure: The creature takes 10d10 cold damage and is trapped in the void.
- Success: The creature takes half damage and is not trapped.
Cold Drain:
At the start of each of their turns, trapped creatures must make an Intelligence saving throw.
- Failure: The creature takes 1d6 cold damage.
- Success: The creature escapes the void and is immediately pushed 80 feet away from the sphere’s centre to an unoccupied space.
Trapped in the Void:
Creatures that fail their saving throw are immobilized within the void and experience the following effects:
- Can't See: Vision is completely obscured, and all sight-based ability checks automatically fail.
- Can't Hear: Hearing is completely muted, and all hearing-based ability checks automatically fail.
- Speed 0: The creature's speed is 0 and cannot be increased.
- Inactive: The creature cannot take actions, bonus actions, or reactions.
- No Concentration: Any spells or abilities requiring concentration are immediately broken.
- Speechless: The creature cannot speak.
The Void Sphere:
- The void is a sphere of magical darkness that cannot be seen into or out of, even with Darkvision or Truesight.
- The sphere is immovable and remains until dispelled
Spell Save DC = 8 + Proficiency Bonus + Spell casting Ability Modifier
* - ( (a shard of obsidian and a drop of your blood))
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