You begin pouring raw graviturgical energy into a small point, forming an isolated singularity. For the duration of the spell, your speed is reduced to 5 feet and you cannot be moved or carried as the potent forces affect you as its conduit.
On each of your subsequent turns, you must use your Action to maintain focus on this spell. This spell ends early if you end your turn without taking this action, if you are incapacitated, or if you cast this same spell again.
Once before the spell ends, you can use a Bonus Action to cause a devastating particle beam to jet out from your handheld singularity in a 10-foot wide, 150-foot long line. Each creature caught in this line must make a Dexterity saving throw. On a failed save, the target takes 5d10 force damage and is knocked prone. The spell ends after this Bonus Action is taken.
The damage of the spell increases by 10 for each time you have spent your Action charging it, up to 5d10+100 force damage.
At higher levels. When you cast this spell using a spell slot of 8th level or higher, the width of the particle beam increases by 10 feet for each slot level above 7th.
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Zur Nabal Aradace feared the power he amassed would not be enough to wipe out his enemies. And thus created this situational---albeit experimental---answer to anyone who could withstand his more potent magics.
Full disclosure for anyone reading, this is an edited version of the homebrew spell "Irritrad's Annihilating Light" by Nokki_Korroth. I was looking for a "charge-up" spell, but our DM and I agreed it should be buffed. So this was the version we created (still playtesting and subject to change).