You point at an area within range and create a small black orb of crackling negative energy that pulls all matter within a 60-foot-radius sphere into itself. The area within this sphere is considered to be difficult terrain and ranged attacks into or inside the sphere are impossible. A creature that enters the sphere or starts its turn there must make a Strength saving throw or take 12d6 bludgeoning damage and be pulled up to 30 feet towards the center of the sphere, being held aloft if they are pulled upwards. On a successful save, a creature takes half damage and isn't pulled towards the center. A creature holding onto an immobile object, structure, or piece of terrain has advantage on the saving throw. Flying creatures, as well as creatures that are held midair by the spell's effect, have disadvantage on the saving throw. A creature held aloft by this spell can't fall, and must instead use their movement to move through the sphere as if they were crawling, swimming, or otherwise flailing through the air.
Structures and nonmagical objects within the sphere take 12d6 bludgeoning damage at the start of every turn. In addition loose objects are pulled 30 feet towards the center of the sphere, and structures might collapse or become unstable depending on the damage caused by the spell.
A creature that is pulled to the center of the sphere must make a Strength saving throw, on a failed save, it disappears and is pulled into the small black orb at the center of the sphere and is blinded, deafened, and restrained until it escapes. While inside the orb, creatures make their saving throw and take damage as normal, though on a successful save, it manages to escape into the nearest unoccupied space closest to the orb. A creature reduced to 0 hit points by this spell is pulled into the orb, if it was not there already, and is annihilated, along with any nonmagical items it is wearing or carrying. Nonmagical objects and structures within the sphere that are reduced to 0 hit points by this spell are shattered and destroyed before being pulled into the orb, where they are similarly annihilated.
Magical items pulled into the orb fall harmlessly to the ground in the nearest unoccupied space beneath it once the spell ends.
Previous Versions
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9/30/2025 9:15:11 AM
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Coming Soon
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