Level
4th
Casting Time
1 Action
Range/Area
90 ft. (20 ft. *)
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
STR Save
Damage/Effect
Prone

You momentarily evoke a microscopic singularity at a point within range. The black sphere flashes into existence and collapses in an instant, creating a violent gravitational pull that tugs at everything nearby.

Each creature within a 20-foot radius sphere centered on that point must make a Strength saving throw. On a failed save, the creature is pulled up to 15 feet toward the center of the singularity and is knocked prone. On a successful save, the creature moves 5 feet and is not knocked prone.

The saving throw DC is modified by the creature’s size:

  • Small creatures: +2 to DC

  • Tiny creatures: +5 to DC

  • Large creatures: –2 to DC

  • Huge creatures: –5 to DC

  • Gargantuan and larger creatures are unaffected.

Objects and debris within the area are also drawn toward the center. Unsecured objects automatically move the same distance as creatures.
If a moving object collides with a creature, that creature takes 1d4 bludgeoning damage per 10 pounds (≈5 kg) of the object’s weight. The DM may adjust this damage for especially sharp, dense, or fragile materials.

After the singularity collapses, the air snaps back into place with a low pop, leaving a faint ripple of distorted light that fades within seconds.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the pull distance increases by 5 feet and the radius increases by 5 feet for each slot level above 4th for both failed and successful save.

Designer’s Note: Handling the Black Hole

The Black Hole spell is meant to evoke a sudden, destructive burst of gravity — not a lasting singularity. It creates a momentary implosion that drags creatures and objects inward before instantly vanishing.

Force, Not Crush.
The spell doesn’t deal damage directly. Instead, it causes forced movement that can throw enemies off balance, knock them from ledges, or pull them into hazards like fire, spikes, or pits. The real threat comes from the environment — not from the void itself.

Objects and Impact Damage.
When using this spell, think cinematically: scattered weapons, shattered furniture, or loose stones get yanked toward the center.
If a DM wishes, objects heavier than 10 pounds (≈5 kg) that strike a creature deal 1d4 bludgeoning damage per 10 pounds of mass. Particularly sharp or dense materials (like metal shards or bricks) may deal slashing or piercing damage instead.

Walls and Obstacles.
The Black Hole’s pull is gravitational in nature, not based on air displacement. As such, solid barriers do not block its effect. Any creature or object within the spell’s radius is drawn toward the center, even if separated by walls or other obstacles.
However, such barriers can cause additional harm — a creature slammed into a wall or dragged across rough terrain may take fall or impact damage as determined by the DM. The gravitational surge doesn’t stop at the stone; it simply redirects the force.

Underwater or in Zero Gravity.
In fluid or low-gravity environments, this spell becomes far more dramatic. Water or dust may swirl violently around the center, briefly obscuring vision and creating strong currents. The DM can treat the affected area as lightly obscured until the end of the caster’s next turn.

Creative Uses.
While Black Hole can be a combat spell, it truly shines as a tool for creative problem-solving — pulling keys through bars, scattering opponents, or retrieving a fragile object without touching it directly.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2025 8:32:09 PM
6
1
1
Coming Soon

Spell Tags: Movement Utility Environment Void

Available For: Wizard (Legacy) Wizard

MyArcanum

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