Level
9th
Casting Time
1 Action
Range/Area
Sight 120 ft. (60 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Bludgeoning (...)

Doom

9th-level conjuration

You tear open a wound in reality at a point you can see within range. A crimson-black sphere, 5 feet in diameter, materializes at that location and begins to pulse with necrotic gravitational force.

Growing the Void

The sphere grows at the start of each of your turns. After 1 round, it expands into a roiling black hole with a 15-foot radius, visible to all creatures within 1 mile.

Gravitational Collapse

Once the black hole is fully grown, at the start of each of your turns, each creature of your choice within 60 feet of it must make a Strength saving throw against your spell save DC.

  • On a failed save, a creature is pulled 15 feet directly toward the center of the black hole.

  • On a successful save, it is pulled 5 feet toward the center.

A creature that is Huge has advantage on this saving throw. A creature that is Gargantuan automatically succeeds. A creature that cannot be moved by any means is immune to this effect.

Event Horizon

A creature that starts its turn within 5 feet of the black hole’s center takes 20d10 bludgeoning damage (no saving throw).

If this damage reduces the creature to 0 hit points, its body is annihilated, leaving behind only dust and nonmagical equipment. A creature destroyed in this way can be restored to life only by true resurrection or wish.

Anchoring Against the Void

A creature within 60 feet of the black hole may use its action to brace itself against the pull, making a Strength (Athletics) check against your spell save DC. On a success, the creature is not pulled by this spell until the start of your next turn.

Distortion of Space

The black hole sheds dim red light in a 30-foot radius. Ranged weapon attacks and ranged spell attacks that target a creature within this light are made at disadvantage, as gravitational warping twists trajectories.

Warp in Reality

Teleportation magic is unstable near the void. If a creature attempts to teleport into or out of an area within 60 feet of the black hole, it must first make a spellcasting ability check (or Charisma check if it has no spellcasting ability) against your spell save DC.

On a failure, the teleportation fails, the spell slot is wasted, and the creature takes 4d10 necrotic damage.

Dissipating the Void

When the spell ends, the black hole collapses with a thunderous implosion. Each creature within 30 feet of it must make a Constitution saving throw, taking 8d10 thunder damage on a failed save, or half as much damage on a successful one.

* - (a sliver of obsidian and a drop of the caster’s blood.)

Spell Tags: Combat Void

Available For: Sorcerer Wizard Sorcerer (Legacy) - Draconic Bloodline (Legacy) Sorcerer (Legacy) - Storm Sorcery Cleric - War Domain Sorcerer - Storm Sorcery (SCAG) Sorcerer - Aberrant Sorcery Sorcerer - Draconic Sorcery Sorcerer - Wild Magic Sorcery Wizard - Abjurer Wizard - Evoker

RakaTheBeast

Comments

Posts Quoted:
Reply
Clear All Quotes