As an action, you summon a portal that creates a slowing field of eldritch mire at the target location in a 30-foot-radius, 100-foot-high cylinder centered on a point within range. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
As an action on your second turn, The Mire's radius increases by 5 ft, and a large mass of corruption drops from the portal, each creature within the radius needs to make a Dexterity saving throw or take 4d6 necrotic damage and have their movement reduced to 0 on a failed save, or take half as much damage and suffer no further effects on a successful save.
As an action on your third turn, The Mire's radius increases by an additional 5 ft to a final radius of 40 ft, as a large mass of corruption drops from the portal, each creature within the radius needs to make a Dexterity saving throw or take 4d6 necrotic and be stunned until the end of their next turn on a failed save, or take half as much damage and suffer no further effects on a successful save.
Not using your action on subsequent turns stops The Mire from growing and firing additional shots. After the spell ends, the area remains for an additional round
Previous Versions
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4/22/2025 5:01:55 AM
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8
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5/10/2025 12:53:45 PM
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10
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6/29/2026 10:56:18 PM
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13
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0
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Coming Soon
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