You tear open a wound in reality at a point you can see within range, revealing a passage into a realm beyond the known planes. Something ancient and incomprehensible stirs on the other side.
Choose one creature you can see within range. The target must make a Charisma saving throw against your spell save DC.
On a failed save: The target is dragged through the gateway and disappears from existence as understood by the mortal world. It is not killed, and its soul does not pass into the afterlife. Instead, it is imprisoned beyond the Blackwall, where alien intelligences may torment it, consume its memories, and gradually unravel its identity. Its ultimate fate is unknown, even to the caster.
On a successful save: The target resists the gateway's pull but takes 10d10 psychic damage and cannot take reactions until the end of its next turn.
The gateway closes immediately after the effect resolves.
Beyond the Blackwall. A creature banished by this spell cannot be located or retrieved by ordinary divination, teleportation, or planar travel magic. Resurrection magic cannot restore it while it remains beyond the Blackwall. Returning the creature requires direct DM intervention, an extraordinary artifact, or a special quest involving the realm beyond the gateway.
Forbidden Magic. Once you cast this spell, you cannot cast it again until you finish seven long rests. When the gateway opens, the DM may decide that something on the other side has noticed the breach, with consequences that may unfold later.
The Blackwall Gateway is not a normal means of killing a creature. It condemns its victim to a fate beyond the understanding of mortal magic.
* - (A page torn from an ancient grimoire, inscribed with a name erased from history, and a fragment of a soul-bound relic. The page is consumed when the spell is cast.)
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