You throw a small gem towards a point in range, which becomes the focal point of a singularity. A howling vortex forms, drawing all matter within a 60-foot radius sphere unto itself. Any creature that walks into or starts its turn within the area must succeed on a Strength saving throw or be restrained and dragged 30 feet towards the singularity. The creature has advantage on the saving throw if it is more than 45 feet away from the singularity, and disadvantage if it is less than 15 feet away. While in the area, the creature repeats the saving throw at the beginning of each of its turns, ending the effect on success. A non-restrained creature in the area must spend 3 feet of movement for each 1 foot of movement that is not in the direction of the pull.
The vortex drags and absorbs all projectiles and stationary, non-anchored inanimate objects within its radius. A permanent structure such as a tree or a wall instead takes 8d6 bludgeoning damage each round until it is uprooted or destroyed.
Creatures that get pulled into the singularity take 10d10 force damage and are sucked within. If a creature dies from this damage, it is reduced to nothingness. Otherwise, it is banished to a random plane of existence amongst the Astral Plane and any of the Outer Planes, chosen by your DM. Optionally, the type of stone you used to power up the spell could determine the black hole's exit point, using the following table:
| Gem | Exit |
|---|---|
| diamond, pearl | Astral Plane |
| brown zircon | The Outlands |
| obsidian | Limbo |
| tourmaline | Pandemonium |
| amethyst | The Abyss |
| tiger's eye | Carceri |
| agate | Hades |
| jasper | Gehenna |
| ruby | The Nine Hells |
| fire opal | Acheron |
| platinum cogwheel | Mechanus |
| spessarite | Arcadia |
| gold orb | Mount Celestia |
| amber | Bytopia |
| topaz | Elysium |
| emerald | The Beastlands |
| sapphire | Arborea |
| tanzanite | Ysgard |
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