Level
2nd
Casting Time
1 Action
Range/Area
120 ft.
(20 ft. )
Components
V, S, M *
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Control (...)
You open a tiny breach into the Astral Sea at a point you can see within range, which remains open for the duration. The rift creates a powerful vacuum in a 20-foot radius around it, causing the following effects in the area:
- A creature moving directly towards the rift moves 2 feet for every 1 foot of movement they expend.
- A creature moving in any other direction within the area moves 1 foot for every 2 feet of movement they expend.
- A creature starting its turn in the area must succeed on a Strength saving throw or be pulled up to 10 feet closer to the rift. Small or smaller creatures have disadvantage on this saving throw, while Large or larger creatures have advantage.
Unsecured objects in the area, weighing 10lbs or less and that are not being worn or carried, are automatically pulled towards the rift when you cast the spell. They cannot pass through, but they cannot be moved away from the rift until the spell ends, at which point they drop to the floor.
* - (A silver blade)
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