This spell physically shreds space, time, and even the Weave in a certain area. If you manage take the 3 actions to cast the spell without being hit, you briefly project a massive sphere of interplanar destruction, similar to a giant version of a Sphere of Annihilation. Any creature, object, or anything else within 100 feet of you when you cast this spell (not including you or any allies you wish to protect,) must make a Constitution saving throw. The DC is your spell save DC x 4. If they succeed, they take 12d12 necrotic damage. On a failure, the creature's body and soul is completely wiped from existence. Objects automatically fail the saving throw. After the spell is cast, it leaves not only a massive hole in the ground, but a massive hole in the Weave as well. If any other casting is attempted within the hole, roll on the Broken Weave Casting table below. This effect fades after 1d8 days.
Broken Weave Casting (d20):
1-10: The spell fails and the spell slot is wasted
11-19: A random spell of the same level attempting to be cast is cast at a random creature or object within its range.
20: The spell is cast, and any effects it has based on a dice roll is maximized. For example, an Inflict Wounds cast at 3rd level automatically does 30 damage, whereas a Cure Wounds would automatically heal 30 health.
* - (The soul of a celestial or fiend with a challenge rating above 15, which is consumed by the spell.)
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