Level
1st
Casting Time
1 Action
Range/Area
60 ft. (10 ft. *)
Components
V, S, M *
Duration
3 Rounds
School
Transmutation
Attack/Save
CON Save
Damage/Effect
Force

You open an unstable dimension rift to nowhere that takes the shape of a 10-foot-radius sphere centered on a point you can see within range. The rift doesn't have enough power to pull anything through it and it doesn't take a clear form to enter, but it will still exert energy to pull things towards it. Each creature in the sphere on the turn when you cast the spell must make a CON saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
For 3 rounds, the rift will exist in the place you cast it and will expire at the end of your 3rd turn. Any creature entering the space must make the CON save or take damage and have its speed reduced.
All loose objects within the radius of the sphere require a DC15 STR Check to pick up or move.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Please note that this content is subject to alternations due to balance and that this content is originally created for the Heroes and Hotdogs Terra Essentia campaign.
If you like this content and want to see more like it, search for the [HEHO Content] tag.

 

* - (Your Phase-Shifting Multi-Tool)

Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2020 6:13:52 PM
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9/3/2020 3:10:39 PM
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Spell Tags: Dunamancy

Available For: Wizard (Legacy) Wizard (Legacy) - Graviturgy Magic

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