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

Utilizing the principles of the Repelling Eldritch Blast and Blink, as an action you can open 10-foot-radius rift 10 feet above the ground to the ethereal plane and fire off your Eldritch Blast beams into it. The area beneath this circle becomes a trap that is activated when a creature other than yourself first moves beneath it, or you can use your reaction to attempt to delay the activation of the trap until more creatures are in range. When activated, a rain of dampened eldritch energy falls in the 10-foot-radius. Each creature in the cylinder on the turn when the trap activates must make a Constitution saving throw as they are peppered with the Eldritch Rain. 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 the turn that the rain falls, any object that isn’t being worn or carried in the cylinder requires a successful Strength check against your spell save DC 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.

 (In order to cast this spell a Warlock must know the Eldritch Blast cantrip, the Repelling Blast invocation, and Blink.)

Spell Tags: Dunamancy

Available For: Warlock (Legacy)

Roger_Sheets

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