You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 150 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional shadowy rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. The mist that fills each portal is opaque and blocks vision through it. A portal is visible only to you and creatures with truesight, unless you choose to.
On each of your turns after you cast this spell, you can use an action to move one of the portals up to 20 feet in any direction, but no further than 150 feet away from you. Additionally, you can rotate either portal (no action required).
Any spell cast through the portal exits from the other portal as if the two were adjacent to each other, when this happens the caster has advantage on the spell's damage rolls. Any creature entering the portal must make a DC 15 Intelligence saving throw or emerge from the side they entered and take 2d10 psychic damage on a failed save.
Appearing as a pair of gloom-filled mirrors bound in shadow, the umbral spellportal forms a passage which allies And spells can become more dangerous as they traverse briefly shift though the plane of mist.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the DC for traversing the portals increases by 2 for each level above 5th.
Previous Versions
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3/19/2021 9:54:01 AM
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4
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1.0
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3/19/2021 9:55:52 AM
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5
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1
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2.0
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Coming Soon
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