A small unstable rift to the Far Realm opens in a point you choose within range. Each creature within a 20-foot-radius sphere centered on that point must make a Charisma saving throw. A creature takes 3d8 radiant and 3d8 chaos damage on a failed save, or half as much on a successful one. A creature that failed its saving throw takes an additional 1d8 psychic damage if it was within 5 feet of the targeted point when this spell was cast.
Additionally, a creature that fails its saving throw is moved 5 feet, in a straight line, towards the targeted point in space, provided that it can. Aberrations have advantage on saving throws against this spell.
At Higher Levels. When you cast this spell using a spell slot level of 5th-level or higher, the damage increases by 1d8 for each slot level above 4th. You can choose whether the additional damage is chaos or radiant.
Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Comments