Apocryphic Zone (5e Spell)
From D&D Wiki
|Casting time:||1 action|
Choose a target with a soul. It makes a wisdom saving throw. If it fails, you and your target's souls enter the immaterial plane of Apocrypha. If you or your target dies while in Apocrypha, the survivor gains 3d8 temporary hit points and exits immediately. Apocrypha cannot be ended until one member dies or the duration ends.
While souls remain in Apocrypha, bodies become brittle and are vulnerable to all forms of physical attack, but immune to all forms of magic. Their saving throws always fail and attacks are made with advantage against them.
Apocrypha is a realm of enhanced magic. Those inside apocrypha are vulnerable to all forms of magic, but immune to all conditions from within Apocrypha. Any spells cast by those within Apocrypha are cast with advantage, and saving throws with disadvantage. Spells can be cast at any range and ignore cover, but cannot affect the real world. While in Apocrypha, a bonus action can be used to cast a spell. Spells do not require any components to cast, and rituals can be used instantly. Unlimited concentrations can be held, and spell durations can be increased or decreased at a caster's will.
At the start of each turn, those inside Apocrypha other than the caster suffer 2d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot higher than 6th, you can choose another target and deal an extra 2d8 necrotic damage per turn for each level higher than 6.