Dark Abyss (5e Spell)

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Dark Abyss
7th-level Conjuration
Casting time: 1 round
Range: 120 ft.
Components: V,S,M (a dark crystal or a dark pearl that is worth 500 gp, which the spell consumes)
Duration: 1 minute


A pit of eternal darkness from which there is no escape, filled to the brim with the influence of evil.

A hole through time and space is created, and centered on a point you can see and spreading to a radius of 10 feet. Thunder cracks from the dark hole, and strong winds roar, pulling nearby creatures towards it.

Each creature within 60 ft. must make a Strength or Dexterity saving throw equal to your spell DC for every round that they are within the range of the vortex.

Creatures within reach of an anchored object may use their reaction to grab onto the object, granting them advantage on the save. On a success, creatures slide 5 feet towards the center, but are able to move away from the center of the abyss, treating each movement away as difficult terrain (In case of being grabbed to an anchored object, it does not move). On a failed save, the creature is dragged 15 feet toward the dark hole, cannot move on its turn, and gets sucked into the dark dimension when they are within the boundaries of the hole. While there ( in the hole), creatures take 7d10 necrotic damage each turn. They can escape the dimension by succeeding the saving throw on their turn. Creatures within the dimension have disadvantage on their saving throws to escape. Creatures within the dimension when the duration is up are ejected into an unoccupied space within 5 feet of the entrance to the abyss (or the nearest unoccupied space if none are left), take 3d6 bludgeoning damage from the sudden return to reality, and are Stunned until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 8th or higher, increase the distance pulled by 5 feet, and the radius of its influence by 10.



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