Dimension Gate (5e Spell)
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11th-level Conjuration | |
Casting time: | 1 minute |
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Range: | Touch |
Components: | V, S, M (Chalk, a teleportation circle) |
Duration: | Eternal |
Casters: | 7 |
All casters of this spell must have the Dimension Door spell known and prepared. You turn a teleportation circle into a teleportation gate, fully linking two cities. Choose a teleportation circle in a plane of existence all casters are familiar with. The spell destroys the teleportation circle used as a component and the teleportation circle targeted. What is left is a dimensional rift in space, creating a sphere of negative space with a radius of 90 feet centered on the teleportation circles. Anything that enters one sphere emerges from the other.
If the casters choose to, they can cover the sphere in the location they are casting with binding sigils. If they do, one of the seven casters or someone familiar with the sigils must remove the binds before creatures and objects may enter the sphere or emerge from the other sphere. This can be done by touching the sphere or by spending six seconds concentrating on them while within 90 ft. of the sphere. To become familiar with the sigils, one must have the Dimension Door spell known and prepared.
A creature or object cannot be discovered or located through any magical means while in the sphere. If a creature stays within the sphere for longer than 1 minute, they must make a DC 20 Constitution saving throw or take 5d10 force damage. The creature takes no damage on a success. Until the creature succeeds on three Constitution saving throws against this effect, they will continue to be forced to make the same saving throw after an additional minute in the sphere. The creature is then immune to this effect for 1 hour. If a creature is destroyed by damage from this effect, their atoms scatter into the negative space and cannot be revived by any means lower than a Wish spell cast at 12th level.
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