Shadow Realm (5e Spell)

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Shadow Realm
3rd-level Transmutation
Casting time: 1 minute
Range: 15ft cone, Self
Components: Purple Mushrooms, crushed to a dust
Duration: Up to 3 rounds (Changed at higher levels)


THIS SPELL COULD BREAK THE GAME, ENSURE THAT YOU CAN USE THIS SPELL WITH YOUR DUNGEN MASTER

As you throw the dust at your opponents it ignites into small embers that teleports all living creatures caught in the crossfire to the shadow realm. There they cannot attack anything or use any sort of magic. Each round they will try to beat the DC of 15+Dex modifier to break out of the shadow realm, each round they fail they receive 1d6 psychic damage due to the horrors that they are seeing . By the end of the third round they will automatically break out but taking 1d10 damage. When they break out they will land in the same spot that they had entered, but they will now have the fear effect when they see you for the next 1d4 rounds. At the starting level you can only use this spell on creatures of the medium size or smaller. Constructs aren't effected by this spell.

Alternate Usage: Yout throw the dust at your feet sending you into the shadow realm. There you can attack and use spells on the others that are trapped there, but each round you try to beat the 10 DC to stable your body in the shadow realm, if you fail you shift back to the to the same spot you were before you entered the shadow realm

At Higher Levels. When you use this spell at level 5 or higher the damage increases by 2d10 for both, the size increases to large, and the rounds that they can be stuck in is increased to 5. When you use this spell at level 15 or higher the damage increases by 5d10 (each of the damages stacks) for both, this spell can effect any size, the amount of rounds that the creatures can be stuck in the shadow realm is increased to 13, and the DC in increased to 17.

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