Void Rift

Tier 8, Conjuration (Concentration)

Casting Time

1 action

Range

120 ft

Duration

Concentration, 1 minute

Components

V, S, M (a shard of obsidian from the Blightlands and a vial of the caster's blood, consumed)

Mana Cost

11

Classes

Wizard, Warlock

*Unique to Sunderwake.* You tear open a fracture in reality; a deliberate, controlled rip in the barrier between the material world and the Void Beyond. A jagged rift of absolute darkness, 10 feet wide and 20 feet tall, manifests at a point you choose within range. The rift crackles with lines of dark energy and emits a sound like the universe holding its breath. The rift has the following effects: **Gravitational Pull.** Each creature that starts its turn within 30 feet of the rift must succeed on a Strength saving throw or be pulled 10 feet toward the rift. A creature that starts its turn within 5 feet of the rift is pulled into it unless it succeeds on a Strength saving throw with disadvantage. **Void Damage.** A creature that enters the rift or starts its turn within it takes 8d10 force damage as reality unmakes and remakes its body. A creature reduced to 0 hit points by this damage is disintegrated; its body and soul consumed by the Void. Only *Wish* or *True Resurrection* can bring back a creature destroyed this way. **Corruption Aura.** Any living creature that starts its turn within 30 feet of the rift must succeed on a DC 15 Wisdom saving throw or gain 1 point of Corruption. A creature can only gain Corruption from this effect once per casting. **Environmental Destruction.** Nonmagical objects within 10 feet of the rift that aren't being worn or carried take 4d10 force damage at the start of each of the caster's turns. The ground within the area turns grey and barren. When the spell ends, the rift seals, but a faint scar in reality remains at the location for 1d4 days, visible only to those with *Grey Sight* or similar abilities. The GM may determine that repeated casting of this spell in the same area creates a permanent Void fracture. **The caster must make a DC 18 Wisdom saving throw when this spell ends or gain 1 point of Corruption.**