Spirit Spells

The first of the two Schools of Energy, Spirit is opposed by the Primal School. It is the school of mystery, the ephemeral school. This is the study of the invisible energies which surround us at all times, yet are outside of nature. It is from the Fade itself that this magic draws its power. Students of this school cover everything from direct manipulation of mana and spell energies to the study and summoning of spirits themselves.

By its nature an esoteric school, as most others know virtually nothing about the Fade, studies of spirit magic are often misunderstood by the general populace, or even confused for blood magic--an unfortunate fate for a most useful branch of study.

—From *The Four Schools: A Treatise,* by First Enchanter Josephus

## Cantrips

### Mage Hand

*Casting Time: 1 action*

*Range: 30 feet*

*Duration: 1 minute*

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.

### Spell Wisps

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Concentration, up to 1 minute*

You summon up to four torch-sized wisps within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four wisps into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

### Fleeting Ward

*Casting Time: 1 Action*

*Range: Self*

*Duration: Instantaneous*

You draw spirit magic through the Fade, bolstering your defence for a short time.  You gain temporary hitpoints until the end of your turn.  The number of temporary hitpoints equals your level + your proficiency bonus.

### Wisp of Shadow

*Casting Time: 1 action*

*Range: 30 feet*

*Duration: 1 round*

You summon a wisp next to the target, which forms into a strange glittering shadow. The target must make an Intelligence saving throw against your spell save DC, or momentarily become distracted. Upon a fail, the next attack on the target gains advantage.

## Tier One

### Arcane Bolts

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Instantaneous*

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

### Arcane Shield

*Casting Time: 1 action*

*Range: Touch*

*Duration: 8 hours*

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

### Chaos Bolt

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Instantaneous*

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

 2
 3
 4
 5
 6
 7
 8

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

### Ward

Casting Time: 5 minute, ritual

Range: 30 feet

Duration: 8 hours

You set a ward against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces a sound of your choosing for 10 seconds within 60 feet.

## Tier Two

### Blur

*Casting Time: 1 action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

Your body becomes blurred, shifting and wavering to all who can see you as you step partway into the Fade. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

### Levitate

*Casting Time: 1 action*

*Range: 60 feet*

*Duration: Concentration, up to 10 minutes*

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

### Dream Sending

*Casting Time: Ritual, 30 Minutes*

*Requirements: Lyrium of an amount worth 50gp*

*Range: Self*

You send a dream across the Fade to a particular subject, who must be known to you. When the subject next dreams, it will be the dream you have sent. You can script the general events of the dream, including things like conversations, but you do not become aware of the subject’s reactions and are not truly interacting with them. You can use a dream sending to carry a message or convey information, or to display imagery meant to incite emotional reactions. Generally, the content of a dream sending cannot be longer than an hour or so. While the dream may influence the subject’s decision making (providing a particular omen or key piece of information, for example) it does not exert any direct power over the subject’s mind or will. Dream sending does not work on subjects that do not dream, such as dwarves or the Tranquil.

### Dowse

*Casting Time: 1 Minute*

*Duration: Concentration, up to 10 minutes*

You extend your senses throughout a 120ft radius in order to locate a desired object. This spell may be used to locate any one of a type of item (for example, a nearby source of clean water or the nearest item of jewelry) or one particular item you are familiar with having seen within 30ft for at least two minutes.   If the object is in motion, you know the direction of its movement. You must be familiar enough to picture in mind any specific item you intend to find with this spell.

## Tier Three

### Dispel Magic

*Casting Time: 1 Action*

*Range: 60ft*

*Duration: Instantaneous*

You remove all magical spell effects from one creature, object, or magical effect within 60ft of you. Make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.  The Gamemaster may rule that some magical effects not from spells can be affected by dispel magic, in which case an effective Spellpower is assigned to represent the effect’s resistance to being dispelled.

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

### Irving's Tiny Hut

Casting Time: 1 minute

Range: Self (10-foot-radius hemisphere)

Duration: 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

### Clairvoyance

*Casting Time: 10 minutes*

*Range: 1 mile*

*Requirements: An arcane focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing*

*Duration: Concentration, up to 10 minutes*

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

### Mind Blast

*Casting Time: 1 Action*

*Range: Self (5-foot-radius hemisphere)*

*Duration: Instantaneous*

You transform your willpower into a powerful blast, pushing back enemies in melee range and making them less likely to target you thereafter.  Each creature must make a Constitution saving throw, or be pushed back 15ft where they rendered prone.  The creature takes 3d12 force damage, or half as much on a successful save.

## Tier Four

### Eye of the Spirit

*Casting Time: 1 action*

*Range: 30 feet*

*Duration: Concentration, up to 1 hour*

You beckon a spirit from across the Fade, creating a temporary bond that transcends the Veil. You mentally receive visual information from the spirit, which has normal vision and darkvision out to 30 feet. The spirit can look in every direction.

As an action, you can ask the spirit to move up to 30 feet in any direction. There is no limit to how far away from you it can move, but it cannot enter the material world fully, nor return fully to the Fade. A solid barrier in the real world blocks the spirit's ability to move beyond it whilst it is tethered to you, but it can pass through an opening as small as 1 inch in diameter.

### Walking Bomb

Casting Time: 1 Action

Range: 30ft

Duration: 1 minute

You curse a target you can see within range.  If it dies with one minute, its body explodes, causing 4d10 radiant damage to any creature in a 15ft radius, or half as much if it succeeds on a Constitution saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

### Spirit Radiance

*Casting Time: 1 action*

*Range: 120 feet*

*Duration: Concentration, up to 10 minutes*

Dim, greenish light spreads within a 30-foot-radius sphere centred on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

### Spectral Archers

*Casting Time: 1 action*

*Range: Touch*

*Duration: Conc. up to 1 minute*

When you touch a creature, four shadowy duplicates appear around it. The duplicates are quasi-real, inhabited by spirits half-in and half-out of the Fade; they take up no space, can be moved through by allies and enemies, and can’t be damaged, though they can be dispelled.

The next time the targeted creature makes a ranged weapon attack, the duplicates make identical attacks against targets of the creature’s choice. The  creature  makes attack rolls against each  target and does damage to them as if it were making the attacks. The spell then ends and the duplicates disappear.

## Tier Five

### Contact Spirit

*Casting Time: 1 minute (ritual)*

*Range: Self*

*Duration: 1 minute*

You mentally contact a spirit from the Fade.  You can attempt to contact a spirit or demon that you've encountered before, and if successful the spirit will be able to confirm it is who you were aiming to contact.  Otherwise, you do not know the nature of the spirit you are communicating with, but may glean clues from a description given by the DM. Contacting a spirit this way can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.

On a successful save, you can ask the spirit up to five questions, which it does not have to answer truthfully. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the spirit doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

### Telekinesis

*Casting Time: 1 action*

*Range: 60 feet*

*Duration: Concentration, up to 10 minutes*

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

• Creature.  You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

• Object.  You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

### Dream

*Casting Time: 1 minute*

*Range: Special*

*Requirements: Lyrium of an amount worth 250gp*

*Duration: 8 hours*

This spell shapes a creature’s dreams in a more concrete way than Dream Sending, as you have progressed in your power. Choose a creature known to you as the target of this spell. The target must not already be in the Fade physically. Creatures that don’t dream, such as dwarves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger, if a mage, can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

### Fade Step

*Casting Time: 1 bonus action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

You move through the Fade at a dash up to 60 feet into an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

## Tier Six

### Barrier

*Casting Time: 1 action*

*Range: Self (10-foot radius)*

*Duration: Concentration, up to 1 minute*

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

### Scatter

*Casting Time: 1 action*

*Range: 30 feet*

*Duration: Instantaneous*

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

### Contingency

*Casting Time: 10 minutes*

*Range: Self*

*Requirements: A lyrium amulet worth at least 1,500 gp*

*Duration: 10 days*

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell called - the contingent spell - as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

### Summon Greater Spell Wisp

*Casting Time: 1 action*

*Range: 90 feet*

*Duration: Concentration, up to 1 hour*

You summon a greater spell into the material plane of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The wisp disappears when it drops to 0 hit points or when the spell ends.

The wisp is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its nature. If you don’t issue any commands to the wisp, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the wisp doesn’t disappear. Instead, you lose control of the wisp, it becomes hostile toward you and your companions, and it might attack. An uncontrolled wisp can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the wisp's statistics.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

## Tier Seven

### Force Cage

*Casting Time: 1 action*

*Range: 100 feet*

*Requirement: Lyrium of an amount worth 1,500 gp*

*Duration: 1 hour*

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Fade, blocking creatures from traversing through the Veil.

This spell can’t be dispelled by Dispel Magic.

### Reverse Gravity

*Casting Time: 1 action*

*Range: 100 feet*

*Duration: Concentration, up to 1 minute*

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

### Oppressive Force

*Casting Time: 1 Action*

*Range: 90 Feet*

*Duration: 18 Seconds*

You create an oppressive magnetic force at the target location. Every creature in a 20 foot radius sphere centered on the point must make a Charisma saving throw or be incapacitated for the duration. An affected creature moves at one quarter of its speed. A creature can try to make the save again at the start of each of its turns.  An unaffected creature that starts its turn in the area must make the save again.

## Tier Eight

### Antimagic Field

*Casting Time: 1 action*

*Range: Self (10-foot-radius sphere)*

*Duration: Concentration, up to 1 hour*

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the spere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

* **Targeted Effects.** Spells and other magical effects, such as Magic Missile and Charm Person, that target a creature or an object in the sphere have no effect on that target.
* **Areas of Magic.** The area of another spell or magical effect, such as Fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
* **Spells.** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
* **Magic Items.** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere – for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere – the magic of the item ceases to be suppressed as soon as it exits.
* **Magical Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.
* **Creatures and Objects.** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
* **Dispel Magic.** Spells and magical effects such as Dispel Magic have no effect on the sphere. Likewise, the spheres created by different Antimagic Field spells don’t nullify each other.

### Spirit Disk

*Casting Time: 1 action*

*Range: 120 Feet*

*Duration: Conc. up to 1 minute*

You evoke a spinning disk of force that streaks toward one creature you can see. Make a ranged spell attack. If it hits, the creature takes 10d10 force damage. If you roll a natural 20 to hit, roll the d20 again. If the result of the second roll is another 20, the creature loses a limb, the same as if it had been struck by a sword of sharpness.

Once launched, the spirit disk remains hovering near its target. As an action, you can attack again with it on each of your turns. The target, however, can’t be changed.

### Blast Wave

*Casting Time: 1 action*

*Range: Self (60 foot-cone)*

*Duration: Instantaneous*

Green light flashes as a 15-foot tall wall of fire expands outward from your position. Each creature hit by the wall must make a Constitution saving throw.

On a failed save, a creature takes takes 6d12 fire damage and is knocked prone. Taking half damage on a successful save.

This spell dispels any darkness in its area that was created by a spell, and makes the area brightly lit until the start of your next turn.

## Tier Nine

### Invulnerability

*Casting Time: 1 action*

*Range: Self*

*Requirements: Lyrium of an amount worth 500 gp, which the spell consumes*

*Duration: Concentration, up to 10 minutes*

You are immune to all damage until the spell ends.

### Time Stop

*Casting Time: 1 action*

*Range: Self*

*Duration: Instantaneous*

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

### Gravitational Void

*Casting Time: 1 action*

*Range: 1,000 feet*

*Duration: Instantaneous*

You create a 20-foot-radius sphere of destructive gravitation force centred on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet o fit are difficult terrain, and non magical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's centre, ending in an unoccupied space as close to the centre as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the centre as possible. A creature that enters the sphere for the first time takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any non-magical items it is wearing or carrying.