Abyssal Genesis
Abyssal Genesis
9th-level conjurationCasting Time: 1 action
Range: 150 feet
Components: V, S, M (a fragment of obsidian from the abyss and a vial of blood from a fiend)
Duration: Concentration, up to 10 minutes
When you cast Abyssal Genesis, you call upon the chaotic energies of the abyss to warp and twist the very fabric of reality within a 60-foot radius centered on a point you can see within range.
Terrain Transformation: The spell area becomes a nightmarish landscape resembling the abyss. The ground becomes uneven, full of jagged rocks, gaping chasms, and pools of acidic ichor. Each creature in the area when the spell is cast, and those that enter thereafter, must make a Dexterity saving throw. On a failed save, a creature takes 4d10 piercing damage and 4d10 acid damage, or half as much damage on a successful one. The difficult terrain persists for the duration.
Abyssal Entities: At the start of each of your turns after casting this spell, you can summon one abyssal entity (such as a demon) with a challenge rating of 5 or lower. The entity appears in an unoccupied space of your choice within the area and acts on its own initiative, obeying your verbal commands. You can have a maximum of three entities summoned by this spell at one time.
Reality Warping: Spells and effects that manipulate or rely on natural laws have a 50% chance to malfunction within the area. Roll a d10 for each such effect; on a 5 or lower, the effect fails or has an unexpected outcome, as determined by the DM.
Abyssal Resilience: While concentrating on this spell, you gain resistance to acid, fire, and non-magical physical damage.
Upon the spell's end, the summoned entities vanish, and the terrain gradually returns to normal over 1d4 rounds.
Subclasses: Fiend Warlock, Circle of the Land (Swamp) Druid
Optional/Variant Classes: Sorcerer, Wizard
Source: Custom creation.
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