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Conjuration Level 3 Conjuration PHB24

  • Casting Time: Action
  • Duration: Concentration, up to 1 minute
  • Range: 150 feet
  • Components: V, S, M (a pickled tentacle)

You open a gateway to the Far Realm, a region infested with unspeakable horrors. A Area of Effect 20-foot-radius Sphere of Darkness appears, centered on a point within range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded Blinded condition.

Any creature that starts its turn in the area takes Cold Damage 2d6 Cold Damage. Any creature that ends its turn there must succeed on a Saving Throw Dexterity Saving Throw or take Acid Damage 2d6 Acid Damage from otherworldly tentacles.

Utility Using a Higher-Level Spell Slot
The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.