Reality Warp

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a twisted piece of metal)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

You warp the fabric of space in a 30-foot-radius sphere centered on a point you choose within range. The area becomes alien and hostile to those within. Choose up to three effects when you cast the spell:

  • Twisted Gravity: Creatures in the area have their movement speed halved and have disadvantage on Strength and Dexterity checks.
  • Folded Space: Distances within the area are distorted. Ranged attacks and spells have disadvantage when targeting creatures in the area.
  • Hostile Geometry: At the start of each of your turns, each creature in the area takes 3d6 psychic damage.
  • Sealed Dimensions: Creatures can't teleport into or out of the area, and planar travel is impossible from within.
  • Impossible Angles: Creatures in the area have disadvantage on attack rolls.

When the spell ends, reality snaps back violently. Each creature still in the area must make a Constitution saving throw, taking 4d8 force damage on a failed save, or half as much on a success.