- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a shard of glass)
- Duration: Concentration, up to 1 minute
- Classes: Sorcerer, Warlock, Wizard
You tear a small hole in reality at a point you can see within range. The rift is a 10-foot-radius sphere of roiling dimensional energy. The area is difficult terrain and heavily obscured.
When a creature enters the rift for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, the creature takes 3d8 force damage and is restrained until the start of its next turn. On a successful save, it takes half damage and isn't restrained.
When the spell ends, the rift collapses with a thunderous crack. Each creature within the rift when it collapses must make a Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much on a success.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d8 for each slot level above 3rd.