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Still is the Void in Dungeons & Dragons 5e

Still is the Void

8-level Necromancy

Casting Time: 1 action
Range/Area: 240"
Components: Somatic
Duration: Concentration (maximum 3x necromancer proficiency bonus in rounds)
The necromancer floats and the Void floats with zim, manipulating the universe centred at a point within range to create a vacuum, where there is no air. The necromancer creates a 60" radius sphere which has the following effects:
  • All gases are hedged out of the area and cannot enter it.
  • All sound is muted. Creatures are considered deafened, can't speak, and can't cast spells with verbal components.
  • Spells and other effects that depend on sound or hearing are suppressed.
  • All thunder damage in the area is negated.
  • Visibility is reduced 10" dim light and dark vision is reduced by half
  • A creature that doesn't hold its breath while in the area will begin to suffocate. At the start of a creature's turn within the Void it must make a DC constitution savings throw or begin to suffocate. Every time the creature takes an action that isn't the move action or interact with environment action, the creature creature must make a DC constitution savings throw or begin to suffocate. This savings throw increases in difficulty by 2 each time a savings throw is required. Once failed, a creature will fall unconscious in a number of rounds equal to half their constitution modifier (minimum 1 round). Any actions that isn't the move action or interact with environment action will reduce the number of rounds before unconsciousness by 1. When the creature falls unconscious (as soon as it has 0 rounds left), the normal drowning rules apply.
Available for: Nagai Magick

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