Voidglass Prison
Level 3 Conjuration (Sorcerer, Warlock, Wizard)
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a sliver of dark crystal or obsidian)
Duration: Concentration, up to 1 minute
You snap a jagged shell of dark, semi-astral crystal around a creature you can see within range. The shard drinks in light, leaving the prisoner as a silhouette on black glass. The target must make a Strength saving throw or be encased in Voidglass and becomes Blinded and Restrained for the duration. While encased, the target has Total Cover. At the start of each of its turns the target takes 2d6 Necrotic damage as the Voidglass leeches away its vitality.
At the end of each of its turns, the imprisoned creature can repeat the Strength saving throw, shattering the prison and ending the spell on a success. When the prison is shattered by the imprisoned creature, it crumbles harmlessly. A creature imprisoned in the Voidglass Prison can’t move or cast spells with somatic components, but can still benefit from spells.
A Voidglass Prison has AC 15, 30 Hit Points, immunity to Poison and Psychic damage, and resistance to nonmagical Bludgeoning, Piercing, and Slashing damage. It weighs nothing and cannot be moved by mundane means; it hovers a few inches above the ground, locked in place. Nothing can physically pass through the Voidglass Prison. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
When the prison is reduced to 0 Hit Points, or the spell ends by your choice, the prison explodes in razor-edged shards. Each creature in a 10-foot-radius Sphere centered on the prison (including the former prisoner) makes a Dexterity saving throw, taking 2d6 Piercing damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. Additionally, the Prison's AC increases by 1 and Hit Points increase by 5 for each spell slot level above 3.
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a sliver of dark crystal or obsidian)
Duration: Concentration, up to 1 minute
You snap a jagged shell of dark, semi-astral crystal around a creature you can see within range. The shard drinks in light, leaving the prisoner as a silhouette on black glass. The target must make a Strength saving throw or be encased in Voidglass and becomes Blinded and Restrained for the duration. While encased, the target has Total Cover. At the start of each of its turns the target takes 2d6 Necrotic damage as the Voidglass leeches away its vitality.
At the end of each of its turns, the imprisoned creature can repeat the Strength saving throw, shattering the prison and ending the spell on a success. When the prison is shattered by the imprisoned creature, it crumbles harmlessly. A creature imprisoned in the Voidglass Prison can’t move or cast spells with somatic components, but can still benefit from spells.
A Voidglass Prison has AC 15, 30 Hit Points, immunity to Poison and Psychic damage, and resistance to nonmagical Bludgeoning, Piercing, and Slashing damage. It weighs nothing and cannot be moved by mundane means; it hovers a few inches above the ground, locked in place. Nothing can physically pass through the Voidglass Prison. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
When the prison is reduced to 0 Hit Points, or the spell ends by your choice, the prison explodes in razor-edged shards. Each creature in a 10-foot-radius Sphere centered on the prison (including the former prisoner) makes a Dexterity saving throw, taking 2d6 Piercing damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. Additionally, the Prison's AC increases by 1 and Hit Points increase by 5 for each spell slot level above 3.

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