Vacuum (5e Spell)
From D&D Wiki
|Casting time:||1 action|
|Components:||V, S, M (a glass phial containing a magically perfect vacuum, worth 500 gp)|
|Duration:||Concentration, up to 1 minute|
With a sweeping arm gesture, you expel all air from a 40-foot high cylinder with a radius of 20 feet. A wall of magical force expands outwards from the centre, hedging out all air, gases and mists but passing through solids and liquids.
Each creature in the area must succeed on a Constitution saving throw or have the air in its lungs sucked out as the barrier passes through it. On a successful save, a creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). On a failed save, a creature runs out of breath and can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.
A creature cannot enter the area whilst holding its breath unless it succeeds on a Constitution check against your spell save DC.
The lack of air has a number of other effects:
• Flight that relies upon the existence of air is impossible; any such flying creatures fall to the ground within the affected area.
• All non-magical fires are extinguished. If the area of Vacuum overlaps with the area of a fire spell, the caster may make a spellcasting ability check against your spell save DC: on a success the fire spell persists, but on a failure the effect is dispelled within the affected cylinder.
• Each creature within the area take 1 d6 cold damage at the start of its turn and when entering the area for the first time on a turn due to the lack of ambient heat from the air.
• Each creature within the area take 3 d10 necrotic damage at the start of its turn and when entering the area for the first time on a turn due to its bodily fluids evaporating due to the low pressure.
• Constructs and undead aren’t affected; plants and creatures with the water subtype take an extra 2 d10 damage.