Manifesting Time: 1 action
Range: 120 feet
Maintenance: Concentration, up to 1 minute
Detection: Psychic, Gesture, Visual (overt)
Space is distorted within an area, creating hollow void. The area carved out by the void is unnaturally smooth and is treated as difficult terrain. A creature attempting to climb a voided area does so with disadvantage and must spend 1 addition foot of movement per foot climbed.
A voided area isn’t a vacuum, and air or water (or other atmosphere) will fill the area as normal. When the power ends, creatures, objects, and other substances within the void will be pushed out of the voided area harmlessly.
You create an empty void that occupies an area no larger than a 5-foot diameter cylinder this is 5 feet deep (you can orient the cylinder in any direction). This void will suppress unattended, nonmagical objects fully within it when you first manifest the power. Complex objects can’t have their components selectively suppressed, thus you can’t use the power to suppress a lock on a door unless an augmentation allows it.
You can also place a void on a surface, such as a floor or wall, but the void can’t fully breach the surface, leaving a section that is at least 1 foot thick. A creature occupying a surface voided by the power must make a Dexterity saving throw, unless it can hover. The creature falls on a failed save, and moves to the nearest unoccupied space outside of the voided space on a successful one.
0. When you augment the power with at least 3 power points, the void can partially suppress an unattended, nonmagical object, such as a door, as well as components you choose of a complex object. If the object is moved outside of the power’s area, any part of the object suppressed by the power is restored to normal.
0. When you augment the power with at least 7 power points, the void can fully breach nonmagical surfaces. Moreover, the void can breach magical and psionic barriers and surfaces if you spent a number of power points equal to twice the effective spell level of the effect, to a minimum of 9 power points.
1. While the power is in effect, you can shrink the radius of the cylinder or expand it to its original dimensions as an action. An unattended object within the void can’t be picked up or moved. A creature within a closed void must make a Dexterity saving throw; a creature fully within the voided area automatically fails the save. On a failed save, the creature is restrained while the void remains closed.
A creature can use its action to make a Strength check against your power save DC to attempt to pull a target out of a closed void. If it succeeds, the target is freed.
Empower. When you spend 4 power points (5), whenever you shrink voided area, each creature and object within it takes 3d8 bludgeoning damage. A creature must make a Dexterity saving throw. On a failed save, it is knocked prone. On a successful save, it only takes half of the damage. The damage increases by 1d8 for every 2 additional power points you spend.
2. The void’s depth increases by 5 feet. You can take this augmentation up to five times (10).
3. The cylinder’s radius increases to up to 5 feet.
Empower. For every 4 additional power points you spend, the radius increases by 5 feet.
7. You create a wormhole using the void. You pick two points within range and place a cylinder with half its possible height at each. You determine which ends connect. When a target passes into one of the cylinders, it emerges through the other one. Passing through the cylinder requires movement equal to its depth.
You can position the cylinders in such a way that a creature or object perpetually falls as long as the voided areas remain open unless it can fly, levitate, or teleport away. If you close the portals, creatures and objects fall as normal, but the distance between the portals is only counted once regardless of how many cycles the creature or object passed through them.
Empower. When you spend 2 power points (9), you can use your reaction to close the wormhole when a creature moves or falls into the void, but before it emerges. A creature must make a Dexterity saving throw. On a failed save, it takes 5d8 force damage and is restrained between dimensions. It must be able to teleport or shift to another plane to escape. On a successful save, the creature takes half of the damage but emerges through the hole. While the power is in effect, you can reopen the wormhole as a bonus action. The force damage increases by 1d8 for every 2 additional power points you spend.