Also at 2nd level you can pick a point within 60 feet that you can see. In a sphere 15 feet in radius space becomes warped and distorted to an extreme degree. The area is considered difficult terrain due to the anomalous effect it has on gravity and any ranged attack made through the area is made at disadvantage.

Starting at 2nd level, you can now begin manipulating the fabric of space around you. As a bonus action you can select 2 spaces that are 5 feet on all sides within 30 feet of you and that you can see. The spaces cannot be more than 10 feet over a solid or liquid surface. The spaces crack open and reveal a portal, or a void rift, connecting the two spaces. The rift appears as a crackling, bristling window to the other rift. As part of their movement you or any other creature of medium size or smaller can walk through one of the void rifts, causing them to appear within 5 feet of the corresponding rift. As a reaction afterwards you can close the rifts. The rifts still technically remain however and on subsequent turns you can use your bonus action to move either 1 of the rifts or both to new spaces within range, opening them again in the process. The rifts last for 5 minutes after initially being created, during which they can be freely moved, opened and closed. As a bonus action you can dispell the rifts, instantly ending the effect. The effect also ends if one rift is placed within an antimagic field or if either rift is more than 60 feet away from you. If a rift ends up inside of a solid object the rift remains intact however refuses to be opened. Should a rift be opened in the same space as a creature they are forced to make a dexterity saving throw or be instantly teleported to the other rift. Should they succeed the saving throw the rift instantly closes and cannot be reopened until it is moved away from that creature. A creature of large size or larger instantly succeeds on the saving throw.

There are spinoff collages of conjuration which teach another version of the art of creation and summoning. So called voidwalkers dedicate their skills to the creation of portals and temporary gateways between two points. They manipulate enemy positioning and disappear across the battlefield in a flash. The ultimate goal of voidwalkers is the eventual creation of their very own demiplane, a grand achievement proving their skills and competences in the arts of voidwalking. These demiplanes are incredibly valuable with some treating them as near impenetrable vaults, safe houses or mobile bases of operation.

Spatial Fissures

Starting at 6th level, as an action you reach out and touch a solid surface such as a wall. A circular rift appears on the surface and grows to become 10 feet in diameter. If it cannot fit it will grow as large as it can. This large void rift, also known as a spatial fissure, opens into a cubic room 20 feet on all sides that is made of some unknown, dark material. This room has no effect on the space around it and exists as a demiplane separate of the plane you are currently on. The room will remain for 4 hours or until it is dispelled as an action. Either when within or outside the room you can use an action to close the fissure leading into the room. The fissure collapses into a small, sparkling yellow orb which can, at will, be reopened to the fissure into the room again. If you know the surface you placed the fissure on is no more than 20 feet thick you can approach the opposite wall of the room you created and open another fissure into the other space, effectively creating a tunnel. If the fissure is dispelled, either manually, by running out of time or by being introduced to an antimagic field all items and creatures within the room are instantly moved to an unoccupied space adjacent to the initial fissure.

This feature can be used once per long rest. This does not include the creation of additional fissures but rather the opening of the first fissure and the subsequent creation of the room.

A Place Between Places

Beginning at 10th level you can engage in a 1 hour ritual to create your very own demiplane. This ritual requires a diamond worth at least 5000 gp. Your demiplane takes on whatever appearance you desire but cannot be any larger than a 500 x 500 x 500 foot cube. You cannot summon advanced structures in your demiplane and must, as such, construct these yourself. Upon initially completing the ritual a rift opens before you leading to the demiplane and lasting for 1 hour. You can only have 1 active demiplane at any time. So long as you have a use of void fissures left you can expend that use to engage in a 10 minute ritual to open a fissure leading into your demiplane. The fissure follows similar rules to the feature however cannot be used to create a tunnel. Should you close the fissure you can freely create one again, regardless of whether you have any uses of spatial fissures left or not. The fissure will attempt to appear in the same space it was initially created in but if this is impossible it will appear as close as it can. At the centre of your demiplane there is a pedestal with the diamond you used floating upon it. The pedestal cannot be sealed in any material and requires at least 20 feet of open space in any direction, otherwise the demiplane fails to create entirely. The diamond is a construct with an AC of 16 and has 120 hit points and is immune to all conditions as well as poison and psychic damage. Should the diamond be destroyed the entire demiplane will begin collapsing over the course of the next 2 hours unless the diamond is replaced. You are immediately alerted to the presence of any creature within your demiplane but not their exact whereabouts and also if the diamond is attacked.

Should the demiplane begin collapsing any creature within the plane will, over the course of the next 10 minutes, begin their turn by taking 4d10 force damage. Every minute the demiplane also shrinks by 50 feet in all directions. When the demiplane shrinks to 0 feet any creature within instantly dies and any object still inside is crushed, with their remains being scattered as a fine cloud of mist in the astral plane. A creature can evacuate the demiplane through the use of another teleportation spell or item that allows for extraplanar travel such as teleportation circle, plane shift or astral projection.

Void Egress

At 14th level you can study an elaborate recreation of a location. This could be a series of art pieces dedicated to a major landmark or the blueprints and sketches of a building. Over the course of 2 hours you expend 200 gp worth of crushed gemstones and incense in a ritual to open a large void rift, or a void egress, to this location. If the location is on a different plane of existence the time and material requirement is doubled. At the end of the ritual a brilliant 20 foot in diameter hole opens before you leading to the destination. The so called egress lasts for 1 hour or until it is manually dispelled or if it is introduced to an antimagic field. If the egress opens in a space which can't accommodate for its full size it grows as large as it can.

Additionally, you can choose to repeat the ritual each day for 7 days in the same spot. The egress doesn't have to appear if you cast the ritual with this intent. A glittering rune appears on a solid surface in both the area you casted the ritual and in the destination. As an action a creature can approach either of the runes and speak a command word you've assigned causing the egress to open with a brilliant flash. The egress remains open for 1 hour or until the command word is spoken once more, at which point it must remain closed for 30 minutes before it can open again. The runes are mostly indestructible however can be rendered inert by an antimagic field or by having the surface they are etched onto carved out and removed. Should this surface be thrown into lava or acid the rune is destroyed.

This feature can only be used once per long rest.

Art Credits Signs of Carcosa by CristiB Diamond Icon by Ryan Nasipak Made with the homebrewery All content belong to their respective owners.