Impossible Angles

4th-level illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a melted prism)

Duration: 10 minutes

Classes: sorcerer, wizard

You choose an area of 8 contiguous 5-foot cubes to warp and distort the space within. All angles and corners within the area twist and contort into impossible shapes. The area is treated as difficult terrain, and any creature entering it must succeed on a Wisdom saving throw or become disoriented and their perceptions and sense of direction warped. Disoriented creatures have disadvantage on attack rolls and skill checks, and whenever they attempt to move out of an affected cube, they must roll 1d8. On a 1, they move in their intended direction; on a 2-8, they move in a different direction, rotating clockwise around their starting square. If they manage to exit the area of impossible angles, they can proceed with the remainder of their movement without difficulty.

A disoriented creature can attempt a new saving throw each round at the beginning of its turn as long as it has left the impossible angles, ending the effect on them with a success. A creature that leaves and re-enters the area must save again to avoid being disoriented.

Ranged attacks made through the area of impossible angles have disadvantage unless the creature making the attack has true seeing or a similar ability.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect 4 additional 5-foot cubes per level above 4th. All cubes must be contiguous with the remainder of the spell’s area.

Section 15: Copyright Notice

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