HUNGER OF HADAR

Conjuration Level 3

STANDARD

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Components. A pickled octopus tentacle.

Spell Variants & Exotic Components – level 3
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Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 60 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Components. Darkness (spell).

SPELL VARIANT #2

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d8 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d8 acid damage as milky, otherworldly tentacles rub against it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold and acid damage increases by 1d8 for each slot level above 3rd.
Components. Stripe of Mind Flayer‘s tentacle.

SPELL VARIANT #3

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts or ends its turn in the area must make a Wisdom saving throw or suffer the frigthened condition until he leaves the area.
Components. Enthrall (spell)