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Hunger of Hadar

Level3SchoolConjuration

Level 3 · Conjuration

  • Casting time: Action
  • Range: 150 feet
  • Components: V, S, M (a pickled tentacle)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock
  • Damage type: Cold

Spell effect

You open a gateway to the Far Realm, a region infested with unspeakable horrors.

A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration.

The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away.

No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.

Any creature that starts its turn in the area takes 2d6 Cold damage.

Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.

Using a Higher-Level Spell Slot

The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.

Source

Player’s Handbook (2024) — Wizards of the Coast.

All spells · By level · By class

Printed core rules

Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.

PDF page 285

Open the original rulebook — PDF page 285 — source PDF is not included in this player reference.

PDF page 286

Open the original rulebook — PDF page 286 — source PDF is not included in this player reference.