Ravenous Void 5E Guide | Wildemount Graviturgy Spell
We have a Ravenous Void that needs to be filled, which means it is time for me to write another spell review for you all! This time, I will be going over the pros, cons, and situational uses in association with the new spell Ravenous Void. While the Explorer’s Guide to Wildemount says the spell is only available to Wizards that specialize in Graviturgy magic, there is a chance that your spellcasting character can learn how to cast a spell like Ravenous Void.
Because all of the spells in this book harness the power of the Dunamis and are protected by the Kryn Dynasty, you will not be able to acquire Ravenous Void the natural way. But with a bit of ingenuity, you and your Dungeon Master are sure to come up with a creative way to get this powerful spell into your spellbook. I would say let’s dive right into the Ravenous Void, but I do not think that it a good idea… How about we study the Ravenous Void from at least a hundred feet away? That sounds like a much better idea! Let’s dive in with our Ravenous Void 5E Guide.
Ravenous Void 5E Guide
- School: Evocation
- Level: 9th
- Casting Time: 1 Action
- Range: 1,000 Feet
- Components: Verbal, Somatic, Material (a small, nine-pointed star made of iron)
- Duration: 1 Minute
- Class: Graviturgy Wizard
Your character creates a 20-foot-radius destructive sphere that attempts to pull everything within 100 feet of it as close to the center of the Ravenous Void as possible. In order for a character to avoid this fate, they must make a successful Strength Saving Throw. To do this, use the following formula:
1d20 + Their Strength Modifier
If their Strength Saving Throw is unsuccessful, they will be thrust into an unoccupied space as close to the center of the sphere as possible. If the sphere is in the air, all characters will hover inside of the sphere. Should a character enter the sphere for the first time or they start their turn inside of the sphere, that character will take 5d10 force damage and will be considered restrained until they are no longer inside of the sphere. When a character is restrained, they have the following stipulations:
- Base speed becomes 0
- Cannot obtain any speed bonuses
- Attack rolls made against this character have an advantage
- This character’s Attack rolls have a disadvantage
- This character has a disadvantage when making a Dexterity Saving Throw
While inside of the sphere, a character can use their action to end the restrained condition on their self or on another character by making a successful Strength Check against your Spell Save DC. To do that, use the following formulas:
1d20 + Their Modifier
8 + Your Proficiency Bonus + Your Spellcasting Modifier
If a character reaches zero hit points while inside of the sphere, they and all of their nonmagical items on their body will be annihilated.
For the duration of the spell, the location of the sphere and any land within 100 feet of the sphere will be considered difficult terrain. Any nonmagical items that are not secured or being carried by a character will be pulled into the sphere and immediately destroyed.
Pros
This can affect A LOT of enemies that are VERY far away from you and your team. If you are expecting to run into a gigantic battle against a large army, then you can cut back on your losses by casting Ravenous Void. This spell will last for one minute, which means it will get 3,600 chances to kill all of your targets before your enemies could try to hobble their way towards you. And lastly, Ravenous Void deals its damage in Force, so unless you are facing an army of Helmed Horrors (which is very low), you will affect almost all of your targets.
Cons
A stronger character should be able to make a successful Strength Check against your Spell Save DC. This means the odds of holding all of your enemies within the sphere will be pretty slim. Mind you, that will only be one enemy versus how many you will actually get to destroy. I rather take my chance against one enemy then however many this spell will engulf in its sphere.
I think the biggest downside to this spell is the fact that it is a level nine spell. The typical Wizard will not be able to cast Ravenous Void until they are level seventeen! On top of that, you will never have the chance to cast it multiple times. You can only cast one spell at level nine after every long rest. So unless your campaign starts everyone off at an incredibly high level, the odds of you being able to cast Ravenous Void multiple times in a campaign will be very low.
When Should You Use Ravenous Void
When you can see a large army coming up from more than 100 feet away. This way, you can limit the amount of melee combat that your team will need to engage in while keeping them out of harm’s way.
When Better Options Are Available
If there is anything less than 100 enemies coming up, it might be better to use a spell that will have a much smaller impact. This way, your team can get in there and take care of business without having to worry about losing their character.