Scroll, legendary

You unleash a catastrophic blast centered on a point you can see. The blast encompasses an area of a 200-foot-radius Sphere and deals [roll]10d6[/roll] Fire damage and [roll]10d6[/roll] Thunder damage. This spell has different effects depending on where a creature is located in the area of the blast, as detailed below. Immediately after the blast, a mushroom cloud 400 feet tall emerges from its epicenter. In addition, each creature in the spell's area that isn't buried must succeed on a Strength saving throw or be hurled 30 feet away from the blast, taking [roll]1d6[/roll] Bludgeoning for every 10 feet travelled, and have the Prone condition.

 

1-10 feet. Each creature in this range takes the maximum amount of damage from the blast and it has the Blinded condition. Only a Greater Restoration spell can remove this condition. A creature that is brought down to O Hit Points is reduced to a pile of fine gray dust, along with everything it is wearing and carrying, except magic items. A creature that dies in this way can be restored to life only by a True Resurrection spell. Nonmagical objects and structures are instantly destroyed and reduced to ash.


11-50 feet. Each creature within this range must make a Constitution saving throw. On a failed save, the target takes the damage of the blast and has the Blinded condition, and only a Greater Restoration spell can remove this condition. On a successful save, it takes half damage only. Nonmagical objects and structures are instantly destroyed and reduced


51-100 feet. Each creature within this range must make a Constitution saving throw. On a failed save, the target takes the damage of the blast and has the Blinded condition. The Blinded condition lasts until the target takes a Short or Long Rest, or until a Lesser Restoration spell is cast on it. On a successful save, it takes half damage only. Nonmagical objects turn to ash and structures are instantly destroyed and leave behind hollow husks.


101-200 feet. Each creature within this range must make a Constitution saving throw, taking [roll]4d6[/roll] Fire damage and [roll]10d6[/roll] Thunder damage on a failed save, and only half as much damage on a successful one. Nonmagical objects are instantly destroyed and

A structure also makes this saving throw. If a structure is reduced to O Hit Points, it collapses. A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes [roll]6d6[/roll] Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.

KnightofVoid

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