A vibrant, blinding brigade of cavalry appears from behind the caster, and begins to charge and trample anything hostile in their path.
Once the spell is cast, a bright light illuminates around the caster. All hostile creatures within 120 feet of you must make a Charisma Saving Throw against your Spell Save DC. On a failed save, the affected creatures are blinded for one minute and suffer 8d6 radiant damage, or half as much on a successful save. A successful save avoids blindness.
Additionally, the brigade charges through and around the caster and his allies in a straight line, 20 feet in width. They run to a range of 120 feet, trampling everything in their path before disappearing in a cloud of glittering sparkles. Any creature caught within the trample must make a Strength Saving Throw against the caster's save DC. On a failed save, the affected creature takes 9d6 bludgeoning damage, is pushed back 30 feet, and knocked prone. A successful save is not knocked prone, is pushed back only 15 feet, and takes half damage.
Charge of the Light Brigade's blindness effect does not affect constructs, or creatures that do not rely on sight or are unable to see.
Casting Charge of the Light Brigade at 9th level increases the damage from the flash by 2d6, and the trample by 3d6.
* - (An ivory statuette of a brigade of horses)
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