As the Earth tremble, and the gleam of an intense light (color of your choice) brights from the cracks and fissures from below the trembling ground in the whole area around, of your choice, while you utter a prayer calling forth to vanquish your foes, a colossal pillar of light erupts from the ground covering all the area selected and leaving all the affected area gleaming with a mystic light that can't be dispelled or removed for the next 3 rounds. All the objectives must make an Intelligence saving throw if they are in the Spell area or if they come in contact with the affected area in the next 3 rounds :
Failed Saving Throw:
On a Failed Intelligence saving throw Every Objective within the area at the start of the Spell and any hostile creature that comes in contact with the gleaming light on the affected area, all of their invulnerablities, resistances, magic and regeneration is nullified for 2 rounds and within the 2 rounds, they have disadvantage on their attack and saving rolls.
Roll 20d12 and every target who was in the eruption of light at the moment when the Spell was casted takes the result as Radiant damage and Roll 10d12 and every target who was in the eruption of light at the moment when the Spell was casted, takes the result of Force damage.
Succeded Saving Throw:
The Hostile creatures that were in the area affected at the start of the Spell or any Hostile creatures that comes in contact with the gleaming light on the affected area, for 1 Round their Invulnerabilities become Resistances and the Hit Points gained by magic or regeneration is halved. Every target who was in the eruption of light at the moment when the Spell was casted takes half of 20d12 Radiant damage and half of 10d12 Force damage.
If the HitPoints drops to 0 of an targeted creature whom dealt any kind of damage to the caster of the spell and still are under the effect of this spell, it's soul is vanquished making any kind of resurrection by any spell or regeneration nullified and the creature is killed automatically.
All conditions are removed from all allies and all allies who have 0 HitPoints become stable; all allies roll an additional 1d12 for every attack/saving roll, deal an additional 2d12 of radiant damage for every attack and at the start of their turn, recover 2d20 HitPoints for 2 rounds since the start of the spell.
The pillar of light pierces and destroys every inanimate object in the area that is not carried or worn.
Previous Versions
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7/6/2021 10:12:55 PM
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7/7/2021 4:30:49 AM
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7/7/2021 4:36:10 AM
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7/8/2021 4:12:57 AM
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7/8/2021 4:29:29 AM
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9/6/2021 3:50:55 AM
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22
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