A veil opens in the air, 30 feet above a point you see within range. It casts a hazy aura in a 30 ft. cube directly below it. If the area was in darkness, it is now considered dim light.
When you cast the spell, choose a creature you can see under the veil. A bright ball of light flashes out of the veil striking the target. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call a new star in this way again, targeting the same creature or a different one under the veil.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
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