Entering a transcendent state of vengeance and wrath, you utter fell words of ancient prophecy, warping reality to annihilate enemies.
Creatures of your choice within range must make a Constitution saving throw.
On a failed save, a creature takes 15d6 + 60 force damage and is stunned for the duration. A creature that fails the save by 5 or more instantly dies. Trees might contort to impale an enemy, sand might strip the flesh from their bones, worked stone might fold to flatten them, or some similar effect determined by the GM. A creature is immune to this effect if it is immune to force damage, has legendary actions, or the GM decides that the creature is too large to be killed outright by terrain and objects within range. Such a creature instead takes maximum damage (150), ignoring resistance and immunity. A legendary creature that fails the save by 5 or more can use a legendary resistance to avoid taking maximum damage, but otherwise fails the saving throw. A stunned creature can make a Constitution saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
On a successful save, a creature takes half as much damage and suffers no additional effects.
While the spell persists, the following effects occur:
- You cannot take actions or reactions, and your speed is reduced to 0. Attempts to grapple, shove, teleport, or otherwise move you automatically fail. If you would fall, you remain aloft until the spell ends.
- Having 0 hit points doesn’t knock you unconscious. You still must make death saving throws if you take damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until the spell ends. You cannot suffer a wound.
- You are unaffected by spells of 4th level and lower. Ranged attacks made against you have disadvantage on the attack roll.
- A creature moving through the area must spend 6 feet of movement for every 1 foot it moves.
- When another creature enters the area for the first time on a turn or starts its turn there, you may have it make a Strength saving throw or be flung 3d4 × 10 feet in a random direction. If this causes a creature to hit another creature or object, it takes damage as if it had fallen half the distance rolled. A creature can willingly fail this saving throw.
- When another creature ends its turn in the area, it takes 3d6 +12 force damage.
- At the end of each of your turns, each structure within range takes 60 force damage.
Ability checks to counter or dispel Tedd Deireádh automatically fail, and an Antimagic Field cannot suppress its effects unless cast at 9th level.
When the spell ends, you drop to 0 hit points if you have more, and you suffer 4 levels of exhaustion.
* - which you take when a hostile creature within 30 feet reduces you or an ally to 0 hit pointsPrevious Versions
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