Level
4th
Casting Time
1 Action
Range/Area
120 ft. (20 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Force

You choose a colour from the list below at time of casting, and a thin sliver of light shines from above, even in darkness, to a point you choose and can see within range. When the light reaches that point, it explodes out with a blast, into an almost blindingly bright sphere filled with arcs of light of the chosen colour. Creatures within a 20-foot-radius sphere centred on that point must make a Dexterity saving throw. A target takes 6d6 force damage on a failed save, or half as much damage on a successful one. Additionally, targets who fail their Dexterity saving throw suffer effects per the below list.

White - Collapse
Targets make an additional Strength saving throw. If they fail they are knocked prone.

Blue - Confusion
Targets make an additional Intelligence saving throw. If they fail, they lose the ability to tell friend from foe for one round. At the start of their next turn, roll a d6. On an even roll, the target correctly perceives their enemy and can act as normal. On an odd roll, the target perceives you and your allies as their allies, and their allies as their enemies, and must use their turn to attack one of their own allies. If none of the target's allies remain alive at the start of their turn, they automatically pass this check and accurately perceive you and your party as enemies.

Green - Ageing
Targets make an additional Constitution saving throw. If they fail, they feel the crushing effects of time weighing on them until the start of your next turn. They can take no reactions, their movement speed is halved, and they take Dexterity saving throws at disadvantage during this time.

Yellow - Hesitation
Targets make an additional Wisdom saving throw. If they fail they take no action on their next turn. They are free to move and take a bonus action as normal.

Purple - Transportation
Targets make an additional Charisma saving throw. If they fail, they are teleported to another plane until the start of your next turn. They suffer no ill effects as a result of this transportation, but when they return, attacks against them will be at advantage until the start of your subsequent turn after they return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

* - (A glass bauble, consumed by the spell)

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2022 4:05:08 PM
6
1
1.0.0
Coming Soon

Available For: Wizard (Legacy) - Chronurgy Magic

djeglin

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