You raise your hand to the heavens as you shout the name of the spell. This spell takes effect over 3 rounds. Upon casting, illusory, glowing cracks run across the sky. Each creature in the area that can see the sky must succeed on a Wisdom saving throw equal to your spell save DC or be frightened for the duration. At the start of the second round, illusory lightning strikes the ground. Each creature of your choice in the vicinity that are exposed to the sky must make a Dexterity or Wisdom saving throw (their choice) equal to your spell save DC, taking 7d6 psychic damage on a failure. At the start of the third round, semi-real shards of force that appear as pieces of the sky fall from above, moving at high enough speeds to catch fire. Each creature that is exposed to the sky must make a DC 25 Dexterity saving throw, taking 7d6 force damage, 4d6 bludgeoning damage, and 3d6 fire damage on a failed save, or half as much damage on a successful one.
Level
9th
Casting Time
1 Action
Ritual
Range/Area
Self
Components
V, S
Duration
3 Rounds
School
Illusion
Attack/Save
None
Damage/Effect
Force (...)
Comments