The volatile light from this glass vessel pierces any darkness and wards those within its blessed light from harm. However, the reaction contained within can have dire consequences should the vessel be breached.
Enchanting a glass vessel to house a sun is a process that takes one hour to complete. The caster places each of the other components within the vessel and shakes while performing the necessary verbal and somatic components. Upon completion the glass vessel sheds light in a 20 foot radius. The light pierces any darkness, including magical darkness. Friendly creatures within the radius of the light gain advantage on any saving throws made while within the radius. Unfriendly creatures that enter the radius or start their turn within the radius must make a CON saving throw or else be Blinded.
Should the vessel be breached for any reason the volatile reaction contained within is released dealing 10d6 Radiant damage to each creature within a 20 foot radius on a failed DEX saving throw or half that on a passed DEX saving throw. Centered on the space where the glass vessel was broken or opened a small star appears occupying a 15 foot radius. The star sheds light in a 20 foot radius. Any creature that enters the radius or starts their turn in the radius must make a CON saving throw or else be Blinded. Each round after the star appears the size of the star is reduced by 5 feet and the radius of the light it sheds increases by 5 feet until the star disappears. A creature entering any space the star occupies is immediately obliterated. As long as the vessel remains intact the spell lasts for 8 hours after which the contents of the vessel become inert and the spell comes to an end.
* - (A Glass Vessel, A Token Gifted By A Celestial Being(Consumed), A Tiny Ball of Bat Guano and Sulphur)






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