You conjure the brilliant, burning desert sun that appears as a 10 ft diameter sphere directly overhead. The spell fails if there is not space to accommodate the entire 10ft diameter sphere. The sphere casts bright light to a distance of 30 ft and dim light for an additional 30 ft. When you cast this spell roll 2d6. All creatures within 30 ft of the sphere must make a CON saving throw against your spell save DC. Creature that are blind or do not have eyes have advantage on this saving throw. The effect this spell has on a creature is determined by how their saving throw compares your spell save DC as follows:
Saving throw > or = DC + 5: No effect
Saving throw < DC + 5: Disadvantage on their next attack made before the end of your next turn.
Saving throw < DC: Above effects plus the creature takes radiant damage equal to the total rolled when casting this spell + your spellcasting modifier.
Saving throw < DC -5: Above effects plus the creature is blinded until the end of their next turn.
Saving throw < DC -10: Above effects plus the creature gains a vulnerability to radiant damage, including the damage dealt by this spell, unless the creature has a resistance or invulnerability to radiant damage. This vulnerability lasts until the end of your next turn. Additionally, the blindness caused by this spell lasts until the end of your next turn instead of the end of their next turn.
When you cast this spell, you can choose to partially shield a number of creatures equal to your spellcasting modifier. Those creatures can add a 2d6 to their saving throw.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, add 2d6 to the roll made when casting this spell for each spell slot above the 3rd.
* - (a small fragment of glass, quartz, or other translucent solid material (excluding ice))
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