Blinding pillars of solar fire strike down from the heavens at five different points you can see within range that are no further than 20 feet away from each other. Each creature in a 5-foot-radius, 40-foot-high cylinder centered on each point you choose must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, 4d6 radiant damage, and is blinded for the next round. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature can be affected by at most two pillars at once.
The pillars damage objects in the area and ignite flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, an additional pillar is created for each slot level above 5th.
* - (a fire gem, a piece of sunstone, and a quartz crystal imbued with both fire and radiant magic)
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