You attempt to expel a metaphysical entity from the creature it is possessing or a creature under the entity’s control, or you attempt to dispel the presence of a malevolent entity. When casting the spell, select one of the effects from below.
Destroy the Wicked: Target one fiend that you can touch. You invoke the cleansing power of The Light to destroy it. The target must make a wisdom saving throw or become incapacitated for three rounds as the creature becomes incapacitated, wracked with agony as the power of The Light surges through it. On your turn on each of these three rounds, the target must make an additional wisdom saving throw or suffer 5d6 radiant damage. If the target succeeds one saving throw, it is released from the spell. If the target fails all three saving throws, it is sent back to its plane of origin. If the creature is already on its plane of origin, it is permanently and irrevocably destroyed, obliterated in a flash of holy light. Its black soul is cast into oblivion, never to return.
Save the Willing: You target a creature that is under the control of a malevolent entity. If the possessed creature was a willing host, the exorcism automatically fails. If the creature is an unwilling host and is hostile to the caster, they must be reduced to 0 hit points with non-lethal damage before this spell can be cast on them. When this spell is cast, concentration must be maintained for at least six rounds, during which time the caster must succeed on six ability checks contested by the entity, one per round made on the caster's turn. If the possessing entity’s name is known and invoked, it will have disadvantage on all contested checks. Should the caster invoke the name of an entity incorrectly (i.e., guessing what the possessing entity is and invoking a guessed name), the entity gains advantage on all contested checks. The entity will attempt to use strength, dexterity, constitution, intelligence, wisdom, and charisma to break the caster’s concentration, using one ability every round. If the caster fails a check against the entity, the entity may cast a spell, make a melee attack, or take a different action at the DM's discretion as is appropriate for the situation. After a failure, the caster suffers a -1 penalty to all other contested checks for the exorcism, cumulative with additional penalties for each failure.
The exorcism is successful once the caster manages to succeed on all six contested skill checks. If the caster fails a check, they must retry it on their next turn. The spell fails if the caster's concentration is broken or if the failure penalty exceeds -5.
At higher levels: When you cast this spell using a slot of 4th or higher, "Destroy the Wicked" does one additional die of damage. "Save the Willing" grants +1 to each skill check the caster makes per slot above 3rd.
* - (A personal item belonging to the target)
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