Level
1st
Casting Time
1 Action Ritual
Range/Area
30 ft. (60 ft. )
Components
V, S
Duration
Special
School
Evocation
Attack/Save
CHA Save
Damage/Effect
Radiant

Channeling the Wyld is inherently risky. Any spell caster may attempt to learn and cast this spell, but must make a wild surge check upon completion of the incantation, even if they are not normally at risk of a wild surge. A wild surge during this casting does not automatically end the spell or hinder it from completing unless the effect of the surge would break the concentration of the spell caster. Wild magic sorcerers and those attuned to chaos of the wild weave may make this check with advantage, due to their intrinsic familiarity with these risks.

The spell caster opens themselves to the chaotic weave just enough to channel a small amount of wild, raw magic into their hands. While holding this mote of light, they speak aloud something that fills their heart with hope, and the magic bursts outward, taking shape into a pillar of light around them. This pillar sheds bright light in all directions up to 30 feet away from the spell caster as radiant energy takes shape as a myriad of undulating, dancing colorful flames across the spell caster's body that do no harm to them or nearby creatures.

  • Within this area of effect, all allies feel a comforting warmth, calm and hope. At the beginning of the spellcaster's turn, all allies within this field (including unconscious or incapacitated allies) regain hit points equal to 1d6 + primary spellcasting modifier.
  • Any hostile creatures within the area feel painful heat as though they are on fire, although no flames consume them or their equipment. They must succeed at a charisma saving throw or take radiant damage equal to 1d6 + primary spellcasting modifier.

While this spell may be channeled indefinitely, it demands the spell caster's full attention to remain stable as they maintain it with concentration. Each round, the spell caster may use their standard action to focus on keeping the connection to the Wyld stable and avoid risking a wild surge. However, if they may also choose to risk a wild surge by casting another spell while maintaining concentration on the beacon. Even a spell that would not normally be subject to a wild surge check can cause a surge in this way. A wild surge does not cause this spell to fail unless its effects would otherwise break the spell caster's ability to concentrate.

At higher levels: This spell may be cast using a higher level spell slot. Roll 1d8 for each spell slot above first (2nd lvl 1d8, 3rd level 2d8, etc.), and add an additional effect for each d8 rolled to the spell's effects from the table below.

  • 1: Allies also gain damage resistance to bludgeoning, slashing and piercing damage.
  • 2: Enemies become vulnerable to bludgeoning, slashing and piercing damage.
  • 3: Add an additional 1d6 damage and healing per round.
  • 4: The area of effect becomes a wild magic zone affecting all creatures until the spell caster's next turn.
  • 5: The caster creates 1d6 + their primary spellcasting modifier Wyldmotes*
  • 6: The brilliant, prismatic light from this pillar causes any hostile creature to become dazed for one round unless they succeed on their charisma save.
  • 7: Each round that this spell remains active, the spell caster may choose to give any single creature advantage or disadvantage for free as a reaction.
  • 8: No additional effects manifest.

*Wyldmotes: Wyldmotes are non-sentient, animated raw energy that shares a mental connection with the spell caster. These motes appear anywhere within the spell's area of effect, and at the end of the spellcaster's turn can be given an attack action that includes movement up to the spell caster's speed. This attack shares the caster's primary spell attack bonus, but cannot be given advantage by any means. Each conjured wyldmote has: AC 10, 10 HP, and can deal 1d4 force damage. The motes can remain so long as the spellcaster is able to remain concentrating on this spell.

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

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