A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution Saving Throw. On a failed save, a creature takes 10d8 radiant damage and is blinded for 1d4 turns. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead, shadowspawn and oozes have disadvantage on this saving throw.
The damage from this spell cannot be resisted in anyway except where another rule specifically says it protects against Balefire.
Objects caught by the beam are instantly disintegrated, and if this spell reduces a target's hitpoints to 0, then the target's body disintegrates and retroactively ceases to exist for one turn before being hit (6 seconds). Events are still remembered as if they had happened previous to the balefire spell, however history is retroactively changed.
For example, if a woodcutters axe was used to chop down a tree, and then the axe was disintegrated with the balefire spell, the tree it cut down may retroactively re-appear where it had once stood unharmed. All present would remember the axe being used to chop down the tree, regardless.
At Higher Levels. When cast with a spell slot higher than 5th level, this spell does an additional 4d8 radiant damage and retroactively destroys targets disintegrated by this spell a further 1 turn (6 seconds) back in time, for each level over 5th for the slot used.
* - (a piece of amber or crystal)
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