Requires concentration. If concentration is broken at any point during the casting of this spell, the caster must make a DC 20 Intelligence saving throw. If the caster fails this saving throw, they die instantly, if they succeed, the caster takes 10d20 psychic damage for each tier of the spell that has been prepared, including the tier currently being prepared. This damage treats immunity as resistance and deals half damage if the caster is resistant to psychic damage.
This spell requires the caster to use two master-craft quality arcane focuses at once, both of which will break once casting has ceased, failure or success.
When casting Dawnbreak, the caster must first identify targets that the spell will effect. These targets can be extremely specific, describing a particular species or even a group, or the range can be broad, such as anything the caster identifies as an "enemy." The results of broad targeting are left up to your DM, as having a negative thought about an ally could identify them briefly as an enemy, or other adverse side effects. The spell can only target entities with a maximum HP of 500 or lower (depending on the number of tiers cast), and all affected entities must complete a DC 15-24 Constitution save (depending on the number of tiers cast). If they succeed the saving throw, the entity takes 10d20 force damage ignoring immunities and resistances, if they fail the target is instantly killed leaving behind a mist of blood in its occupied space. This effect also takes place if the damage done on a successful save kills the target.
The core of the spell is a bright yellow/orange sphere that appears directly above the caster. When a tier is successfully prepared, a golden arcane ring filled with magical runes forms around the sphere rotating slowly. Each tier prepared creates a new ring larger than the one before it, and the core gets brighter with each tier gradually illuminating the sky for many miles around. This light counts as sunlight.
- Each tier of Dawnbreak prepared consumes 1000gp/100pp and takes 1 minute to prepare
- Each tier prepared widens the range of Dawnbreak by 1500ft
- Each tier prepared increases range of maximum HP of the entities the spell is able to target by 50
- Each tier prepared increases the DC for the required constitution saving throw by 1
- Each tier prepared adds 2d20 force damage against targets who succeed their constitution saving throw
Tiers :
- Tier 1: Range: 1500ft | Maximum HP of target: 50 | Con save DC: 15 | Damage: 2d20 force damage
- Tier 2: Range: 3000ft | Maximum HP of target: 100 | Con save DC: 16 | Damage: 4d20 force damage
- Tier 3: Range: 4500ft | Maximum HP of target: 150 | Con save DC: 17 | Damage: 6d20 force damage
- Tier 4: Range: 6000ft | Maximum HP of target: 200 | Con save DC: 18 | Damage: 8d20 force damage
- Tier 5: Range: 7500ft | Maximum HP of target: 250 | Con save DC: 19 | Damage: 10d20 force damage
- Tier 6: Range: 9000ft | Maximum HP of target: 300 | Con save DC: 20 | Damage: 12d20 force damage
- Tier 7: Range: 10500ft | Maximum HP of target: 350 | Con save DC: 21 | Damage: 14d20 force damage
- Tier 8: Range: 12000ft | Maximum HP of target: 400 | Con save DC: 22 | Damage: 16d20 force damage
- Tier 9: Range: 13500ft | Maximum HP of target: 450 | Con save DC: 23 | Damage: 18d20 force damage
- Tier 10: Range: 15000ft | Maximum HP of target: 500 | Con save DC: 24 | Damage: 20d20+50 force damage
* - (Blood of fallen allies and either: 1000-10000gp (each layer of the spell consumes 1000gp as its preparation completes), or 100-1000pp (consuming 100pp for each layer of the spell successfully prepared )
Comments