A beam of magical force springs from the fulcrum of the hourglass. Roll 10d10; the total is how many hit points of creatures this spell can affect. Creatures in a 60-foot by 10-foot line originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell must make a Charisma saving throw or be sent back in time to before the creation of the world and be killed. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 6th.
* - (An hourglass worth at least 5 gp)
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