You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on how much it failed the save by:
- Failure by 1-4: deafened and blinded for 10 minutes
- Failure by 5-9: blinded, deafened, and stunned for 1 hour
- Failure by 10+: killed instantly
Regardless of how much it failed the save by, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
The stress of casting this spell has a chance to weaken you. On a failed Charisma save, you gain one level of Exhaustion, and your Strength drops by 2. The Strength reduction lasts until you finish a long rest, as does the Exhaustion. Each time after casting this spell that you cast a spell before taking a long rest, you take 1d10 Necrotic damage.
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