Level
9th
Casting Time
1 Action
Range/Area
300 ft.
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Evocation
Attack/Save
None
Damage/Effect

Description:
Celestial Convergence summons the energy of the stars themselves, creating a massive celestial field that dominates the battlefield. When you cast this spell, you call down an ethereal image of the night sky, complete with constellations, over an area with a 300-foot radius centered on a point you choose within range. The area is bathed in dim starlight, and multiple effects, based on different constellations, rain down upon those below.

You can choose one effect each round as a bonus action, selecting from the following constellations. The effects occur immediately and last until the start of your next turn, where you may choose a new constellation or repeat the current one.


Celestial Effects:

  1. The Lion (Fury of the Stars):
    Stars pulse with burning energy and descend upon enemies. Choose up to 10 creatures within the area. Each must make a Dexterity saving throw. On a failed save, they take 8d10 radiant damage, or half as much on a successful save. Any creature that is reduced to 0 hit points by this damage is disintegrated, their form dissolving into stardust.

  2. The Shield (Guardian Constellation):
    Constellations align to form a protective barrier around you and your allies. Choose up to 10 creatures within the area. Each gains 50 temporary hit points and is resistant to all damage types until the start of your next turn.

  3. The Archer (Stellar Volley):
    Ethereal arrows shoot down from the stars, targeting up to 5 creatures of your choice. Each targeted creature must make a Constitution saving throw. On a failed save, the creature is paralyzed until the start of your next turn, as they are pinned by starlight.

  4. The Serpent (Void of the Abyss):
    A vast serpent made of cosmic energy winds through the battlefield, siphoning the life force of your enemies. Choose up to 8 creatures within the area. They must make a Constitution saving throw. On a failed save, they take 6d12 necrotic damage, and you regain hit points equal to half of the total damage dealt.

  5. The Chariot (Temporal Shift):
    Time distorts under the movement of celestial bodies. You and up to 5 allies within the area can take an additional action on your turn. This action can be used to Dash, Disengage, Attack (one weapon attack only), or cast a spell of 5th level or lower.

  6. The Twin Suns (Radiant Eclipse):
    A blinding flash erupts from two converging stars, causing intense light to flood the battlefield. All creatures within the area must make a Constitution saving throw or be blinded until the start of your next turn. Additionally, undead and fiends take 8d8 radiant damage. Creatures within 60 feet of you that fail the saving throw also suffer disadvantage on all attack rolls for 1 round due to the overwhelming brilliance.


Celestial Convergence Aura:

While the spell persists, the area is filled with ethereal starlight. You and creatures you designate gain Truesight up to 120 feet while within the area. The battlefield is lightly obscured to enemies, causing disadvantage on Perception checks for all hostile creatures.

* - (a gemstone worth at least 5,000 gp, which is consumed in the casting)

Available For: Cleric Sorcerer Wizard

BenjiDMLegge

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