Level
9th
Casting Time
1 Reaction *
Range/Area
Sight
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect

You seem to explode into a gargantuan column of white light, and spheres of white light ripple through the area around you in a circle with a radius of 1d6 + 3 miles. A streak of pure, golden-white flame streaks out of your hand towards the fire from Balefire.The flame leaps and turns until it strikes into the Balefire. It takes the most direct path towards it in a 5 foot line. Within the line, any creature may make an DEX save to avoid the flame, and any good aligned creature heals 5d20 + 25 health, and any evil creature takes 5d20 + 45 radiant damage (ignoring resistances and immunities) on a failed save. Creatures may voluntarily fail the save if they wish. If this damage reduces a creature to 0 hit points, they are turned into pure crystal and die instantly, and cannot be revived by any means short of divine intervention or the wish. 

Upon making contact with the Balefire, the person who cast Balefire and you need to make an opposed arcana check. If you win the arcana check and if the caster of Balefire is evil, they take 10d20 + 50 radiant damage (ignoring resistances and immunities). If this spell reduces them to 0 hit points, they are turned into pure crystal and die instantly, and cannot be revived by anything short of divine intervention. If you win the arcana check and the caster is good, they take 5d20 + 25 radiant damage (ignoring resistances and immunities). If they are reduced to 0 hit points, they are unconscious and stable.

Regardless of whether or not you win the arcana check, as the Flame strikes the Balefire, they crackle and slowly the Balefire is forced into crystal as it disappears, countering its effects. This also breaks the concentration of whoever cast Balefire, and prevents them from casting it again for 2d20 + 5 days,

As the white light ripples through the area around you in the area previously designated, all tears in the universe created by Balefire seem to be filled in with crystal. Anything destroyed by Balefire with the sphere reappears in the nearest unoccupied space, and anyone destroyed by Balefire is instantly resurrected to the hit points and spell slots  that they had before.

At the conclusion of casting the Flame of Tar Valon, you must make a DC 23 WIS, INT, or CHA saving throw. On a failed save you take 5d10 + 25 radiant damage that ignores resistances and immunities and cannot cast spells for 1d6 days. If this damage reduces you to 0 hp, you are transformed into a pure column of crystal as tall as the original pillar was and cannot be resurrected by any means short of divine intervention. On a successful save, you take half as much damage and can still cast spells.

This spell cannot be countered in any way by any being, including divinities, with the exception of the Lady of Pain.

This spell counters my version of Balefire, and is only useful in a campaign in which other creatures use my version of Balefire.

* - when someone you can see sends out a blast of Balefire

Available For: Cleric (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric Sorcerer Wizard

Astroboy7598

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