Level
9th
Casting Time
1 Action
Range/Area
100 ft. (1 mile )
Components
V, S, M *
Duration
10 Rounds
School
Conjuration
Attack/Save
None
Damage/Effect

12th Level Spell. Can only cast once every month.

When This spell is active, you can't cast concentration spells, also any fire damage delt buy this spell ignores resistance to fire damage and treats immunity as resistance to fire damage.

You conjure a primeval wrath, releasing the universes pressurized rage, every creature within 100 feet of you, whether it can identify you with any of its senses or not, becomes inflicted with the following effects, for the minute. You begin the temporary collapse of reality in the radius, the radius moves with you. The spell lasts for 10 rounds, the longer the spell goes on different effects will occur, the effects are as follows. 

Round 1

Terrifying Prescence. Each creature within a mile of you becomes frightened of you until your next turn, they can make a DC22 constitution saving throw on each of their following turns to end the condition. This causes all monsters with CR 15 or lower to flee. Once a creature succeeds its saving throw, they are immune to this effect until the spell ends.

Blazing Eclipse. The sky within sight, turns blood red, any celestial bodies is sight (Suns/moons) take the form of eclipsing, in addition embers start to fall from the sky. Every creature within range takes 1d6 fire damage at the start of their turn.

After 3 Rounds

Intense Winds. You generate a torrential hurricane; all creatures within range are pushed back 35 feet away from you are a knocked prone. After, on each of your turns after your next one, each creature within range is pushed back 20 feet at the beginning of your turn. Any buildings or trees within 30 feet of you start to get torn away buy the winds. Whenever a creature ends its turn within 30 feet of you takes 4d8 bludgeoning damage, from flying debris. 

Earthquake. All creatures within range take 1d10 force damage at the start of their turns from the tremors, the ground within range becomes difficult terrain. Any buildings or structures within range quickly start to crumble. 

After 5 Rounds.

Feilds of Flame. You ignite anything not being worn or carried on fire, burning away grass, trees, buildings, etc. Leaving behind a baren wasteland in your wake. Everyone in range takes 2d8 fire damage on the start of your turn from the fire surrounding them.

Conflagrant Smite. Once on each of your turns, whenever you take the attack action, you can cause your attack to explode, causing the attack to deal an extra 4d10 fire damage, this damage still occurs even if your attack misses.

After 8 Rounds.

Cracking Foundations. You start cracking the foundations of the earth below you, the ground within range starts bursting open, spitting flames, at 3 points within range you select on your turn, fissures releasing fire and lava causing people within 15 feet of the points you choose to roll a DC18 dexterity saving throw or take 6d8 fire damage, creatures who succeed this saving throw take half damage. 

Fracturing Realty. You fracture the sky above, causing rifts to open up connecting to the realm of fire, causing fire and magma to start cascading onto the ground, you select 3 points within range, each creature within 20 feet of the chosen points makes a DC18 dexterity saving throw or take 8d6 fire damage, a person who succeeds this saving throw takes half damage.

Round 10.

Supernova. In the flaming crescendo of the spells end, you combust creating a massive explosion, causing every creature within range to make a DC28 dexterity saving throw or take 30d10 fire damage and become stunned for 6 seconds. A creature that succeeds its saving throw takes half damage and is knocked prone, this damage ignores the Evasion feature that creatures have.

* - (Flame from a Primordial Star, or a Scale of Cerboros "Infernal Incarnate", which the spell consumes.)

Available For: Sorcerer Wizard

Florence_Affiliatart

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