You channel the overwhelming and transformative essence of the sun, calling down a Cataclysmic Radiant Inferno. Choose a point within range; a massive explosion of radiant energy erupts in a 150-foot radius sphere. Each creature in that area must make a Dexterity saving throw.
On a failed save, a creature takes 120d10 radiant damage, is blinded and incapacitated until the end of its next turn, and is pushed 80 feet from the center of the sphere. On a successful save, the creature takes half damage, is not blinded or incapacitated, and is not pushed.
The area affected by the spell transforms into a Celestial Battlefield for the duration. The following effects are in play for all creatures within and for the duration of the concentration:
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Holy Ground: The area becomes sacred, stripping away all non-magical terrain and obstacles. Creatures cannot use the Dash action to move through the area, and the area counts as difficult terrain for enemies.
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Radiant Surge: All allies within the area gain 3d12 temporary hit points at the start of their turns. They also have advantage on saving throws against fear and charm effects.
Special Effects:
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Elysian Smite: For the duration of the spell, any ally that deals damage to a creature marked by the spell can deal an additional 10d10 radiant damage once per turn.
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Judgment of the Radiant: At the start of each affected creature’s turn, they must make a Constitution saving throw. On a failed save, they are blinded and stunned until the end of their next turn. Creatures already blinded by this spell have disadvantage on the saving throw.
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Cleansing Light: When you deal radiant damage to any creature, you can choose to purify it. Purified creatures can have their curse, poison, or disease effects removed as part of the radiant damage, and they restore an additional 1d10 hit points for each instance of damage dealt.
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Solar Flare: As a reaction, when you take damage while this spell is active, you can unleash a Solar Flare that deals 30d10 radiant damage to all creatures of your choice within 30 feet of you. Creatures that fail a saving throw against your spell save DC are stunned until the end of their next turn.
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Sunburst Shield: Any ally within the area can use their reaction to absorb radiant energy from your spell. They can gain a +5 bonus to their AC until the start of your next turn and also absorb an additional 10 radiant damage to their next attack.
Final Effects:
- Divine Judgment: At any time while concentrating on this spell, you can call upon a Divine Avatar to appear in the battlefield. This avatar can be any celestial creature (like an angel or a solar) and acts on your initiative. The avatar can use the following abilities each round:
- Blinding Radiance: Each creature of your choice within 30 feet of the avatar must succeed on a Charisma saving throw or be blinded until the end of their next turn.
- Sunbeam: The avatar can target a creature within 120 feet, dealing 40d6 radiant damage. If the target is an undead or fiend, it takes double damage instead.
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