"The court wizard stands tall above the turmoil, his robes shimmering in oppressive splendor. He gestures sharply, and a blazing arcane circle flares to life beneath his feet, throwing the riot into chaos. As jagged spikes erupt from the earth, impaling those caught in its radius, a horrifying spectacle takes form—a grotesque metal pyre adorned with writhing and lifeless bodies, burning with unholy fire. The wizard's gaze remains cold, indifferent to the screams, as the display silences the rebellious crowd and leaves behind a chilling message of the king’s absolute control."
A glowing, intricate spell circle appears beneath your feet, radiating an ominous light. From the ground within a 30-foot radius, jagged metal spikes erupt, targeting creatures of your choice. Each impaled creature becomes part of a grotesque metal structure that forms around you, adorned with their writhing or lifeless bodies. The structure ignites in a hellish blaze, burning until your concentration ends, or the corpses are reduced to ash.
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Effect: Each creature you target within range must make a Dexterity saving throw. On a failed save, they take 6d10 piercing damage and are restrained as they are impaled by the spikes. On a successful save, they take half damage and are not restrained.
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Ignition: At the start of each of your turns, all creatures restrained by the spikes take 4d8 fire damage as their bodies ignite and burn, like candles.
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Aura of Dread: While the spell is active, creatures within 10 feet of the metal structure must make a Wisdom saving throw or become frightened until the end of their next turn.
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Spell Termination: When the spell ends, the metal structure returns to the ground if possible, or crumbling to ash, releasing any surviving creatures.
- Special Trait: Spell Circle When you cast Candelabra, you can delay its activation. The spell circle remains visible on the ground for up to one minute, glowing with an eerie light. During this time:
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At Higher Levels: When cast using a spell slot of 7th level or higher, the piercing and fire damage each increase by 1d10 for every slot level above 6th.
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