A blade of radiant forces which takes the appearance of the caster's held weapon appear before your target, then instantly impales them by flying straight into them. The target must make a Constitution Saving Throw, taking 2d8 Piercing Radiant Damage on an unsuccessful save, damage is halved upon meeting or exceeding the Difficulty Class of the caster.
The Ever-growing Radiant, When upcasted, this spell gain additional effects and features or a plain damage buff of one dice and sometimes it will gain both as detailed below.
At Higher Levels, when casted using a spell slot of 2nd level or higher, the spell gain Piercing Effects, allowing it to hit multiple targets on a straight line. The blade conjured by the spell can travel for a maximum of 15 FT after passing through its initial target, and cannot travel pass the set Range limit of this spell, which is 120 FT, the blade conjured fades away afterward. All entities that are hit by the blade, including the initial target, must make a Constitution Saving Throw or take 3d8 Piercing Radiant Damage upon a failure, damage is halved upon succeeding the saving throw.
At Higher Levels, when casted using a spell slot of 3rd level, the spell will first conjure 3 white arcane circles that glow faintly before the target, before conjuring a blade of radiant forces which takes the appearance of the caster's held weapon before the circles, whereupon it'll launch straight through the circles and the target and as well as all entities on a 15 FT Line behind the initial target, fading away afterwards. All entities within the Area of Effects, including the initial target must make a Constitution saving throw or take 3d8 Piercing Radiant damage, the damage is halved on a successful saving throw. Additionally, those who failed the saving throws will be inflicted with "Purify", causing all status effects or certain conditions inflicted upon them to be cleansed off completely, those status effects or conditions can either be harmful debuffs, or buffs that come from spells or magic items. (Such as the buff from Haste spell, or the "Burning" Condition/ Status effects; it won't, however, affect general effects like illusions placed around a target like Mirror Images, but will cleanse illusions that are placed upon or on said targets, such as the illusions/ Effects from the Blur, Silence or Disguise Self spell, etc...)
At Higher Levels, When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Up to a spell slot of 6th level.
Heptagram of Light, when casted using a spell slot of 6th level, the spell now first conjures 6 large arcane circles behind the caster, from which 6 spears of light will be launched upon the chosen target from multiple directions as determined by the caster, passing through the initial target by a maximum of 15 FT before becoming frozen in place and bursting into a dazzling, blinding show of light. Each spear of light deal 1d4 Piercing Radiant damage to all entities hit, scorching them with radiance itself. All entities within the Area of Effects, or were impaled by the spears on its travel to the chosen target, including the initial target must make a Dexterity Saving throw or take the full damage upon a failed save, they'll take halved damage upon a successful save; afterward, they must make a Constitution saving throw not to become temporarily blinded by the bursts of Light.
The 6 arcane circles will then merge up with one another, turning into one, grand arcane circle depicting a Heptagram or a Seven-point Star of light, wherefrom a large blade of light representing the Heaven's Gate emerges and shoots at the target, forcing them and everything on the course of the blade's travel, along with those within a 20 FT Sphere centered on the target, to make a Dexterity Saving Throw or take 5d8 Radiant Damage, damage is halved upon a successful saving throw. Regardless of succeeding the Saving throws or not, so long as they were injured by the spears of the final Blade, the targets will be inflicted with "Purify". The blade itself will also burst into a pillar of light upon impaling the target, inflicting "Glow" on all entities within the 20 FT Sphere. Glow simply cause the targets to Glow as if they were affected by the "Light" spell, and because it is applied after Purify has been inflicted, the effect isn't removed by Purify.
At Higher Levels, when casted using a spell slot of 7th level or higher, the damage of the Final Blade increases by 1d8 for every slot above 6th level.
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