Level
9th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect

You push the limits of the very weave of magic itself. The caster gains 800 temporary hit points and grows to an impossible size. If using miniatures, remove the mini representing the caster and have the tallest player at the table stand on the map in its place. Your unarmed strikes deal 10d20 damage, and deal double damage to objects and structures. As an action, you can reach your hand behind the sun, dealing 1d100 radiant damage to yourself. On subsequent turns, you may as an action you may fire a beam of radiant energy from your eyes, dealing 20d20 radiant damage in a flat 1 mile cone from your eyes. While you have at least 1 temporary hit point, you are immune to being restrainedgrappled and knocked prone, and spells below 7th level that would inflict a negative condition (blindedpoisoned, etc) have no effect. When your temporary hit points are reduced to 0, roll a d20. On an 11-20, you return to your normal size with 1 hit point and 5 levels of exhaustion. On a 1-10, you suffer the previous effects, as well as the following: all damage you dealt to creatures while transformed becomes nonlethal, and any damage done to items or terrain becomes illusory as a future version of yourself renders you unconscious during the casting of the spell and replaces it with a series of powerful illusions to mitigate the geopolitical implications of your rampage. When you next complete a long rest, all of your spell slots are expended as you go back in time to complete the loop. 
When you cast this spell, whatever nation you are currently in becomes hostile towards you and any faction you represent. All nations and factions within the world will become hostile towards you until you spend a 9th level spell slot to return the sun to it's original position. 

* - (a teracotta statuette of the caster)

Available For: Wizard

the_8_ofspades

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