Level
9th
Casting Time
1 Action
Range/Area
200 ft. (200 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Radiant

You fire a beam of pure, radiant light 1 ft in diameter and 200 ft long. Any creatures with 100 hit points or fewer caught in this beam cease to have ever existed in all of history. You hear the very fabric of reality groaning from the burning of an individual from existence. Creatures with 101 hit points or more must make a Dexterity saving throw or take 30d10 radiant damage, taking half damage on a successful saving throw.

Continual use of this spell could lead to the unraveling of reality as so many threads get burnt away from the great tapestry of history. Roll 1d20 on a 1; reality fractures and each creature within 1 mile takes 20d6 psychic damage.

You can decide to overchannel this spell. You widen the beam into a 60 ft cone that still extends 200 ft. Immediately after the spell is resolved, roll 1d20 on the Balefire Table below.

 

d20

Effects

1

Every creature, allied or not, within 60 must make a DC 20 Strength save or be blasted backwards 20 ft and prone by a radiant shockwave centred on you, taking 2d10 force damage and 2d10 radiant damage, half on a successful save and is only knocked back 10 ft and not knocked prone

2

The last creature that died to this beam momentarily reappears, screaming horrifically. Every creature who can see or hear the creature must make a DC 15 Wisdom saving throw or be Frightened

3

You teleport 100 ft in a random direction, ignoring physical barriers

4

You emit bright light. Hostile creatures within 30 ft must make DC 14 Charisma saving throws or be compelled to single you out. For one round, all attacks against you by creatures who failed these saving throws are made with advantage

5

Roll 1d4. 1-2 the following effects target you, 3-4 the effects target the closest creature to you. If multiple creatures are closest, choose one. You forget the events of the last hour

6

You are affected by the Time Stop spell and when it ends you gain 2 points of exhaustion

7

You take 10d10 psychic damage, ignoring resistances and immunities

8

For 1 minute, gravitational effects terrorise the surrounding area up to 1 mile, creating difficult terrain. Creatures in flight must make a DC 15 Constitution saving throw to remain aloft or plummet from their current altitude

9

You are unable to be magically healed for 1d4 days, attempts to be healed in such a way fail inexplicably

10

For 2d4 days, you struggle to sleep. Haunted by visions of searing, white fire cleansing entire landscapes, you are unable to take long rests unless you make successful DC 20 Charisma saving throws each night

11

Until you finish a long rest, any spells you attempt to cast above 6th level cause you considerable pain. Make a DC 19 Constitution saving throw or take 3d10 psychic damage and the spell you had attempted to cast will fail. You take half damage and the attempted spell has only half effectiveness on a successful saving throw

12

For the next 7 days, you have disadvantage on Constitution and Wisdom saving throws, and you constantly misremember events

13

The path the beam of Balefire took becomes hazardous to all. An aura of temporal decay exudes within 5 ft around the beam’s path for 1 minute. All creatures who start their turn within the aura must make a DC 20 Constitution saving throw or take 2d10 necrotic damage, and they are unable to take reactions for 1 round

14

In the surrounding area up to 1 mile for 2d6 hours, colours begin to fade, echoes linger longer than normal, and light seems to dim. It is as though the surrounding area has had its vitality desaturated and reduced. Creatures within this region will find it difficult to find any joy, and all Charisma-based checks and saving throws are made with disadvantage

15

For 1 minute, a 30 ft radius sphere of silence emanates around you. You and any other creatures caught within this sphere are unable to hear what another creature is saying, inside or outside the sphere. Likewise, anyone outside the sphere cannot hear what a creature inside the sphere is saying. This sphere travels with you as you move

16

Your hit point maximum is reduced by 3d10, restored only by a Wish spell or divine intervention

17

A version of you from an alternate reality appears before you, looking horrified. They briefly explain that they came from a reality in which you never cast Balefire. Then, before your very eyes, they disintegrate into a pile of stony ash, screaming in excruciating pain. You must make a DC 21 Wisdom saving throw or be Frightened for one round

18

You lose the ability to cast this spell for 1d4 days

19

A second random beam fires from you on your next turn. Roll 1d8, numbers 1-8 will determine the direction this beam is fired (1-North, 2-Northeast, 3-East, 4-Southeast, 5-South, 6-Southwest, 7-West, 8-Northwest)

20

Reality is on the verge of ripping apart. Roll twice more and combine the effects. Everyone within 10 miles can hear a noise akin to the cloth tearing as reality tears and strains

* - (A diamond)

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2026 10:15:10 PM
2
1
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Coming Soon
2/6/2026 7:20:23 PM
2
1
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Coming Soon
2/7/2026 11:31:10 PM
3
1
--
Coming Soon

Available For: Sorcerer Warlock Wizard

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