Level
2nd
Casting Time
1 Action
Range/Area
20 ft. (20 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Necrotic

Eternal Doom

A wave of dark red sphere energy explodes from you, moving 20 ft in every direction. The energy sphere dissipates when it reaches the radius of the sphere. Any enemy caught within the sphere must make a Dexterity saving throw, or take 100d4 necrotic damage. If the target's save is successful, they move 15 feet away, which uses 10 feet of their next movement. If the target doesn't fully leave the radius, they take a 5th of the damage (round down). Any creature that successfully escapes the blast has advantage on you only next time they attack you. If the target fails their saving throw, they get knocked back 10 feet from you and take on the Prone condition. Any enemy hit while you are not in their sight line gets the Surprised condition.

Friendly Fire
Any non-foe (Excludes charmed or possessed entities, who act as an enemy) caught within the blast radius must make a Dexterity saving throw (DC 10 + your spellcasting ability modifier) or is knocked Prone and pushed 5 feet back. If the non-foe fails the saving throw, take half damage (round down), but if they do succeed, they take no damage and have advantage next time they attack (Once again excludes charmed or possessed entities). 


 

Requirements & Extras
Must be rolled IN REAL LIFE, NOT DIGITALLY for the memes.

You can only use this spell once every long rest. The damage and type cannot be changed, modified, boosted, or negated by any means. This spell can only be blocked by spells of a level equal to the spell slot level which was expended to cast this spell. This spell can also never miss. The spell component is consumed upon casting the spell. You cannot move for the rest of your turn after casting this spell. 

Any inanimate object not secured or being worn or carried, that is caught in this spell is flung 30 feet away from the caster. The terrain becomes difficult terrain for everyone except for the you. You may also roll a 1d20 for extra effects; if the roll is a critical hit, you can choose to make the terrain normal (clear) terrain, granted that the terrain is already difficult terrain. This world shaping only happens in the AoE of the spell. Otherwise, you have disadvantage on you next attack.


 

At Higher Spell Slot Levels...

  • 6-8th Level - 100d4 + 10
  • 9th Level - 75d8 + 10
* - (A withering or wilting flower of any kind)

Spell Tags: Damage Environment Combat

Available For: Sorcerer Wizard Sorcerer - Hungering Dark Sorcerer - Spellfire Sorcery Wizard - War Magic (XGtE) Wizard - Evoker Wizard - Bladesinger

BraveHer0

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