Level
5th
Casting Time
1 Action
Range/Area
60 ft. (10 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Thunder (...)

"*urp*~ YEAH! I KILLED HIM! I DID IT LIKE THIS!"
- Zep, demonstrating the Roaring Light to a police squadron, drunk off 14 ales.

 

Stabbing into the ground, a bright fountain of roaring light bursts out of the ground, creating a 10-foot-radius, 40-foot-high Cylinder of crackling energy centered on a point within range. During each of your turns, you can move the fountain up to 15 feet. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, it makes a Dexterity saving throw, taking 5d6 Thunder damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.

Devil's Deal.  During each of your turns while concentrating on this spell, you can use a Bonus action to force a creature to make a Wisdom saving throw. On a failed save, the creature must move up to half its walking speed toward the center of the Fountain. On a successful save, you take 5d6 Psychic damage, and the spell ends.

Using a Higher-Level Spell Slot. The Thunder damage and the Radiant damage increase by 1d6 for each spell slot level above 5. If cast using a level 7 or higher spell slot, you  no longer suffer the negative effects of Devil's Deal.

* - (a bladed or blunt weapon (a knife or baseball bat will be fine))

Spell Tags: Damage

Available For: Cleric (Legacy) Cleric Warlock (Legacy) - The Celestial (Legacy) Wizard (Legacy) - School of Evocation (Legacy) Cleric - Light Domain Druid - Circle of the Sea Paladin - Oath of Devotion Paladin - Oath of Castigation Warlock - The Genie (TCoE) Wizard - Evoker Paladin - Oath of the Open Sea (TCSR)

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