"*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))
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