Level
9th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration
6 Rounds
School
Evocation
Attack/Save
None
Damage/Effect
You call forth and unleash the powerful forces of the world, you must expend an additional 11 levels of spell slots to cast this spell and unleash a destructive apocalyptic event in a 50ft radius centered on yourself, while concentrating on this Spell you cannot move but have Advnatage on Concentration Checks, each round this Spell is Active it gains an additional effect as well as all those before it. Each of the following effects trigger at the start of your turns:
- Round 1: All Creatures other than yourself make a Dexterity Saving Throw on a fail they take 10d10 Fire and 10d10 Bludgeoning Damage as the ground Splits and cracks the area becomes Difficult Terrain, and Creatures take 2d10 Fire Damage for each 5ft it move within the space, Half Damage on a Pass. Tremorsense ceases to function within the area.
- Round 2: All Creatures other than yourself make a Constitution Saving Throw on a fail they take 10d10 Lightning and 10d10 Thunder Damage as a violent storm rages striking down creatures within the area, Half Damage on a pass. The area becomes Heavily Obscured to all Creatures other than you.
- Round 3: All Creatures other than you make a Strength Saving Throw on a fail they take 10d10 Magical Bludgeoning and 10d10 Magical Slashing Damage as a violent hurricane forms lifting up the damage terrain and slamming it into all the Creatures, Ranged Attacks other than yours within the Area have Disadvantage, Half Damage on a pass. Blindsight ceases to Function.
- Round 4: All Creatures other than you make a Charisma Saving Throw on a fail they take 10d10 Psychic and 10d10 Force Damage as the fury of the God/Patron/Nature booms out, Creatures other than you have Disadvantage on Concentration Checks, Half Damage on a pass. Darkvision ceases to function in the area.
- Round 5: All Creatures other than you make a Wisdom Saving Throw on a fail they take 10d10 Radiant and 10d10 Necrotic Damage as the heaven burst with light, rapturing the lands and attempting to kill those deemed unworthy. Truesight Ceases to Function in the area.
- Round 6: The Spell Ends at the start of this turn before any more damages trigger.
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