9th-level Transmutation (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 2 miles (10,560 feet)
- Components: V, S, M (a massive, 3 diamonds worth at least 50,000 gp each, which the spell consumes)
- Duration: Instantaneous
You lock your eyes onto a single target you can see within range—even if viewing through specialized magical sensors—and manifest the unmitigated, localized wrath of the divine. A blinding beam of absolute destructive light strikes the target from above, bypassing all physical barriers.
The target creature or object (up to a 10-foot cube of nonliving matter) must make a Constitution saving throw. On a failure, the target takes 999 (285d6) force or necrotic damage (your choice). If this damage reduces the target to 0 hit points, its physical form, soul, and any non-artifact equipment it carries are utterly disintegrated into nothingness, leaving no ash behind. On a success, the target takes half damage and avoids absolute erasure.
Additionally, you must succeed on a DC 81 Intelligence (Arcana) check to direct and survive this catastrophic cosmic focus. On a failure, you suffer backlash as the spell automatically fails, you take 499 (142d6) psychic damage, the astral diamond vaporizes, and you gain no benefits. After this spell is cast, you gain 1 level of Exhaustion. Both effects ignore resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.
True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Vengeful Gaze of God ever again.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. Every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite). If the Arcana check fails, the 499 backlash damage is split evenly among all members of the circle rather than hitting the primary caster alone.
When you cast the spell, you perform one of three rites of your choice. Rites are cumulative, with each option incorporating the previous effects:
- 2–5 Casters Rite: The primary caster gains a bonus to the final Intelligence (Arcana) check equal to +2 per secondary caster. Up to a maximum of +10.
- 6–8 Casters Rite: The spell's range becomes special, allowing you to target any creature or object anywhere within the same plane of existence, provided you have a magical sensor or connection to them.
- 9+ Casters Rite: The spell completely bypasses any DeathWard spell. The target rolls its saving throw with Disadvantage.
Each secondary caster must expend a 9th-level spell slot when the spell is cast, otherwise, it automatically fails.
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Posted Oct 5, 2026Lore Appendix: Vengeful Gaze of God