You pronounce the doom of a region you can see within range. Choose a point within range,Reality begins violently unravelling in a 300-foot-radius, 1000-foot-high cylinder centred on that point.The sky blackens, the earth splits,winds scream through the area, fires erupt without fuel and supernatural forces tear at everything caught within.
“The heavens fall. The earth breaks. Reality itself obeys.”
The First Omen
When you cast the spell, every creature in the area must make a Constitution saving throw.
On a failed save, a creature takes 8d6 fire damage and 8d6 force damage. On a successful save, it takes half as much damage.
The entire area immediately becomes difficult terrain.
Area of Effect: A cylinder 300 feet in radius and 1,000 feet high, centered on a point you can see within range.
Escalating Apocalypse
At the end of each of your turns after the turn on which you cast this spell, choose one catastrophe you haven’t previously chosen from the options below. Its effects occur immediately and then persist until the spell ends.
Earthbreak
Creatures touching the ground make a Dexterity save, taking 8d8 bludgeoning damage and falling prone on a failed save, or half as much damage without falling prone on a success. The ground remains violently fractured for the duration. Structures and unattended objects in the area take maximum damage.
Worldfire
Creatures make a Dexterity save, taking 10d6 fire damage on a failed save, or half as much on a success. Until the spell ends, creatures that end their turns in the area take 2d6 fire damage.
Black Sky
Magical darkness fills the area and extinguishes nonmagical flames. Darkvision cannot see through this darkness.
Until the spell ends, creatures other than you that begin their turns within the area must succeed on a Wisdom save or be frightened until the beginning of their next turn.
Doomwind
Creatures make a Strength save, taking 6d8 bludgeoning damage on a failed save, or half damage without being pushed on a success. Until the spell ends, ranged weapon attacks through the area automatically miss, and flying creatures must spend 2 feet of movement for every 1 foot they move.
Planar Rupture
Creatures make a Charisma save, taking 8d8 force damage on a failed save, or half as much on a success. Until the spell ends, teleportation into, out of, or within the area fails unless produced by an artifact or deity.
Death of the Land
Creatures of your choice make a Constitution save, taking 8d8 necrotic damage on a failed save, or half as much on a success. Nonmagical vegetation withers, standing water fouls, and ordinary animals instinctively flee the region if able.
Approaching the End
Beginning when the third catastrophe occurs, creatures other than you that start their turns inside the area take 2d6 force damage as reality destabilizes.
Beginning when the fifth catastrophe occurs, this increases to 4d6 force damage. This damage ignores resistance to force damage.
Final Armageddon
If you maintain concentration for the full minute, every creature remaining within the area must make a Constitution saving throw.
On a failed save, a creature takes 10d10 force damage and 10d10 radiant damage. On a successful save, it takes half as much.
Structures and unattended objects instead take maximum damage. The spell then ends.
Aftermath
Armageddon does not magically undo what it destroys. The affected region is left devastated, and the terrain bears the scars of the catastrophe.
The spell cannot destroy artifacts or permanently damage a plane of existence unless the DM determines otherwise.
“Some call it a spell. Others call it judgment.”
* - (a shard of obsidian recovered from the site of a natural disaster, worth at least 5000 gold which the spells consumes)
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