You summon a celestial body of Wood above a point you can see within range. This brilliant star appears 1 mile above that point and begins descending. It sheds brilliant blue-white light, illuminating the surrounding landscape in bright light.
While the spell persists, you can use your action to continue channeling the star or to end your concentration, causing it to impact immediately. If you maintain concentration for the full minute, it impacts automatically.
Starfall. When the star appears, its gravitational and spiritual pull extends across a 1-mile radius centered on the intended impact point. The remains of every dead creature within this area are drawn upward and disintegrated into luminous particles. Their accumulated vitality becomes part of the star. For every 10 CR worth of consumed remains, the impact gains an additional 1d10 force damage, to a maximum of 5d10. The star also absorbs the remnants of creatures that die within the area while the spell persists.
Any number of willing creatures within 1 mile of the star can contribute to its power once per round. A creature must use its action to make an offering, choosing to offer either Arcana or Blood.
Arcana expends one spell slot. The impact gains 2d10 force damage per level of the expended spell slot. Blood expend one or more Hit Dice. The impact gains 1d10 force damage for each Hit Die expended, and the offering creature rolls the amount of hit die they expend and takes that much damage. A creature can contribute only once during the spell's duration and the caster cannot contribute to their own spell.
Impact. When the star impacts, it detonates in a catastrophic explosion of blue-white radiance, force, and spiritual fallout. Every creature within a 1,000-foot-radius sphere centered on the impact point must make a Dexterity saving throw, taking 5d10 force and 5d10 radiant damage plus on a failure, or half as much on a success. An additional amount of damage is added calculated by the energy stored during the starfall portion of this spell.
Objects and structures in the area take the damage as well. Nonmagical objects that aren't being worn or carried are disintegrated if reduced to 0 hit points. The explosion leaves behind a vast field of luminous ash. The area is heavily obscured for 1 minute, and creatures take 4d10 radiant damage when they enter the area for the first time on a turn or start their turn there.
Heaven. When a creature is reduced to 0 hit points by the impact, compare its challenge rating to the star's accumulated power. The star's Rebirth Threshold begins at CR 10. Increase this threshold by 1 for every 5 CR worth of consumed remains, 1 for every 10 spell-slot levels contributed by allies, and 1 for every 10 Hit Dice contributed by allies. The maximum rebirth threshold is CR 30.
If a creature reduced to 0 hit points has a CR equal to or lower than the Rebirth Threshold, it is not killed. Instead, it undergoes forced reincarnation. Its body, memories, and identity are consumed by the star. The creature is disintegrated, and its existence is scattered across the realms. Somewhere on a randomly chosen plane, the creature is reborn as an entirely new living being. Its new body, creature type, and physical characteristics are determined by the DM. The creature does not retain its former identity, levels, memories, or allegiances.
A creature with a CR higher than the Rebirth Threshold dies normally from the impact, and its remains are consumed by the star.
Note: This is a spell of godlike power and additionally follows the rules of epic-level spells; maintaining concentration on an epic-level spell is an extraordinary feat and requires all concentration saves made while concentrating on this spell to add +10 to the DC.
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