This spell can be used to create one of three different celestial bodies within range, each with unique effects. You do not need to stay within range after casting to maintain the spell, though not being able to see the effects of the spell give disadvantage on concentration checks. After losing concentration or reaching the duration of the spell, the spellcaster must make a constitution saving throw against their own spell DC or gain one level of exhaustion and be paralyzed until the end of their next turn. The three different effects are as follows:
Lead Planetoid: You conjure a ten foot sphere of lead that begins emitting powerful gravitational waves at a point of your choosing within the range of the spell. All creatures in a 30 foot radius around the lead sphere must make a strength saving throw vs your spell dc, as well as any creatures entering or ending their turn in the area of effect. Objects that are not held or carried are also pulled in this manner, including structures and the ground, though they do not make a save. Creatures within ten feet have disadvantage on this save. On a success they can only move half their speed on their next turn and cannot take reactions. On a fail, they are pulled 15 feet towards the sphere, and are restrained. They can remake the save at the end of their next turn. If a creature comes into contact with the sphere, they can no longer make saves, and are stuck until the spell ends. Each round they take 3d8 magical force damage from the intense artificial gravity
Iron Planetoid: You conjure a 5 foot sphere of iron up to half the range of the spell away from you (100 ft) and at least five feet from you. As soon as it comes into existence It begins orbiting you at a high speed at the chosen distance, completing at least one full rotation per round, more at closer distances. As it orbits, anything in its path must make a Dex save vs your spell DC or an Athletics Check equal to your Spell DC+10. On a failed save or check the creature takes 4d10 force damage and is knocked prone. On a successful Athletics check the creature manages to stop the sphere for a round and can use its action to hold it there or make a Dex save with advantage. Objects in the path of the sphere, up to and including things as strong as mountainsides and solid stone walls are destroyed utterly if they are within its path. If the sphere is orbiting within 15 feet of you, ranged attackers have disadvantage against you and anyone attempting to pass through its path at this range must make the save or experience the above effects.
Diamond Planetoid: You conjure a 5 foot miniature sun somewhere within range. Everything within a 45ft radius must make a constitution save or take 6d10 (or 10d10 if within 10 feet of the sun) fire damage, or half on a successful save. Anyone moving through the radius or starting their turn within it must also make the save. If you keep concentration on this version of the spell for half the duration, you must make a concentration check at the beginning of the 6th round (DC 20), and every round thereafter. The miniature sun goes supernova and the spell ends prematurely if you fail, dealing 10d10+50 fire damage to everything in a 100 foot radius, half damage on a successful Con save. Everything within the area is utterly devastated. The spell also goes Supernova if the caster manages to keep it active all ten rounds. If the caster fails their post spell constitution save after the spell goes supernova, they drop to zero HP and are stable. The sun sheds bright light in a 200ft radius, and dim light another 600ft.
* - (1lb of perfectly spherical lead, 1lb of perfectly spherical meteoric iron, and a diamond worth at least 1000gp that is cut into a perfect sphere. The components are consumed upon casting the relevant versions of the spell.)
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