Level
5th
Casting Time
1 Action
Range/Area
300 ft. (100 ft. *)
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Conjuration
Attack/Save
WIS Save
Damage/Effect
Radiant (...)

Choose a point you can see within range. A glowing, light blue beacon manifests in a 5 foot sphere in the Ethereal Plane corresponding to the selected point. The beacon attaches tethers to the backs of up to a number of creatures within 100 feet of the beacon of your choice, including yourself, equal to your spellcasting ability modifier (minimum of 1). A beacon is not summoned if a chosen point or all chosen creatures are not on a Plane that overlaps the Ethereal Plane, or there are no possible creatures to target. The beacon and its tethers are only visible and tangible to targeted creatures, and it limits their movement to a 100 foot radius around the selected point. Attempts to touch, move, or attack the beacon deal 2D8 radiant damage on a failed Wisdom saving throw and half as much on a success. You choose to apply one of these two sets of effects to each targeted creature:

  • Immediately regain a number of hit points equal to 5D4 + your spellcasting ability modifier; doubled movement speed; Truesight for 60 feet; and +2D6 radiant damage to melee weapon attacks

  • Immediately dealt radiant damage equal to 3D6 + your spellcasting ability modifier; halved movement speed; Blindness that can be removed with a successful Wisdom saving throw immediately, on the start of each of their turns and after taking damage; and -1D4 to melee weapon attacks

Until the spell ends, you may take an action to either untether a target creature from a beacon or dissipate a beacon entirely (thus releasing all creatures tethered to it), and a bonus action to move a beacon up to 30 feet in any direction up to 300 feet away from you. If a beacon would be moved more than 100 feet away from a tethered creature, the creature is forcibly pulled along the beacon’s path. At the end of each of their turns, tethered creatures may attempt a Wisdom saving throw to escape a beacon. An untethered creature immediately loses all effects applied by the beacon besides hit points healed and damage dealt, and can no longer automatically see it. A beacon dissipates and releases its tethered creatures if you are more than 300 feet away from it, and this spell automatically ends if no creatures are tethered or no beacons remain.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you may summon one additional beacon for each slot above 5th. Additional beacons must be summoned on separate points you can see within range. They all must tether to individual sets of creatures, since each targeted creature may only be tethered to one beacon. Additionally, the hit points healed and damage dealt by these beacons to tethered creatures increase by 1D4 and 1D6 respectively for each slot above 5th.

* - (A small flame and 5 brass marbles)

Spell Tags: Healing Summoning Damage Buff Debuff Combat

Available For: Bard (Legacy) Cleric (Legacy) Warlock (Legacy) Wizard (Legacy)

Jridstone

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