Level
9th
Casting Time
1 Action
Range/Area
Sight
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect

Choose a point within range, at that point a 5 ft. wide blue ball of Energy. Any flamable non-magical objects within 50 ft. of the ball burst into flames. Each creature within 50 ft. of the ball must make a constitution saving throw. On a failed save, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a successful one it takes half as much and is not blinded. Any creature that enters the area of this effect for the duration must also make the save.

Each round you maintain concentration on this spell, the Ball produces different effects on your turn.

Round 2-4. Bolts of lightning come out of the ball and strike at random objects and creatures. Each creature within 100 ft. of the ball must make a dexterity saving throw or take 3d10 lightning damage. The effect continues throughout the duration until round 10.

Round 5-6. Arcane and Cosmic power of a large amount begins to form around the area. It causes the ground to shake and crack for many miles around. Each creature within 10 miles of the point (Except for the caster), must make a DC 13 strength saving throw or fall prone. Any structure takes 8d6 Bludgeoning damage, with the damage decreasing by 1d6 for every 200 ft. further away from the ball (maximum distance of 5 miles, minimum damage of 1d6). The effect continues throughout the duration until round 10.

Round 7-9. While these two effects occur, the ball begins to get smaller and smaller. as it prepares to blow, it begins to suck in anything it can. Each creature within 50 ft. of the ball must make a strength saving throw or be pulled 20 ft. closer to the ball, 5 ft. if they succeed. any creature that enters the space of the ball must make a dexterity saving throw or take 10d6 force damage. Any creature that is reduced to 0 hit points by this effect is disintegrated.

Round 10. The ball stops contracting for the briefest of moments, before it finally explodes with the power of the sun. at the center pure arcane energy envelops the as a blinding light, while further out it appears as a sandstorm of blue mist. each creature within 100 ft. of the blast takes 20d6 force damage, 10d6 at 500 ft. or less, 5d6 at 1,000 ft. or less, and 2d6 at 2 miles or less. any common, uncommon, or rare magic items within 200 ft. of the blast are destroyed. all non-magical structures and terrain within 200 ft. are destroyed leaving behind a crater. an area of dead magic spans for 100 ft. within the blast while an area of wild magic spans for 1 mile from the blast. these zones both last for 1d6 x 5 years and shrink at a rate of 50 ft. per year.

Aftermath. at the end of the Duration, the caster must succeed on a DC 17 Constitution saving throw. on a failed save the caster dies and can only be revived by magic using a spell slot fo 7th level or higher. on a successful save takes 6d6 necrotic damage and has his hit point maximum reduced by that amount until an effect such as Greater Restoration is cast on them 2d6 times. the caster is also unable to cast spells of 1st level or higher until the finish a long rest, after each rest the are able to cast one spell level higher up until the are able to cast their maximum level spell slot. the shockwave of the blast travels at a speed of 500 ft. per round. each creature that is not inside a sturdy structure or behind a large barrier must make a DC 13 Strength saving throw or be pushed back 10 ft. and be knocked prone (5 ft. on a successful save). for one year, the caster gains disadvantage for all Charisma (Persuasion) checks and gains advantage on all Charisma (Intimidation) checks.

 

* - (Parts of each plane of existence, a Ruby worth 15,000 GP, and the Feather of an Solar Angels wing, the skull of an Adult (or older) Dragon, and the heart of a Powerful fiend. all of which are consumed by the casting.)

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Inquisitive_B

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