Creates a Rotating beam that deals Force Damage centered on a location chosen prior to cast.
This spell is completed in two parts. The first part takes one action; placing the Hooded lantern down with the arcane item inside (only material components here, and this could be done with use of an ally or spell such as mage hand). The second part takes one Bonus action; the verbal and somatic components to cast the spell, the caster must look at the Lantern to begin casting (though not the entire time).
Up to when the second part takes place, the lantern has no additional special properties and is and appears to be simply a lantern with whatever is inside, inside it. While casting the second part (V and S) the lantern rises up (or stops falling) and hovers up to 3' higher than were it was (caster's choice). Upon completion of the spell; the Lantern lights up and glows purple spewing forth a purple beam of arcane energy, and begins to rotate horizontally. The beam is pure arcane energy and has a length of up to the max (shown below). Anything in the path of the beam takes damage, but is allowed 2 (two) reflex saves, for each successful save divide the remaining dice by 2 (4d6 becomes 2d6 with one successful save and 1d6 with two). If the first save fails, you still always may attempt the second. The beam rotates around the intersection, where the lantern is, at 1 revolution every 4 rounds (north to east in one round, then east to south the next, and so on, the caster may choose to have it rotate counter clockwise at the time of casting) this rotation cannot be stopped without ending the spell (or a time stop effect). Coming into contact with the lantern deals additional damage with no reflex save allowed (same as full damage). Moving the lantern destroys it and ends the spell; if any duration is left when this happens the beam effects everything in its max length area around it for one round. Inanimate objects always succeed both reflex saves and use d6s instead of d8s.
Much of the result depends on the item placed in the lantern, which will be consumed and destroyed; items with a caster level of 1-7 produce the following:
- Reflex save: always with advantage
- Beam Length: 5' max (total area affected: circle diameter 10')
- Full damage: 4d8 (1 save: 2d8, 2 saves: 1d8)
- Duration: 2 rounds per item's caster level
Items with a caster level of 8-15 produce the following:
- Reflex save: always no advantage
- Beam Length: 10' max (total area affected: circle diameter 20')
- Full damage: 8d8 (1 save: 4d8, 2 saves: 2d8)
- Duration: 4 rounds per item's caster level
Items with a caster level of 16-20 produce the following:
- Reflex save: always disadvantage
- Beam Length: 15' max (total area affected: circle diameter 30')
- Full damage: 12d8 (1 save: 6d8, 2 saves: 3d8)
- Duration: 6 rounds per item's caster level
Once cast, the rotation cannot be stopped or slowed and the duration cannot be ended prematurely without causing the explosion mentioned above, once the spell naturally finishes the lantern will fall down, unharmed from the spell with the item gone.
Note that if the item is allowed a will save of its own, the spell will not work with that item.
At Higher Levels. When cast at a higher spell slot, you add half your caster level, rounded up, to the item's duration, but not the damage or length.
The paragraph could use some organization feel free to comment suggestions.
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