Three shimmering moons are summoned, floating in the midst of the air, gleaming brightly in the sky. Other creatures can destroy the moons if they can deal up to 15 damage to them. All creatures (including allies) standing within 6 feet of one of the moons has disadvantage on any saving throw if the spell is casted in a dark area or at nighttime. As your next action, you can choose to, 1)Use them to attack. A beam of light is created by the moons, making the target do a Constitution Saving Throw. It deals 5d6 radiant damage. On a save success, the target takes half damage. On a save fail, the target takes full damage. For every moon lost, it deals 2d6 less damage. 2) Use it to light up dark areas. The moons can light up an area for 2 turns, also giving teammates advantage on d20 rolls. 3) You can use your action to paralyze a creature, if you can successfully hit them, for three minutes. Roll a d20, with DC their AC. On success, the target gets paralyzed. On failure, it misses.
At higher levels. For every level spell slot above 3rd, when you choose to attack, you deal 1d6 more radiant damage, place will be lit for 1 more turn per level above 3rd, and will deal 1d4 more psychic damage for every level above 3rd.
THIS IS THE MORE ACCURATE VERSION OF ESSENCE OF TWILIGHT
* - (A pinch of moon dust.)Previous Versions
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6/19/2020 4:29:15 PM
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Coming Soon
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