You raise you finger to the sky and a brilliant globe of light that resembles a miniature sun ignites at the end of your finger tip. Waves of radiant energy wash over an area of 100ft centered around you. You and your allies become resistant to being charmed, frightened, or possessed by aberrations, celestials, feys, fiends, undead, and creatures that originate from outside the material plane. Creatures that begin their turn within the radius of this spell, and that are charmed, frightened, or possessed are no longer charmed, frightened, or possessed.
Aberrations, celestials, fey, fiends, undead and other creatures that originate from outside the material plane make charisma saving throw if they begin their turn within the spells radius. On a failed save they take 3d10 radiant damage and become frightened. These creatures attempt to flee outside the radius of the spell. On a successful throw these creatures take half as much damage.
Creatures have disadvantage on attacks directed at you or your allies within the radius of the spell.
Comments