A 10ft wide beam of brilliant white light spews from the tip of your spell focus, undeterred by obstacles or living creatures for 80ft. As the beam travels along the ground, crystalline formations shoot up, causing 5d6 Piercing damage up to 5 feet from the beam's trajectory and remain until the start of your next turn. The spell causes 20d8 Force damage to any creature caught in the beam that fails a Dexterity saving throw. A creature that succeeds must use its reaction to move completely out of the way or be caught by the crystals. Any creature that fails the dexterity saving throw or is unable to move out of range of the crystal spikes must then make a Constitution saving throw, at a disadvantage if hit by the full beam, or be turned into crystal themselves.
A creature brought to 0 hit points by this spell is automatically crystallized and must be restored before it can be revived.
Incorporeal creatures such as ghosts cannot be turned into crystal statues.
A creature crystallized by this spell can only be returned to normal by a Greater Restoration spell. The caster of this spell cannot end the crystallization effect.
The spell can be physically stopped by stone walls or similar solid construction, but a wooden barrier under 1 foot in thickness will fail to do so.
* - (Cannot be cast without a Spell Focus)
Comments