Level
7th
Casting Time
1 Action
Range/Area
120 ft. (60 ft. )
Components
V, S, M *
Duration
Concentration 4 Rounds
School
Enchantment
Attack/Save
WIS Save
Damage/Effect

 You throw the ball bearing to a point in range that you can see and from it, a fiery orb erupts and begins dancing. All Creatures within range must make a wisdom saving throw, on a success they ignore the Dancing Sun, on a failure they take 4d8 fire damage and are considered Charmed by the Dancing Sun, a creature Charmed by the Sun at the end of its next turn it may make a Wisdom saving throw, on a success the charm ends and they ignore the spell, on a failure they take 8d8 fire damage and are Charmed by the Sun. At the end of the creature's next turn, it made repeat the wisdom saving throw on a success the charm ends and the creature ignores the spell, on a failure the creature takes 12d8 fire damage and is Charmed by the Sun. At the end of the creature's next turn and they repeat the wisdom saving throw, on a success the charm ends and the creature ignores the spell on a failure it is blinded for 1 hour.

uring this charm the creatures may take action, movement, reactions, bonus actions but always must be looking at the sun and cannot leave the area of effect until the spell has ended or are no  longer under the effects of the spell.

* - (Pinch of aluminum powder and a rusty ball bearing worth 10 GP which the spell consumes)

Previous Versions

Name Date Modified Views Adds Version Actions
11/15/2020 9:50:06 AM
1
0
1
Coming Soon
11/15/2020 9:52:05 AM
2
0
1.1
Coming Soon

Available For: Bard (Legacy) Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

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