Level
1st
Casting Time
1 Action
Range/Area
20 ft. (5 ft. )
Components
V, S
Duration
Concentration 1 Round
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Radiant

You extend your palms and fire a gradually intensifying beam of magic. Creatures in its range must succeed on a Dex saving throw against your spell save DC or take 2d10 radiant damage and fall prone. On a success, the creatures take half as much damage. This beam persists between turns, and any creatures that move into its range must make the Dex save too.

In order to maintain the beam, the user must maintain absolute concentration and constantly expend their energy to fuel the beam. On each subsequent turn after casting this spell, the user must cast this spell with the next highest level spell slot to maintain it or harmlessly break concentration as a bonus action. If they choose to maintain it, they must succeed a CHA check with a DC of triple the level of the spell slot used. On a fail, the spell overcharges. The user can change the direction of the spell by up to 15 degrees each subsequent cast. If any action not mentioned is used before breaking concentration, the player must make a Cha save against their own Spell Save DC or unwillingly lose concentration.

If this spell's duration ends uninterrupted, the CHA check to maintain it is failed, concentration is unwilling broken or the player doesn't have the needed spell slots to maintain the beam and doesn't break concentration, the beam overcharges, causing the user to take damage equal to the spell's current damage dice.

On Higher Levels: For each additional level this spell is casted, it deals 2d10 more radiant damage and its range increases by 10 feet. If the spell is initially casted at a higher level, it instead retains the characteristics of being cast at first level.

Spell Tags: Damage

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Kaja3

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