Starfall (5e Spell)

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Starfall
9th-level Evocation
Casting time: 1 action
Range: 500 feet
Components: V, S, M (a pinch of stardust, consumed by this spell)
Duration: Concentration, up to 1 minute


Choose a point you can see within range to become the origin point of the spell. The area within a 500-foot radius of that point becomes magical dim light, lit only by momentary motes that flit through the space. Each creature that starts its turn in the area or enters the area for the first time during a turn must succeed on a Dexterity saving throw or take 2d6 radiant damage.

While you remain concentrating on this spell and are inside the spell's area, you are invisible and immune to radiant damage. As an action while concentrating on this spell, you can choose to move the origin point of the spell up to 60 feet and/or choose to call down the star. Calling down the star creates a 60-foot radius cylinder as tall as the spell's area centered on the origin where the motes are particularly intense, causing creatures to instead take 6d6 radiant damage. At the end of your turn after 1d4+1 rounds, the star impacts the origin point.

All creatures and objects in the cylinder when the star impacts take 10d10 + 100 radiant damage and 10d10 + 100 fire damage. All creatures that didn't automatically take the damage within 150 feet of the impact point must make a Dexterity saving throw, taking 5d10 + 50 radiant damage and 5d10 + 50 fire damage on a failure, or half as much on a success. The impact renders the ground of the area within 150 feet difficult terrain, each 5-foot section of which takes 10 minutes to clear by hand, and sets flammable objects that aren't being worn or carried on fire.

This spell can't be targeted by dispel magic. After the star impacts, the spell ends. The lighting returns to normal at the end of the next round.

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