Talk:Searing Light (5e Spell)
This is a generally solid spell, if actually slightly under powered on damage. As a 3rd level spell, you could actually increase the damage by 25% at least, since it deals no damage on a missed attack roll. With the blindness rider, that could be -enough- to count as the 25% (possibly). Wording wise, the "blinded until the start of their next turn" actually gives you little benefit, since whatever creature you hit doesn't suffer the blindness during their turn. Rephrasing to "until the end of their next turn" would have it suitably efficient in power. On the disadvantage, I would suggest rephrasing from darkvision to sunlight sensitivity, since creatures with darkvision don't normally suffer any disadvantages from light in general, it seems a little odd applying that. Additionally, given how many races -have- darkvision, it gives a very large pool of creatures disadvantage, which is a bit too strong for -that- part of the spell. As a note, disadvantage is calculated as an average of -5 to a d20 roll, and that should be a bit more limited in triggering conditions than tied to such a proliferate ability.--Kahz (talk) 03:28, 10 October 2016 (MDT)