False Sun
9th-level Evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pearl bathed in the first light of dawn worth at least 500 gp, which the spell consumes)
Duration: Concentration, up to 1 minute
Cleric, Druid Sorcerer, Wizard
You summon a miniature sun at a point within range. This radiant sphere hovers 30 feet above the ground, shedding bright light in a 120-foot radius and dim light for an additional 120 feet.
The False Sun creates a 60-foot radius sphere of intense radiant energy centered on itself, and it remains stationary
unless you use your bonus action on your turn to move it up to 20 feet. While maintaining concentration on the spell this sphere of radiant energy affects the battlefield in the following ways:
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At the start of each round, the False Sun emits a massive pulse of radiant energy. All creatures of your choice within the 60-foot radius must make a Constitution saving throw. On a failed save, they take 6d12 radiant damage and are blinded until the start of their next turn. On a successful save, they take half damage and are not blinded
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As an action, you can direct the False Sun to fire a concentrated beam of solar energy at a target you can see within 120 feet of the sphere. This solar beam is a 5-foot- wide, 120-foot-long line of intense radiant energy. The target of the beam and each creatuire in the line must make a Dexterity saving throw. On a failed save, a creature takes 8d1 2 radiant damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half damage and is not incapacitated.
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Whenever a creature takes radiant damage from any source (other than this spell) while being within 60 feet of the False Sun, the damage is amplified, causing them to is receive the maximum number possible on the damage die, Additionally, creatures of your choice that are not resistant or immune to fire damage or to the exhaustion condition treat this area as difficult terrain due to the oppressive heat and intense light warping their movement.
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When the spell ends, the False Sun collapses into itself and explodes. All creatures within 60 feet of the sphere must make a Dexterity saving throw, On a failed save, creatures take 10d10 radiant damage and are knocked pronc. Creatures within 1 20 feet that failed the save receive 5d10 radiant damage and are also knocked prone On a successful save, creatures take onlv half as much damage and are not knocked prone.