4th-level conjuration
You test the resolve of your enemies by conjuring a vision of the Upper Planes. Each creature of your choice in a 30-foot cone must make a Charisma saving throw. On a failed save, a creature takes 6d6 radiant damage and is incapacitated until the end of its next turn while it contemplates the radiant glories you have shown it. On a successful save, it takes half as much damage and isn’t incapacitated.
Last updated Mar 8 2025
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