Second Sun
Level 9th | Casting Time 1 action | Range/Area
Sight
| Components v, s, m |
Duration 1 hour
| School evocation | Attack/Save | Damage/Effect |
You conjure an enormous glowing orb far above you in the sky, bright enough to turn night to day. The sun sheds bright light within a 1-mile radius, and dim light in a 2-mile radius beyond that. This light is sunlight.
When you cast this spell, all creatures in the sun's bright light must make a Constitution saving throw or be Blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns. Creatures who are aware the spell is being cast can avert their eyes, avoiding this effect.
When you cast the spell, and as an action while the spell lasts, you can call down a blazing beam of radiant light to scorch your foes. Each creature in a 30-foot by 150-foot line originating from a point you can see within the sun's bright light must make a Constitution saving throw. On a failed save, they take 65 (10d12) radiant damage, or half as much on a successful save. Creatures that are reduced to 0 hit points by this damage are incínerated into fine ash.
Undead and oozes have disadvantage on all saves against this spell.
- (a legendary positive essence, which the spell consumes)
cleric wizard