4th-level Spell: Irradiate
High Magic (Evocation)
You create an eerie, pulsating blue light within a 30-foot-radius sphere centered on a point you choose within range.
The bright light spreads around corners, and it lasts until the
spell ends.
When a creature moves into the spell's area for the first
time on a turn or starts its turn there, it must make a
Constitution saving throw. Constructs automatically succeed
on saving throws against this spell.
On a failure, the creature's maximum hit points are
reduced by 7d4, its speed lowers by 5 feet, and it receives a -2
penalty to attack rolls, ability checks, saving throws, and spell
and ability DCs. A creature suffers cumulative effects with
each failed saving throw. If a creature fails its saving throw
five times, it dies.
Additionally on a failure, the creature emits light in a 5-foot
radius and cannot benefit from being invisible. Each failed
save increases the radius by 5 feet.
All effects caused by this spell (except death) end when the
spell ends.
- At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum hit point reduction increases by 1d4 per slot level above 4th.
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Ritual: No
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