Sunscorch

1st-level evocation (Cleric,Druid,Paladin)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a magnifying glass)
  • Duration: Instantaneous

A sun-like 10-foot diameter sphere of light appears, centered on a point you can see within range that is at least 20 feet above you. The spell fails if you can't see a point in the air where the sun could appear (for example, if you are in a room that can't accommodate the required height). When you cast the spell, choose a point you can see within range, which is stuck by a blinding ray of light from the false sun. Make a ranged spell attack, ignoring cover. On a hit, the target takes 2d6 radiant damage. If the target is undead, roll d8s for this damage instead of d6s. A target that takes this damage must make a Dexterity saving throw. On a failure, it is blinded until the end of your next turn. The false sun vanishes at the end of the turn, but until then it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. You can cast this spell using a spell slot of 2nd level or higher, increasing the damage by 1d6 (1d8 against undead) for each spell level above 1st.