Spell Description
A sudden flare of sunlight strikes a point within range. The flare of light fills a 5-foot-diameter, 40-foot-high cylinder until the beginning of your next turn. A creature that enters the spell's area for the first time on a turn or ends its turn there must make a Dexterity saving throw. On a failed saving throw, a target takes 3d10 radiant damage and is blinded until the beginning of your next turn. On a successful save, the target takes half damage and is not blinded.
If you cast this spell outdoors in bright sunlight, a creature that takes damage from the spell takes an addition 2d6 fire damage. A creature with sunlight sensitivity has disadvantage on its saving throw against this spell. The flare sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Sun Flare
2nd level, primal (evocation)
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Casting Time
1 action
Duration
1 round
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Range
30 feet
Components
V,S
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