Eclipse Horizon

Level 2 Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard)
  Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

  You pull the edge of an eclipse down over the world, bending light and shadow around a point you can see. A 20-foot-radius Sphere of warped light appears, centered on a point within range. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the effect to fill a 20-foot Emanation originating from that object.
  The area is suffused with cold twilight: Bright Light in the area created by a spell of level 2 or lower becomes Dim Light.
  Hostile creatures that start their turn in the area, or enter it for the first time on a turn, must succeed on a Constitution saving throw or take 2d4 Cold and 2d4 Necrotic damage and have the Dazed condition until the end of their next. On a success, a creature takes only half as much damage and is not Dazed.
  Allied creatures that start their turn in the area, or enter it for the first time on a turn, gain resistance to Radiant damage until the start of their next turn, and the next attack they make before the end of their next turn deals an additional 1d4 Radiant damage.
  Using Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 2.

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