Doomsday

Doomsday
Level6th Level Casting Time1 action Range100m
AoECylinder (10m radius, 20m high) DurationInstantaneous
SchoolShadow ComponentsV, S
ClassesArcanist

"Violent harbinger, open the gates of chaos!"

You raise your hand heavenward, opening the void and letting loose a wicked bolt of dark energy.

All creatures within range must make a Dexterity saving throw (creatures within 4m from the centre roll with Disadvantage), taking 20 + 10d6 Dark damage and potentially becoming

Doomed
.

Critical Success (+10). The target is unaffected.
Success. The target takes half damage.
Failure. The target takes full damage and becomes Doomed 1.
Critical Failure (–10). The target takes double damage and becomes Doomed 2.


Using this spell causes an overload of dark energy to course through your body, and as a result, you take 3d6 Dark damage.

At Higher Levels: Increase the damage dealt by 2d6 for each spell level increase.