Irradiate
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 lasts until the spell ends. When a cr
- Level
- 4
- School
- Evocation
- Casting time
- action
- Range
- 90 ft
- Components
- V, S
- Duration
- 10 minutes
- Classes
- Sorcerer, Warlock, Wizard
- Concentration
- Yes
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 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 hit point maximum is reduced by 7d4, its speed is reduced by 5 feet, and it receives a -2 penalty to attack rolls, ability checks, saving throws, and save 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 can’t benefit from being invisible. Each subsequent 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 hit point maximum reduction increases by 1d4 for each slot level above 4th.
Source and licence
From Spells That Don’t Suck.
Licence: SRD (CC BY 4.0).