Spellfire Storm

D&D 2024 spell: Spellfire Storm. Source: Forgotten Realms: Heroes of Faerûn. level 4, school Evocation, casting time 1 action, range 60 feet, duration Concen... You conjure a pillar of spellfire in a 20-foot-radius, 20-foot-high Cylinder [Area of Effect] centered on a point within range. The area of the Cylinder [Area of Effect] is Bright Light, and each creature in it when it appears makes a Constitution saving throw, taking 4d10 Radiant damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn. In addition, whenever a creature in the Cylinder [Area of Effect] casts a spell, that creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended. When you cast this spell, you can designate creatures to be unaffected by it. Casting as a Circle Spell In addition to the spell's usual components, you must provide a special component (a blue star sapphire worth 25,000+ GP), which the spell consumes. The spell's range increases to 1 mile, and it no longer requires Concentration. When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails. Fighter: Eldritch Knight Rogue: Arcane Trickster Wizard: Evoker Sorcerer Wizard Evocation 1 action 60 feet Concentration, up to 1 minute