Table of Contents
Spell Description
When you cast Sickening Radiance, a dim, greenish light spreads in a 30-foot-radius sphere. You choose a point and this light covers the area, even around corners. It lasts until the spell ends. Imagine you’re in a game, and you choose where to put this glowing green sphere. It’s like drawing a big circle with a light pen.
Now, if any creature moves into this light for the first time on their turn, or if they start their turn there, they must try really hard to resist its effects. This is done by a Constitution saving throw. If they don’t succeed, they get hit with a whopping 4d10 radiant damage. It’s like the light burns them. Also, they get tired, showing one level of exhaustion. They also emit a dim, greenish light in a 5-foot radius. This means they can’t hide or be invisible. They light up like a small lamp. And any tiredness (levels of exhaustion) they got from this spell goes away when the spell ends. So, it’s temporary but really tough while it lasts.
This spell is cool because it’s not just about hurting; it’s also about making it hard for the bad guys to hide or run away easily. It’s like turning the lights on in a dark room and watching the cockroaches scatter, except these cockroaches get really tired and can’t hide in the dark.
Sickening Radiance 5e And Its Exhaustion Effects
When you cast Sickening Radiance 5e, a shimmering circle of dim, greenish light spreads across a 30-foot-radius sphere, centered at a point you choose. This light shines brightly, even spreading around corners, and it lasts until the spell ends. Imagine standing at an intersection, deciding where to unleash this magic. Animals and enemies within a 30ft radius find themselves caught in its range, forced to make constitutional healing throws. If they fail, they suffer 4d10 radiant damage each turn and start glowing, making it impossible for them to benefit from being invisible. This glow continues for 5e rounds unless an external push, like lubricating them with holy water, stops it before it becomes too critical.
The first creature to enter or start its turn in the spell’s area faces a constitution maintenance throw. Failing means suffering level one exhaustion and battling against the spell’s effects which include preventing favorable effects from other spells that offer concealment, like darkness or fog, thus clouding your view with its gloominess. The annoyances of this spell only vanish when you exit the 5-foot radius zone where the event occurs.
A spellcaster can even polymorph an undead monster with this, causing it to die if it fails six constitution saving throws. Resistant beings might find their power-user opting to cast this ritual with care, taking on the responsibility themselves. If reversing to death rather than a mere reduction in hit points, official rules state those who revert in such a manner continue as either good or bad guys, depending on the information available when they were murdered.
I recently realized the potential of casting Sickening Radiance with myself in the area of effect. Without worry about taking damage for an entire round, I thought of a funny turtle strategy. By casting it right over myself and then hiding under a blanket for 10 minutes, I could counteract a swarm of insects or zombies. Despite discussions on whether radiant damage affects nonliving material, the added details of causing damage on a failed con save at the start of one’s turn made me ponder if this was intended as a brilliant exploit or if I could rule this silly cheese strat as workable.
Level 4 Spell Insights
Sickening Radiance lights up the game with its dim, greenish light that spreads across a 30-foot-radius sphere, all from a point you choose within 120 ft. It’s a favorite for Sorcerers, Warlocks, and Wizards, found in the spell-packed pages of Xanathar’s Guide To Everything. This 4th-level evocation demands Concentration for up to 10 minutes, but it’s worth it. You just need your voice (V) and a gesture (S) to unleash it, no fancy materials needed.
When activated, any creature stepping into or starting their turn in its glow must beat a Constitution saving throw or take 4d10 radiant damage and suffer one level of exhaustion. This also makes them glow, ruining any chance of being invisible. The effects — both the light and the exhaustion — dissipate when the spell ends. Sickening Radiance doesn’t just deal damage; it strategically wears down opponents, making it an invaluable tool for controlling the battlefield and revealing hidden threats.
In my experience, this spell is a game-changer. It’s not just about the light or the damage; it’s about giving you an edge when you most need it. Whether you’re exploring dark dungeons or facing off against cunning enemies, Sickening Radiance offers a blend of defense and attack that few other spells can match.
Sickening Radiance 5e Combo
Pairing 5e Force cage with Sickening Radiance 5e creates a powerful combo to deal with any adversary. This combo offers no easy countermeasures. If enemies try to get rid of it on themselves, Dispel Magic can clear the effects, but only until their next turn. The DM, often joked as the D&D God of Gods, might abuse their power by forcing players to cast this spell when it’s not helpful, or allowing its use repeatedly without any risk involved. This approach helps curb exploitative habits for the good of the game.
Raising People From The Dead
Sickening Radiance cannot raise people from the deceased. Instead, it casts a dim, greenish light within a 30-feet area sphere, centered on a mark you choose. This eerie glow lasts as long as the spell is active, serving to illuminate dark places and break concealment in battle situations where visibility is crucial.
Does The Sickening Radiance Spell Require The Target To Use Their Movement For The Spell To Deal Damage?
The Sickening Radiance spell, as detailed in Xanathar’s Guide to Everything (XGtE) on page 164, does not specify that a target must use their own movement to trigger the spell’s effects. The spell states that 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 or take 4d10 radiant damage and suffer one level of exhaustion. The confusion around whether the term “moves” implies voluntary movement or can include involuntary movement, such as being pushed or shoved, is a common point of disagreement between players and Dungeon Masters (DMs).
In practice, the rules do not explicitly define “moves” as voluntary or involuntary movement, leaving this up to the interpretation of the DM. However, many interpret it to mean any form of movement into the spell’s area, whether voluntary or as a result of effects like Eldritch Blast with the Repelling Blast invocation that pushes a target. This interpretation aligns with the broader understanding of movement in D&D 5e, where moving a creature into an area of effect, even if not by their own volition, can still trigger effects.
Ultimately, whether Sickening Radiance requires a target to use their movement or if being forcibly moved into its area is sufficient to trigger the damage and effects depends on the DM’s discretion. This is a part of D&D’s flexibility, allowing DMs to make calls that best fit their game’s narrative and balance. So, it doesn’t strictly require the target to use their movement, but this can vary based on the DM’s interpretation of the rules.
Eldritch Blast 5e: The Ultimate Spell for DnD Warlocks [Game Changer]
When To Cast Sickening Radiance?
Casting Sickening Radiance is a smart move when you want to quickly eliminate a group of enemies. This spell creates a dim, greenish light that fills a sphere’s volume, making it a perfect trap. When you set up this spell, it makes a reliable way to keep enemies trapped. The light also makes it tough for enemies to escape.
If you’re working with an ally, you can make this even stronger. Imagine using Sickening Radiance with Wall of Force. This combo seals creatures in an inescapable space. They can’t get out, and they have to make saving throws or freak out. This can last for 10 minutes if you keep your focus. This is a real possibility in combat or as a trap. You could even sneak up on unsuspecting enemies with this trick.
Sometimes, spells that create difficult terrain are useful too. They make it hard for creatures to move. Grease and Erupting Earth are good for this and they don’t need you to keep focusing on them. Or, if you have a druid in your party, Spike Growth and Entangle can also help. They make the ground tough to move on and have some extra cool effects. And if you need to, you can push or pull creatures back into the radiance with spells like Gust or Thunderwave. It’s all about battlefield control.
In short, Sickening Radiance is great when you have a plan to exhaust your enemies. It’s not just about hurting them; it’s about making them too tired to fight back. And if you’re smart about when and how you use it, you can make some really decent effects happen.
Who Should Take Sickening Radiance?
Sickening Radiance is a spell for those who have a desire to kill their enemies with something like nuclear fallout. Not all classes can take this spell. It’s special because it needs a certain optimization. For wizards, this spell is one of the best bets. They can use Divine Portent from the Divination subclass to make an enemy automatically fail their saving throw. This is powerful because you can replace a creature’s roll with one of the rolls you made at the beginning of the day.
Sorcerers should also think about picking Sickening Radiance. They can use Heightened Spell and Careful Spell to either increase the enemy’s chance of failing their saving throw or protect their allies from getting affected while casting. Warlocks fit well with this spell too. Their spellcasting often touches on the strange and morally grey. With invocations like Grasp of Hadar, Lance of Lethargy, and Repelling Blast, they can enhance their Eldritch Blast to keep creatures within the spell’s deadly light. So, if your character likes to control the battlefield with a bit of a dark vibe, this spell could be a great choice.
Advantages – Sickening Radiance
Sickening Radiance stands out with its impressive range of 120 feet and a radius effect that forms a 30-foot sphere. This spell covers a large area of effect, dealing damage and causing exhaustion. It also emits light that makes invisible creatures visible, which is pretty insane.
Another plus is that Sickening Radiance requires no Material component, meaning players don’t have to buy unnecessary items that cost them GP. There’s no worry about losing items or forgetting to purchase them before embarking on a quest. Finding materials in the wild can be tough, so not needing them is a relief.
The damage type for Sickening Radiance is Radiant, which is effective since most creatures in 5e are not resistant or immune to it. This means when the damage lands, you rarely have to worry about resistances.
Disadvantages – Sickening Radiance
A major drawback is Concentration. Spells that are active through Concentration can be canceled if the caster is damaged or chooses to cast another Concentration spell. Being extra careful at close range is crucial, as you’ll likely be targeted for being a spellcaster.
Class availability is somewhat limited. Sickening Radiance is available to Wizards, a commonly chosen class, but the other two classes, Sorcerer and Warlock, aren’t picked as often. This decreases the possibility of the spell being chosen.
When considering Spells Similar to Sickening Radiance 5e, there are a few: Hunger of Hadar, Cloudkill, Stinking Cloud, Insect Plague, and Evard’s Black Tentacles. These spells share some similarities with Sickening Radiance, offering alternative options for players looking for various effects.
Overall Thoughts
Sickening Radiance is a powerful spell that comes close to being overpowered. It’s perfect for those moments when you want to sneak up on large groups of enemies or throw a snag in combat. This spell can be a guaranteed way to kill a big bad or just create memorable moments at the table. When you use it with the right combo, it shows how versatile and impactful it can be. Whether you’re looking to control the battlefield or just looking for that dramatic flair, Sickening Radiance delivers.
Regularly Asked Questions Of Sickening Radiance 5e Exhaustion
Is Sickening Radiance 5e A Beneficial Spell For Op And Exhaustion?
Yes, Sickening Radiance can significantly impact fatigue and Exhaustion levels in combat. It demands attention and strategy to use effectively, addressing the real needs for rest and recovery in battle scenarios.
Could You Move 5e Sickening Radiance?
Sickening Radiance cannot be moved once cast. When a beast or enemy enters its area or starts their turn within it, they risk taking damage over time, similar to game mechanics in Diablo II or World Of Warcraft. This limits players’ control and encourages strategic placement due to limited resources.
Is 5e Sickening Radiance Op?
While powerful, Sickening Radiance is balanced by introducing fatigue at level one, applying harm during ability tests, and reducing speed. These drawbacks, along with dice rolls for saving throws, penalties, and potential advantages for attackers, keep it from being overly op. Exhaustion reaching six points results in death, though long naps can mitigate some effects.
Is Sickening Radiance 5e Overpowered?
Sickening Radiance is not considered overpowered due to its conditional effectiveness. Success on a save nullifies its affect, and its outcome on victims depends on their ability to avoid being hit. Its dangerous influence requires coordination with teammates to immobilize opponents within its boundaries, emphasizing strategic movement and battle conditions rather than sheer power.
Does Sickening Radiance Outperform 5e Cloudkill?
Sickening Radiance offers unique benefits in killing bosses with impunity, featuring controllable injury and remarkable effects. While Cloudkill is strong, Sickening Radiance provides versatility and is particularly effective in certain scenarios. However, its effectiveness might vary depending on the classes involved and how it’s combined with other players’ spells.
Sickening Radiance Or Ice Storm? [5e]
Choosing between Sickening Radiance and Ice Storm depends on the situation. Sickening Radiance can debilitate or kill enemies effectively but poses a risk to friendlies. Ice Storm causes less collateral damage and affects terrain and duration differently. Banishment and dimension door offer alternative functionalities for controlling space and movement.
Can The Sickening Radiance Spell Pass Through A Wall Of Force?
No, Sickening Radiance cannot pass through a wall of force. The wall of force acts as an invisible barrier that blocks anything from passing through, including spells. However, casting Sickening Radiance inside or directly adjacent to a wall of force can effectively utilize the spell within the enclosed space.