Hyper Beam: Difference between revisions
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An intense, bright red laser beam of white-hot energy springs into existence from your spellcasting focus onto a single target of your choice that you can see. Make a ranged spell attack against a single creature you can see within range. On a hit, that creature takes 15d12+40 Force damage. | An intense, bright red laser beam of white-hot energy springs into existence from your spellcasting focus onto a single target of your choice that you can see. Make a ranged spell attack against a single creature you can see within range. On a hit, that creature takes 15d12+40 Force damage. | ||
Immediately after casting this spell, regardless of if you have additional unspent actions, you must recharge. On your next turn, you become paralyzed until the duration of the next round has passed. Until you are finished recharging, you may not use any movement options, take any actions, bonus actions, or reactions, and you cannot communicate. | Immediately after casting this spell, regardless of if you have additional unspent actions, you must recharge. On your next turn, you become paralyzed until the duration of the next round has passed. Until you are finished recharging, you may not use any movement options, take any actions, bonus actions, free actions, or reactions, and you cannot communicate except telepathically, if you are able. | ||
If you reduce a target to 0 hit points when casting this spell, you do not have to recharge. | If you reduce a target to 0 hit points when casting this spell, you do not have to recharge. | ||
Latest revision as of 03:33, 1 August 2026
9th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
An intense, bright red laser beam of white-hot energy springs into existence from your spellcasting focus onto a single target of your choice that you can see. Make a ranged spell attack against a single creature you can see within range. On a hit, that creature takes 15d12+40 Force damage.
Immediately after casting this spell, regardless of if you have additional unspent actions, you must recharge. On your next turn, you become paralyzed until the duration of the next round has passed. Until you are finished recharging, you may not use any movement options, take any actions, bonus actions, free actions, or reactions, and you cannot communicate except telepathically, if you are able.
If you reduce a target to 0 hit points when casting this spell, you do not have to recharge.