When a creature moves into the spell’s area for the primary time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits dim, greenish light during a 5-foot radius. This light makes it impossible for the creature to profit from being invisible. the sunshine and any levels of exhaustion caused by this spell getaway when the spell ends.
Wall of Force/Force Cage keeps enemies penned in (barring Disintegrate). Sickening Radiance gives 100 Con Saves with failure giving A level of Exhaustion (and some damage) unless it’s dispelled.
- Casting Time: 1 action
- Range: 120
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Scales: No
- Casters: Eldritch Knight, Sorcerer, Warlock, Wizard
When using this combo with a wall of force found out as a dome, confirm you cast sickening radiance first. Why? pg 204 of the PHB. Under “A Clear Path to the Target: to focus on something, you want to have a transparent path thereto, so it can’t be behind total cover.” It goes on to mention that if you target something behind total cover, the spell effect takes place on the near side of the obstruction.
Also, the duvet is canopy albeit it’s transparent. “Cover may be a physical obstruction, not necessarily a visible one.” And “Unless a spell says otherwise, you can’t cast it at someone or something behind total cover.”This is one of the large mechanical distinctions between Wall of Force and Force Cage. the previous prevents the casting of most spells through the barrier. The latter allows you to trap a foe and still rain magical hell on them. The combo still works, you only need to lay down Sickening Radiance first, then the wall of force second.
The spell illuminated a 30‑foot (9.1‑meter)-radius sphere centered at a clear point within a 120‑foot (37‑meter) range with a dim green light that lasted up to 10 minutes, as long because the caster kept concentrating. the sunshine caused every creature within to shine therein the same green light, revealing invisible creatures. Anyone caught within the light who was unable to resist the spell’s effect suffered burns from the sunshine and grew increasingly tired as long as they remained within. These effects lasted until the spell ended.
Use spiritual Weapon to try to to the initial damage to pump up toll the Dead on the primary turn. On the second turn, you’ll repeat the combo, or cast other spells while using your bonus action to attack with spiritual Weapon all without concentration.
Wall of Force as a dome or wall blocking almost any enemy from going to them (except teleportation) lasts 10mins. The wizard starts casting Leomund’s Tiny Hut for 1 minute, lasts 8 hours. Within the Hut, the wizard can take a soothing minute to cast the teleportation circle. the right escape plan for a celebration of multiple casters.
First, transmute stone to mud which cuts movement speed. Then cast slow to further cut movement speed and AC. Then cast fireball for lots o damage. Best done by a gaggle so you’ll get in the maximum amount of damage as possible.
Also, the DM is that the D&D God of Gods, abuse the spell and suddenly you will find yourself in too many situations where it can’t be used or they’ll just allow you to use it over and over, but decrease rewards/experience considerably – your eventual impatience at getting rich and tedium of doing an equivalent routine whenever without risk, will most assuredly curb your exploitive spellcasting habits in no time in the least.