Making Port O'nor
Casting Time: 1 action
Range: 50 feet
Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-‐ foot-‐radius, 40-‐foot-‐high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
Each creature that enters the light on its turn or starts its turn there is engulfed in ghostly flames that cause searing pain. The creature must make a Constitution saving throw. Shapechangers make this saving throw with disadvantage. A creature takes 3d8 radiant damage on a failed save, and half as much damage on a successful one. Shapechangers that fail the saving throw also instantly revert back to their natural forms and cannot assume different forms until they leave the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 50 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each level above 2nd.