Doomtide
2024 Rules
- Level & School
- 4th-level conjuration
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (soot and a dried eel)
- Duration
- Concentration, 1 minute
- Classes
- Bard, Cleric, Warlock
- Source
- Forgotten Realms: Heroes of Faerûn
You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it, ending the spell.
Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save, a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save, a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space, when it enters the Sphere, or when it ends its turn inside the Sphere. A creature makes this save only once per turn.
The Sphere moves 10 feet away from you at the start of each of your turns.
Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of five secondary casters. In addition to the spell's usual components, you must provide a special component (a string of three black pearls from Pandemonium), which the spell consumes. The spell's range increases to 1 mile, and its duration increases to until dispelled (no Concentration required). The spell ends early if any caster who participated in this casting contributes to another casting of Doomtide as a Circle spell.
When the spell is cast, each secondary caster must expend a level 3+ spell slot; otherwise, the spell fails.
Doomtide 5.5e 2024 vs. 5e 2014 edition differences
Doomtide is a new spell for the 2024 edition.
Doomtide popularity
How popular is Doomtide? It is a seldom seen spell in the game, and is chosen less than other options when available. This spell may fill a specific niche for a spellbook.
- Bottom 50% of all level 4 spells
- Bottom 50% picked level 4 Warlock spell
- Bottom 50% of all 5e spells
- Bottom 10% picked level 4 Bard spell
- Bottom 10% picked level 4 Cleric spell
Read about how this popularity data is calculated.
Spells similar to Doomtide
Hunger of Hadar 3rd-level conjuration
Both are conjured, concentration-based zones that obscure an area and punish creatures caught inside over multiple turns.
Players prefer Hunger of Hadar over Doomtide
Cloudkill 5th-level conjuration
A mobile, concentration-held cloud delivers recurring area damage and forces enemies to avoid or escape its space.
Players prefer Cloudkill over Doomtide
Synaptic Static 5th-level enchantment
It shares Doomtide's psychic damage, long range, and ability to affect several enemies at once, though its effect is instantaneous.
Players prefer Synaptic Static over Doomtide
Evard's Black Tentacles 4th-level conjuration
Both are 4th-level conjurations that establish a persistent area hazard, shaping enemy movement while threatening creatures inside.
Players prefer Evard's Black Tentacles over Doomtide
Sickening Radiance 4th-level evocation
This spell also fills a large area with a lingering hazard that repeatedly harms groups of creatures who remain within it.
Players prefer Sickening Radiance over Doomtide
Maddening Darkness 8th-level evocation
Like Doomtide, it creates a persistent area of magical darkness that repeatedly damages multiple creatures with psychic energy.
Players prefer Doomtide over Maddening Darkness