/
Showing0entries
Sorted A-ZSpellsArcane
Chromatic Ray
A streaking beam of shifting color hits true, its shade determining whether it burns, corrodes, shocks, or poisons and weakens the target.
commonAttackEvocationLight
You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color.
- Red (Fire) The ray deals 30 fire damage to the target.
- Orange (Acid) The ray deals 40 acid damage to the target.
- Yellow (Electricity) The ray deals 50 electricity damage to the target.
- Green (Poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be enfeebled 1 for 1 minute (enfeebled 2 on a critical failure).
Rank 4 · Traditions Arcane, Occult
Cast 2 actions
Range 30 feet
Save Fortitude
Heightened
- Heightened (6th) The damage for red, orange, yellow, and green each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1-4 above and the results for 5-8 below. 5. **Blue** The ray has the effect of the _flesh to stone_ spell. On a critical hit, the target is clumsy 1 as long as it's Slowed by the _flesh to stone_ effect. 6. **Indigo** (Emotion, Incapacitation, Mental) The ray has the effect of the _Confusion_ spell. On a critical hit, it has the effect of _Warp Mind_ instead. 7. **Violet** The target is slowed for 1 minute. It must also succeed at a Will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a Teleportation effect. 8. **Intense Color** The target is Dazzled until the end of your next turn, or Blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8).