Chromatic Ray
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.
- Rank
- Rank 4
- Trad
- Arcane, Occult
- Cast
- 2 actions
- Range
- 30 feet
- Save
- Fortitude
- Rank
- 4
- Cast
- 2
- Range
- 30 feet
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 /r 1d4{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 ] damage to the target.
Orange (acid) The ray deals ] damage to the target.
Yellow (electricity) The ray deals ] damage to the target.
Green (poison) The ray deals ] 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).
Heightened (6th) The damage for ]{Red}, ]{Orange}, ]{Yellow}, and ]{Green} each increase by 10. Roll /r 1d8{1d8} to determine the ray's color, using the results for 1-4 above and the results for 5-8 below.
Blue The ray has the effect of the spell. On a critical hit, the target is Clumsy 1 as long as it's by the flesh to stone effect.
Indigo (emotion, incapacitation, mental) The ray has the effect of the spell. On a critical hit, it has the effect of instead.
Violet The target is 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.
Intense Color The target is until the end of your next turn, or if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8).