Spell: Chromatic Ray
Level4
Traditions
Cast2
Range30 feet
Targets1 creature
Rarity
Traits
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 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).
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 Petrify spell. On a critical hit, the target is Clumsy 1 as long as it's Slowed by the flesh to stone effect.
- 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.
- 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.
- 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).