Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft. ()
Components
S *
Duration
Instantaneous
School
Evocation
Attack/Save
CON Save
Damage/Effect
All

The spell can only be cast by Aurora- if any other creature tries to cast it, they must succeed on a DC 18 WIS Saving Throw or take 4d6 Psychic damage as colours fill their mind and explode, or half as much on a successful save. 

If Aurora casts this spell, a beam of blue, green and pink light erupts from her hand, and travels up to 60ft. The beam can travel through a wall, but this dissipates the range to 15 ft. Roll a ranged spell attack against the target. On a hit, roll 1d10: 

1- The spell deals cold damage

2- The spell deals fire damage

3- The spell deals poison damage

4- The spell deals force damage

5- The spell deals thunder damage

6- The spell deals psychic damage

7- The spell deals radiant damage

8- The spell deals necrotic damage

9- The spell deals lightning damage

10- The spell deals acid damage

The beam lingers, emitting a 5ft line of dim light as far as the spell travelled until the end of Aurora's next turn. If a target is hit, they must make a CON save with a DC of 8 + CHA + Prof. Bonus or be blinded until the end of Aurora's next turn

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

* - (None)

Spell Tags: Damage

Available For: Warlock (Legacy) - The Hexblade

cameronamelloy

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