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)
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