You fire an lance of light energy from your hand in a line towards targets within range. Roll a d8 to determine which color ray is fired:
1. Red. All targets in the line take 6d8 fire damage on a failed save and half on a successful one. Flammable objects in the line ignite if they are not being worn or carried.
2. Orange. All targets in the line take 6d8 acid damage on a failed save and half on a successful one. A pool of acid appears on the ground along the line. Creatures walking through or ending their turn in the acid take 1d6 acid damage.
3. Yellow. All targets in the line take 6d8 lightning damage on a failed save and half on a successful one. Flammable objects in the line ignite if they are not being worn or carried.
4. Green. All targets in the line take 6d8 poison damage and become poisoned on a failed save and half damage and are not poisoned on a successful one.
5. Blue. All targets in the line take 6d8 cold damage on a failed save and half on a successful one. Ice appears on the ground along the line and creates difficult terrain.
6. Indigo. On a failed save, the targets in the line are restrained for 1 minute. Affected creatures may repeat the saving throw at the end of their turn
7. Violet. On a failed save the target is blinded for 1 minute. On it's next turn, target must make a Wisdom saving throw, if it fails it suffers the effects of the Banishment spell. Only the first target in the line is affected.
8. A second lance of light is fired, the DM chooses the direction the second line travels. Roll twice more, rerolling any 8s.
* - (a cut diamond worth at least 300gp)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/9/2024 4:19:05 PM
|
0
|
0
|
--
|
Coming Soon
|
Comments