A bow made of light held together my magic is produced that is neither a long nor short bow but instead fluctuates as the light does around you. The range of the bow is that of a longbow (150/600). It allows the user to fire the bow using the their action as many times as they are able to with there normal attack action, eg the multi attack class feature. The user would make a spell attack using their spell modifier and proficiency bonus to hit. Rolls to hit apply proficiency bonus and the appropriate ability score modifier but the bonuses do not apply to damage roll unless otherwise stated. When attacking, the user must state what arrow they are using before they fire and an arrow can only be once per turn unless otherwise stated. The arrows dissipate as soon as they hit and apply their effects or miss. Your spell save DC is the DC for all applicable arrows (Yellow, Blue, Violet)
Types of Arrows
Red-you fire an arrow that bursts into flame upon impact and anything that is not being worn or carried catches fire. Upon hitting a creature they take 2d6 fire damage on a hit and the the creature catches fire dealing 1d4 fire damage on their next turn.
Orange-this arrow moves faster than any eye, no matter how sharp, can track. You gain advantage and +2 to hit on your attack roll and the arrow deals 1d6+the users proficiency bonus piercing damage.
Yellow-a blinding light irradiates from this arrow shining 150 ft of bright light and 150 ft of dim light. On hitting the arrow deals 1d4 piercing damage to the creature hit as a even brighter light shines out in a 10 ft radius. Every creature in that 10 ft radius must make a Constitution saving throw taking 1d6 radiant damage and are blinded until the end of the users next turn on a failure or half as much damage and not be blinded on a success.
Green-A nearly invisible green arrow is shot out from the bow and on a hit the creature takes no damage but now the one casting the spell is aware of the affected creatures location as long as they remain within a one mile radius of the user. This tracking lasts longer than the duration of the spell up to 24 hours from activation. The effected creature is unaware of the presence of this tracker and it can be removed by dispel magic or remove curse.
Blue-This arrow gains tangibility because of the air freezing around it from its extreme cold. Once hit a creature is incapsulated in a thin sheet of ice that deals no damage but instead restrains the creature if they fail on a Strength saving throw which they can repeat on subsequent turns. The ice has 1 hp and any damage except psychic damage that is dealt to the creature is dealt to the ice first with the remainder being dealt to the creature. The frozen creature is incapacitated and can’t move or speak, is unaware of its surroundings, attack rolls against the creature have advantage, and the creature automatically fails Strength and Dexterity saving throws.
Indigo-this arrow can only be shot once for the whole duration of the spell. This arrow either provides a buff to the target and the arrow itself appears to have images in front of it from where it would be moments before the arrow reaches that point almost like it is projecting it future in front of it. The target is bathed in indigo light that coalesces the creatures eyes. They receive a +1 bonus to all attack roles and attack roles against it have a -1 penalty until this spell ends as the affected creature now sees the movements of everything a split second before it happens.
Violet- this arrow is the trademark of the Bow of 7 Lights and can only be used once. After use the bow disappears no matter how much time is left in its duration. A barbed arrow dripping with poison streaks out from the bow at remarkable speeds but being slower than the orange arrow. You gain a +2 to hit with this arrow and upon a hit it deals 2d6 poison damage and for the next 1d2-1 rounds the hit creature falls prone, is blinded, deafened, and paralyzed. On the creatures next turn next they take 1d8 poison and make a Continuation saving throw or be suffer the full duration of the poison taking 1d8 poison every turn for the remaining duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher:
Red-Increase all damage dice counts by one and apply one more round of burn damage per level.
Orange-Add +1 to hit and one additional damage dice per level.
Yellow-Increase all damage dice count by one and add 5 ft to the radius of the affect.
Green-The distance that the creature can be tracked from is increased by 1 mile per level.
Blue-Increase the save DC by 1.
Indigo-The both the bonus and penalty are increase by one respectivley.
Violet-Add +1 to the 1d2-1 rounds the creature is affected and increase each damage dice count by one per level.
* - (A small glass prism)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/26/2021 4:33:53 AM
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Coming Soon
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