Kryx RPGThemesMonsters
1 hour

As an action, you, or an object you touch that is no larger than 3 meters in any dimension sheds bright light in a 1.5-meters radius and dim light for an additional 1.5 meters for the duration. The light can be colored as you like. Completely covering you or the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Reflex saving throw to avoid the spell.

When you cast this spell, or as an action on a later turn, you can cause the light to flash brightly. One creature within 9 meters of you or the object must make a Fortitude saving throw.

On a failed save, the creature takes 1d6 radiant damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a successful save, the creature takes half as much damage and doesn’t suffer disadvantage.

After flashing brightly the spell ends.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).