Kryx RPGThemesMonsters
concentration, 1 minute/mana or psi

As an action, a silvery beam of pale light shines down in a 1.5-meters-radius, 12-meters-high cylinder centered on a point within 18 meters. Until the spell ends, dim light fills the cylinder.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the beam up to 18 meters.

When a creature enters the spell’s area for the first time on a turn or starts its turn there (not when the spell moves over the creature), it is engulfed in ghostly flames that cause searing pain, and it must make a Fortitude saving throw. It takes 4d6 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.


You can increase the damage by 2d6 for each additional mana or psi expended.