Kryx RPGThemes
concentration, 1 minute/mana

As two actions, a silvery beam of pale light shines down in a 1-meter radius, 10-meter-high cylinder centered on a point within 10 meters. Until the spell ends, dim light fills the cylinder.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the beam up to 10 meters.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw, which it does with disadvantage if it is a shapechanger.

On a failure, it takes 4d6 radiant damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

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