Kryx RPGThemes
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 20 meters. Until the spell ends, dim light fills the cylinder.

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 2d12 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.

At the start of each of your turns if the beam is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

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.


You can increase the damage by 1d12 for each additional mana expended.