Kryx RPGThemesMonsters

As an action, multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a cone must make a Reflex saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red. On a failed save, a creature takes 3d6 fire damage and is burning 1. On a successful save, a creature takes half as much damage and doesn’t start burning. The fire ignites any flammable objects in the area that aren’t being worn or carried.

2. Orange. On a failed save, a creature takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

3. Yellow. On a failed save, a creature takes 3d8 lightning damage and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

4. Green. On a failed save, a creature takes 4d6 poison damage and is poisoned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t poisoned.

5. Blue. On a failed save, a creature takes 3d8 cold damage and is slowed 1 until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t slowed.

6. Indigo. On a failed save, a creature is slowed 1 for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a successful save, the slow ends.

7. Violet. On a failed save, a creature is blinded for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a successful save, the blindness ends.

8. Special. A creature is struck by two rays. Roll twice more, rerolling any 8.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the effect for each additional mana or psi expended.

    1. Red. Increase the damage by 2d6 and the burning level by 1 for each additional mana or psi expended.

    2. Orange. Increase the damage by 2d8 for each additional mana or psi expended.

    3. Yellow. Increase the damage by 2d8 for each additional mana or psi expended.

    4. Green. Increase the damage by 3d6 for each additional mana or psi expended.

    5. Blue. Increase the damage by 2d8 or the slowed level by 1 for each additional mana or psi expended (your choice when you cast the spell).

    6. Indigo. Increase the slowed level by 1 for each additional mana or psi expended.

    7. Violet. The target takes 3d6 radiant damage for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect.