Kryx RPGThemesMonsters
concentration, 1 minute/mana or psi

As an action, a shimmering, multicolored vortex of light forms at a point that you can see on the ground within 35 meters. The vortex is a cylinder centered on that point. Until the spell ends, you can use your action to move the vortex up to 9 meters in any direction along the ground.

The vortex is full of different colors and each has a different power and purpose. A creature must make a Reflex saving throw the first time on a turn that it enters the vortex or that the vortex enters its space, including when the vortex first appears. For each creature, roll a d8 to determine which color affects it.

1. Red. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The creature takes 2d8 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. The creature takes 2d8 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, the creature is slowed 2. A creature slowed by this spell must make Fortitude saving throw at the end of each of its turns.

On a successful save, the slowed level is reduced by 1.

On a failed save, the creature takes 2d8 psychic damage and is slowed level increases by 1. The spell ends if the slowed level is reduced to 0.

7. Violet. On a failed save, the creature is blinded. It must then make a Fortitude saving throw at the end of each of its turns.

On a successful save, the blindness ends.

On a failed save, the creature takes 2d4 radiant damage.

8. Special. A creature is struck by two colors. 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 damage for the red, orange, yellow, green, and blue rays by 1d8, the indigo ray by 1d8, and the violet ray by 1d4 for each additional mana or psi expended. If you expend 4 or more mana or psi the following colors change:

    Indigo. If the slowed level reaches 4, the creature is turned to stone, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration. Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

  • 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. This wild surge can only occur once each round, and the spell ends once five surges have triggered.