Divine Ray: Difference between revisions

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|name=Divine Ray
|name=Divine Ray
|level=3
|level=3
|divine=1
|themes=divine
|domain=Light
|domains=light
|cast=1 action
|cast=standard
|range=Self
|range=Self
|components=V, S
|components=V, S
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|area=30-foot line
|area=30-foot line
}}  
}}  
You shoot a ray of radiant light at a creature, or in a direction. All enemy creatures inside the ray must immediately, and at the start of their turn, succeed with a contested dexterity check or suffer 3d6 source damage.
You shoot a ray of divine energy at a creature, or in a direction. All enemy creatures inside the ray must immediately, and at the start of their turn, succeed with a contested dexterity check or suffer 3d6 [[Source]] damage.


When the ray is focused at a specific creature, the ray will stay focused on them for the duration unless they end their turn out of sight, but the ray will remain.
When the ray is focused at a specific creature, the ray will stay focused on them for the duration unless they end their turn out of sight, but the ray will remain.
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'''Power Increase'''<br>
'''Power Increase'''<br>
When you cast this spell using a spell slot of 4th level or higher, the ray deals an additional 1d6 radiant damage for each slot level above 3rd.
When you cast this spell using a spell slot of 4th level or higher, the ray deals an additional 1d6 [[Source]] damage for each slot level above 3rd.

Latest revision as of 20:57, 14 September 2023

3rd Level
Theme(s)
Divine
Domain(s)
Light
Casting Time Standard Action (3 AP)
Range Self
Area 30-foot line
Component(s) V, S
Duration Concentration, 3 turns

You shoot a ray of divine energy at a creature, or in a direction. All enemy creatures inside the ray must immediately, and at the start of their turn, succeed with a contested dexterity check or suffer 3d6 Source damage.

When the ray is focused at a specific creature, the ray will stay focused on them for the duration unless they end their turn out of sight, but the ray will remain.

While you are casting the ray, at the start of your turn you must use your action to keep the ray up, with this action you may change the focused creature.

Power Increase
When you cast this spell using a spell slot of 4th level or higher, the ray deals an additional 1d6 Source damage for each slot level above 3rd.