Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Divine Ray: Difference between revisions

From Kronopolis and the Flat Plane
No edit summary
No edit summary
Line 15: Line 15:


'''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 [[Source]] 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 {{c|1d6}} [[Source]] damage for each slot level above 3rd.

Revision as of 10:49, 15 May 2025

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 channel a ray of divine energy."

  • All enemy creatures inside the area must immediately overcome the spellcast with their Dex AL or suffer 3d6 Source damage. When a creature enters or end their turn inside the area, they must also overcome the spellcast.
    • While your concentration hold, you are slowed and cannot cast any other spells. You may as a bonus action choose a new area, creatures between the old and new area count as entering the area.

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.