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Divine Ray: Difference between revisions

From Kronopolis and the Flat Plane
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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.
"''You channel a ray of divine energy.''"
 
* All enemy creatures inside the ray must immediately overcome the spellcast with their [[Dex AL]] or suffer {{c|3d6}} [[Source]] damage. When a creature enters or end their turn inside the ray, they must overcome the spellcast as well.
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 your [[concentration]] hold, you are [[slowed]] and cannot cast any other spells. You may as a [[bonus action]] choose a new area.
 
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'''<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 1d6 [[Source]] damage for each slot level above 3rd.

Revision as of 10:47, 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 ray must immediately overcome the spellcast with their Dex AL or suffer 3d6 Source damage. When a creature enters or end their turn inside the ray, they must overcome the spellcast as well.

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.