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. The fire ignites any flammable objects in the area that aren’t being worn or carried. On a failure, a creature takes 3d6 fire damage and is burning 2. On a success, a creature takes half as much damage.

2. Orange. On a failure, a creature takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn. On a success, a creature takes half as much damage.

3. Yellow. On a failure, a creature takes 3d8 lightning damage and it can’t take reactions until the end of its next turn. On a success, 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 failure, a creature takes 2d10 poison damage and is poisoned until the end of its next turn. On a success, a creature takes half as much damage.

5. Blue. On a failure, a creature takes 3d6 cold damage and is slowed 1 until the end of its next turn. On a success, a creature takes half as much damage.

6. Indigo. On a failure, 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 success, the slow ends.

7. Violet. On a failure, 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 success, 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 for each option.
  • You can increase the effect for each additional mana expended.

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

    2. Orange. Increase the damage by 1d8 for each additional mana expended.

    3. Yellow. Increase the damage by 1d8 for each additional mana expended.

    4. Green. Increase the damage by 1d10 for each additional mana expended.

    5. Blue. Increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

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

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