Chromatic RaySpell 4
Source Pathfinder Secrets of Magic
Traditions Arcane, Occult
Cast

Range 30 feet
Target 1 creature
Saving Throw Fortitude
You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color.
- Red (fire) The ray deals 30 fire damage to the target.
- Orange (acid) The ray deals 40 acid damage to the target.
- Yellow (electricity) The ray deals 50 electricity damage to the target.
- Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be Enfeebled 1 for 1 minute (Enfeebled 2 on a critical failure).
Heightened (6th) The damage for 40 fireRed, 50 acidOrange, 60 electricityYellow, and 35 poisonGreen each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1-4 above and the results for 5-8 below.
- Blue The ray has the effect of the Petrify spell. On a critical hit, the target is Clumsy 1 as long as it's Slowed by the flesh to stone effect.
- Indigo (emotion, incapacitation, mental) The ray has the effect of the Confusion spell. On a critical hit, it has the effect of Warp Mind instead.
- Violet The target is Slowed for 1 minute. It must also succeed at a will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect.
- Intense Color The target is Dazzled until the end of your next turn, or Blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AttackAn ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
LightLight effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.