Rainbow FumaroleSpell 8
Source Pathfinder Rage of Elements
Traditions Arcane, Primal
Cast

Area 20-foot cylinder
Range 500 feet
Duration 1 minute
Saving Throw basic Reflex
Area 20-foot radius, 60-foot-tall cylinder
Multi-hued flames break through cracks in the ground, reaching high into the sky and giving off dangerous fumes. When you cast the spell, roll 1d8 on the table below to determine the effects of the fumarole.
Any creature caught inside the area of rainbow fumarole when you cast it takes the indicated damage with a basic Reflex save and, on a failure, takes any added effect listed. Creatures must also attempt a saving throw when they move through the spell's area or end their turn in it. Squares within the area of the rainbow fumarole are difficult terrain.
d8 | Color | Damage | Added Effect |
|---|---|---|---|
1 | Red | 50[fire],2d6 persistent,fire50 fire plus 2d6 persistent fire | — |
2 | Orange | 50 fire | Knocked Prone |
3 | Yellow | 30[fire],20 bludgeoning30 fire plus 20 bludgeoning | Pushed 10 feet |
4 | Green | 20[fire],20 acid20 fire plus 20 acid | |
5 | Blue | 30 fire | Paralyzed for 1 round |
6 | Indigo | 30 fire | Confused for 1 minute |
7 | Violet | 30 fire | Slowed 1 for 1 minute |
8 | All | Choose the color for each affected creature and use that color's damage and added effect; if a creature is affected again, you can choose a different color. | — |
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.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
IncapacitationAn ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
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.