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Rainbow FumaroleSpell 8


ConcentrateFireIncapacitationLightManipulate
Source Pathfinder Rage of Elements
Traditions Arcane, Primal
Cast Three Actions
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

Sickened 2

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

Common

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.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Fire

Effects 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.

Incapacitation

An 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.

Light

Light 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.

Manipulate

You 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.