🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Rainbow's EndSpell 1


RareConcentrateLightManipulateMythicSpirit
Source Pathfinder War of Immortals
Traditions Arcane, Divine, Primal, Occult
Cast Two Actions
Area 10-foot burst
Range 60 feet
Duration 1 minute
Saving Throw basic Fortitude

You reach upward to wrest down a rainbow and harness its power to connect this world to the heavens. Each creature in the area takes 1d4 spirit damage with a basic Fortitude save. Any creature that fails this save is additionally Dazzled for 1 round. For the spell's duration, an ally who's adjacent to you can Interact and be instantly teleported to an unoccupied space in the spell's area, as long as they don't travel more than 60 feet. This effect has the teleportation trait.


Heightened (+2) The damage increases by 2d4, the duration of the dazzled condition on a failed save increases by 1 round, and the maximum distance an ally can use the rainbow to teleport increases by 10 feet.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Concentrate

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

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.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.