Level: 5
Range: 10 yds/level
Duration: Special
Components: V, S, M
Casting Time: 1 round
Saving Throw: 1/2 damage
Area of Effect: 1 creature
This spell creates a glimmering
rainbow of light that arches between the
caster’s open
hands. Once the rainbow takes form, the
caster can choose
to fire a ray 1 foot wide from the rainbow,
aimed at one
creature up to 10 feet away per level of
the mage. The ray
can take the form of one of the seven colors
of energy drawn
from the quasi-plane of radiance.
Red: cold energy
( + 1 damage to fire-based creatures, no
damage if cold-based)
Orange: heat
energy (+ 1 damage to cold-based creatures,
no damage if fire-based)
Yellow: acid damage (save vs spells to take no damage)
Green: neutralize poison (per cleric spell)
Blue baton: electrical
energy ( + 10 damage points to metal
armored enemy)
Indigo: undead specific (only undead harmed)
Violet: vegetation
specific (only plants harmed)
The ray will inflict 1d6 points of damage per level of the
caster, of a type corresponding to the
color of the ray. If the
creature makes its save, only half damage
is suffered.
The mage must concentrate to keep the radiant
arch
active, so any attack that breaks the caster’s
concentration
will dispel the rainbow and prevent the
caster from launching
a ray.
A crystal prism
(which breaks after the spell) and a
small black board with
a pinhole through the center.