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Dazzling Ray
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Description
Unleash a beam of brilliant light that Blinds all creatures in its path.
Until the spell ends, you can recast the spell. Casting it again may possibly Burn you each time you recast it.Properties
- Cost
- Action
- Damage: 2~20
- Details
- DEX Save (Spell save DC) (On Save: Targets still take half damage.)
- AoE: 18 m / 60 ft (Line)
- Recharge: Short rest
- Concentration
- Must be proficient with weapon
- Duration: 10 turns

2d10Radiant
Technical details
UID
Zone_MAG_Automaton_SunbeamShot Spell flags
Grants:
Condition: Blinded
Blinded
Duration: 1 turn
- The affected creature has Disadvantage on Attack rolls.
- The affected creature's range of attacks and spells reduced to 3 m / 10 ft.
- Attack rolls against affected creatures have Advantage.
Condition: Dazzling Ray
How to learn
Granted by items:
Notes
- Dazzling Ray uses the wielder's spell save DC rather than their weapon action DC and does not involve an attack roll. Consequently, it does not count as an attack for Extra Attack.
- Dazzling Ray uses concentration similar to other spells that can be recast like Sunbeam.
- While concentrating, the wielder gains a separate weapon action called Recast Dazzling Ray.
- Recast Dazzling Ray only becomes available when the initial cast of Dazzling Ray strikes a target.
- When casting Recast Dazzling Ray, the wielder makes a hidden DC 14 Constitution Saving Throw to avoid being Burned for 2 turns.
- When the wielder is burned, they immediately take 1d4Fire which may break their concentration on Dazzling Ray.

























