Wand of Chromatic Burst (4th-rank)
This intricately carved quartz wand changes color, cycling through the colors of the rainbow.
Activate Cast a Spell
Frequency once per day, plus overcharge
Effect You cast 4th-rank Chromatic Armor. Additionally, the target can use the Chromatic Armor Burst action.
Chromatic Armor Burst 1 (concentrate, light, magical)
Requirements You're affected by Chromatic Armor created by the wand of chromatic burst
Effect Choose one color of the Chromatic Armor the wand created for you. The spell ends and light of that color flashes brightly in a 20-foot emanation. Creatures in the area take 4d6 untyped damage of the type associated with the color you chose, with a reflex save against your spell DC. This action has the trait corresponding to the damage type you chose.
Craft Requirements Supply a casting of Chromatic Armor of the appropriate rank.
Traits
An action with this trait requires a degree of mental concentration and discipline.
[table]{"columns":[{"key":"c0","label":"Levels of Light","align":"left"},{"key":"c1","label":"Description","align":"left"}],"rows":[{"c0":"Bright Light","c1":"In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better."},{"c0":"Dim Light","c1":"Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision."},{"c0":"Darkness","c1":"A creature or object within darkness is Hidden or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the Blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you Dazzled for a short time, as determined by the GM."}]}
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
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.
A wand contains a single spell which you can cast once per day.