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 plus 2d6 persistent fire
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2
Orange
50 fire
Knocked Prone
3
Yellow
30 fire plus 20 bludgeoning
Pushed 10 feet
4
Green
20 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.
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Traits
An action with this trait requires a degree of mental concentration and discipline.
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.
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.
[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."}]}
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.