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
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."}]}
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.
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.
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.