SPELL 3
Traditions divine
Cast somatic, verbal
Range 120 feet; Targets 1 creature
You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack against the target. You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial.
If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell's target.
Critical Success The target takes double damage.Success The target takes full damage.Heightened (+1) The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6.
Core Rulebook, page 323.
Open Chilling Darkness in the interactive spells list or browse all spells starting with C.