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Chilling DarknessSpell 3

AttackColdDarknessEvilEvocation
Source Core Rulebook pg. 323
Traditions divine
Cast Two ActionsTwo Actions 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.