Make a ranged spell attack against a single target, The ray’s effect depends on which color happens
to be dominant when the beam strikes its target,
determined by rolling 1d8.
1 = Red, 1d8 Fire Damage per Spell level
2 = Orange, 1d8 Radiant Damage per Spell level
3 = Yellow, 1d8 Lightning Damage per Spell level
4 = Green, 1d8 Acid Damage per Spell level
5 = Blue, 1d8 Cold Damage per Spell level
6 = Indigo, 1d8 Force Damage per Spell level
7 = Violet, 1d8 Necrotic Damage per Spell level
8 = Shifting, Reroll, one of the other rays affects you. On another 8, the ray fizzles with no effect.
On a critical hit, the spell causes no additional damage, but the caster can choose the colors of the beams that hits the target.
Rays of shifting color springs from your hand.
Make a ranged spell attack against a single target, a number of rays equal to your Spellcasting modifier shoot at the target.
The ray’s effect depends on which color happens
to be dominant when the beam strikes its target,
determined by rolling 1d8.
1 = Red, 1d8 Fire Damage per Spell level
2 = Orange, 1d8 Radiant Damage per Spell level
3 = Yellow, 1d8 Lightning Damage per Spell level
4 = Green, 1d8 Acid Damage per Spell level
5 = Blue, 1d8 Cold Damage per Spell level
6 = Indigo, 1d8 Force Damage per Spell level
7 = Violet, 1d8 Necrotic Damage per Spell level
8 = Shifting, Reroll, one of the other rays affects you. On another 8, the ray fizzles with no effect.
On a critical hit, the spell causes no additional damage, but the caster can choose the colors of the beams that hits the target.
When a target would make an attack roll, a saving throw, or an ability or skill check, you force that target to reroll a number of times equal to the Spell Level used. The target must take the lowest result. If the target rolls a 1 on any of the rerolled dice, they repeat this process on the next applicable roll with one less reroll, until 0.
A number of attacks have advantage on the caster for an equal number as the Spell Level used.
You summon a shadow aberration of challenge rating equal to double the spell slot used, which appears in an unoccupied space that you can see within range. The creature disappears
when it drops to 0 hit points or when the spell ends.
Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the voidborn’s turn, you can use your reaction to command the creature by speaking in void speech or making a persuasion check equal to 10 or the creature's CR, whichever is higher. It obeys your verbal command, and you take 1d6 psychic
damage at the end of the creature’s turn.
If your concentration is broken, the creature
doesn’t disappear. Instead you can no longer issue
commands to the creature, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears it would mean its own death.
The creature can’t
be dismissed by you, but it disappears 1 hour after you summoned it.