Chilling Darkness
Chilling Darkness
Level 3![PFS: Standard PFS: Standard](/pf2e/_astro/pfs.BvSLkKN1_25k9bG.png)
Attack
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Darkness
Darkness effects extinguish non-magical light in the area and can counteract less powerful magical light. You must usually target light magic with your darkness magic directly to counteract it, but some darkness spells automatically attempt to counteract light.
Manipulate
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.
Unholy
Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to [holy](/Traits.aspx?ID=517). If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
lesson: Lesson of Shadow
range: 120
saving_throw: AC
source: Player Core pg. 320
spell_type: Spell
target: 1 creature
tradition: Divine
type: Spell
You shoot an utterly cold ray of darkness tinged with unholy energy. Make a ranged spell attack. The ray deals 5d6 cold damage. If the target has the holy trait, you deal an extra 5d6 spirit damage.
Critical Success The target takes double damage.
Success The target takes full damage.
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.
Heightened (+1) The cold damage increases by 2d6, and the spirit damage against holy creatures increases by 2d6.