Magic:Prismatic Spray: Difference between revisions
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|Scripters= [[User:dougnoel|dougnoel]] | |Scripters= [[User:dougnoel|dougnoel]] | ||
|Testers= | |Testers= | ||
|School= | |School= Evocation | ||
|Subschool= | |Subschool= | ||
|Descriptors= | |Descriptors= | ||
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|Metamagic= Quicken, Silent, Still | |Metamagic= Quicken, Silent, Still | ||
|Energy Substitution= Yes | |Energy Substitution= Yes | ||
|Description= This spell causes seven shimmering, intertwined, multicolored beams of light to spray from the character's hand. Each beam has a different power. | |Description= This spell causes seven shimmering, intertwined, multicolored beams of light to spray from the character's hand. Each beam has a different power. Enemies in the area of the spell with 8 HD or less are automatically blinded (see blindness/deafness) for 1 rounds/caster level. All enemies in the area are randomly struck by one or two beams, which have additional effects. | ||
1 25d4 fire damage (Reflex half) | |||
2 25d6 acid damage (Reflex half) | |||
3 25d8 electricity damage (Reflex half) | |||
4 2d6 Constitution drain (Fortitude negates) | |||
5 Paralyzed for 10 rounds (Fortitude negates) | |||
6 Confused for 10 rounds (Will negates) | |||
6 | |||
7 | 7 Struck dead (Will negates) | ||
8 Struck by two rays Roll again twice, ignoring any #8 results | 8 Struck by two rays Roll again twice, ignoring any #8 results | ||
}} | }} | ||
Latest revision as of 15:32, 24 December 2018
Evocation
Level: Sor/Wiz 7
Innate Level: 7
Component(s): V, S
Casting Time: 1 action
Range: Short
Target: Spell Cone
Duration: Instantaneous
Counter(s): --
Saving Throw: Special (see text)
Spell Resistance: Yes
Metamagic: Quicken, Silent, Still
Energy Substitution: Yes
This spell causes seven shimmering, intertwined, multicolored beams of light to spray from the character's hand. Each beam has a different power. Enemies in the area of the spell with 8 HD or less are automatically blinded (see blindness/deafness) for 1 rounds/caster level. All enemies in the area are randomly struck by one or two beams, which have additional effects.
1 25d4 fire damage (Reflex half)
2 25d6 acid damage (Reflex half)
3 25d8 electricity damage (Reflex half)
4 2d6 Constitution drain (Fortitude negates)
5 Paralyzed for 10 rounds (Fortitude negates)
6 Confused for 10 rounds (Will negates)
7 Struck dead (Will negates)
8 Struck by two rays Roll again twice, ignoring any #8 results