Sunday, January 2, 2011

Campaign Design - Spells: Sun Motes

Sun Motes (from the Advanced Player's Manual)
Conjuration [Fire]

Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: 15-foot-radius spread
Duration: 1 round per caster level (D)
Saving Throw: Reflex partial
Spell Resistance: No

A cloud of searing hot particles deals 4d6 points of fire damage to everything in its area of effect and blinds creatures for the duration of the spell. A successful Reflex save negates the blindness but does not reduce the damage. The dust cannot be removed and anything it coats takes an additional 1d6 points of fire damage each round the spell lasts. Undead, fungi, mold, oozes, and slimes take 4d8 points of damage initially and 1d8 points of damage each round thereafter.

While the spell lasts, anything coated with the dust sheds light as a torch. In addition, creatures coated with the dust take a -40 penalty on Hide checks, and invisible creatures or objects in the area are outlined and made visible for the duration of the spell. A magical darkness effect of any level suppresses the light from the spell, but does not keep the dust from burning.

Material Component: A pinch of ground sunstone.

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