Difference between revisions of "Light"
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False Wall; Light; DC 32, You cause a minor illusion to cover a window, door, arch or other aperture with an illusory section of wall, making it appear as though the wall is continuous and there is no opening. A spot check (DC 26) or interacting with the section of illusory wall breaks the illusion. | False Wall; Light; DC 32, You cause a minor illusion to cover a window, door, arch or other aperture with an illusory section of wall, making it appear as though the wall is continuous and there is no opening. A spot check (DC 26) or interacting with the section of illusory wall breaks the illusion. | ||
− | Shining; Light; DC 42, You surround yourself with an immense halo of light. Illumination extends out 120 feet. Creatures who target you take a -6 to attacks, and must make a fortitude save or be | + | Shining; Light; DC 42, You surround yourself with an immense halo of light. Illumination extends out 120 feet. Creatures who target you take a -6 to attacks, and must make a fortitude save or be [[Dazzled]] for 1d4 minutes as well. In addition to the penalty to attack, projectiles that target you or pass through an adjacent space have a 50% chance of being destroyed. Creatures who attack you in melee take 2d6 heat damage, no save. Attempting to [[Grab]] or [[Grapple]] deals 4d6, again no save. |
Sunbeam; Light; DC 46, You deal 10d6 points of heat damage to target creature and it is [[Blind|Blinded]] for 1d6 rounds. Undead take double damage from this, and armor worn by the target takes 3d6 damage, bypassing hardness. A successful fortitude save halves the damage and negates the blindness. | Sunbeam; Light; DC 46, You deal 10d6 points of heat damage to target creature and it is [[Blind|Blinded]] for 1d6 rounds. Undead take double damage from this, and armor worn by the target takes 3d6 damage, bypassing hardness. A successful fortitude save halves the damage and negates the blindness. |
Revision as of 08:01, 6 March 2011
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Light provides illumination where all other lights fail. At its simplest it reveals, at its most powerful it is deadly.
Special Uses
Light may be used to make simple, visual-only illusions. To make complex illusions it must be combined with Mind.
Use in Mixed Spells
Combined with Mind, and/or Darkness, illusions become more powerful.
Counterspells
May be used to counter Darkness and Perception spells.
Example Spells
Light; Light; DC 15, Light springs forth from one of your hands, illuminating out to 60 feet away. It lasts up to 2 hours, but you may turn it on and off as a free action.
Flare; Light; DC 20, By causing a burst of light directly in front of a target, the target is Dazzled for 1 minute. Fortitude negates, target must have eyes.
Diffract; Light; DC 25, You warp the light around you, making it difficult to see where you are. You gain a +4 to AC against all enemies that are using their eyes to see you.
False Wall; Light; DC 32, You cause a minor illusion to cover a window, door, arch or other aperture with an illusory section of wall, making it appear as though the wall is continuous and there is no opening. A spot check (DC 26) or interacting with the section of illusory wall breaks the illusion.
Shining; Light; DC 42, You surround yourself with an immense halo of light. Illumination extends out 120 feet. Creatures who target you take a -6 to attacks, and must make a fortitude save or be Dazzled for 1d4 minutes as well. In addition to the penalty to attack, projectiles that target you or pass through an adjacent space have a 50% chance of being destroyed. Creatures who attack you in melee take 2d6 heat damage, no save. Attempting to Grab or Grapple deals 4d6, again no save.
Sunbeam; Light; DC 46, You deal 10d6 points of heat damage to target creature and it is Blinded for 1d6 rounds. Undead take double damage from this, and armor worn by the target takes 3d6 damage, bypassing hardness. A successful fortitude save halves the damage and negates the blindness.