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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| priority:magic:spells:tier7:sunbeam [2023/10/25 18:30] – [Casting] elfinlocks | priority:magic:spells:tier7:sunbeam [2023/10/25 18:31] (current) – [Casting] elfinlocks | ||
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| ===== Casting ===== | ===== Casting ===== | ||
| - | **Casting Time:** 1 Standard | + | **Casting Time:** 1 Full Round Action |
| **Range:** 100 ft. | **Range:** 100 ft. | ||
| Line 13: | Line 13: | ||
| ===== Effect ===== | ===== Effect ===== | ||
| - | **Target: | + | **Target: |
| **Duration: | **Duration: | ||
| Line 23: | Line 23: | ||
| ===== Description ===== | ===== Description ===== | ||
| - | For the duration of this spell, you can use a standard action | + | For the duration of this spell, you can use a Move Action |
| Each creature in the beam is blinded (permanently) and takes 6d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. | Each creature in the beam is blinded (permanently) and takes 6d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. | ||
