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| priority:magic:spells:tier7:sunbeam [2023/10/25 18:31] – [Effect] elfinlocks | priority:magic:spells:tier7:sunbeam [2026/03/09 05:41] (current) – hyperlinking CL page elfinlocks | ||
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| ===== Casting ===== | ===== Casting ===== | ||
| - | **Casting Time:** 1 Standard | + | **Casting Time:** 1 Full Round Action |
| **Range:** 100 ft. | **Range:** 100 ft. | ||
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| ===== Description ===== | ===== Description ===== | ||
| - | For the duration of this spell, you can use a standard action | + | For the duration of this spell, you can use a [[chargen: |
| 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. | ||
| - | An undead creature caught within the beam takes 1d6 + 1 points of damage per caster level (maximum 20d6 + 20), or half damage if a Reflex save is successful. In addition, the beam results in the permanent destruction of any undead creature specifically harmed by bright light if it fails its save. | + | An undead creature caught within the beam takes 1d6 + 1 points of damage per [[priority: |
| The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. | The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. | ||
