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| priority:magic:spells:tier7:sunbeam [2023/10/25 18:31] – [Casting] elfinlocks | priority:magic:spells:tier7:sunbeam [2026/03/09 05:41] (current) – hyperlinking CL page elfinlocks | ||
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| ===== Description ===== | ===== Description ===== | ||
| - | For the duration of this spell, you can use a Move Action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels. The spell ends when its duration runs out, or your allotment of beams is exhausted. | + | 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. | ||
