Difference between revisions of "Sasha's Sunny Day (3.5e Spell)"
(Correcting typo (assuming spell is intended as Cleric 6)) |
Ghostwheel (talk | contribs) m (Reverted edits by 108.162.249.145 (talk) to last revision by ThunderGod Cid) |
||
Line 11: | Line 11: | ||
|subschool= | |subschool= | ||
|desc=Light | |desc=Light | ||
− | |lvl=Cleric | + | |lvl=Cleric, Druid 6, Light 6, Sorcerer/Wizard 6 |
|comp=V, S | |comp=V, S | ||
|casttime=1 round | |casttime=1 round |
Revision as of 14:41, 19 February 2020
| |||||||||
| |||||||||
| |||||||||
Rate this article Discuss this article |
Evocation [Light] | |
Level: | Cleric, Druid 6, Light 6, Sorcerer/Wizard 6 |
---|---|
Components: | V, S |
Casting time: | 1 round |
Range: | Personal |
Area: | 10 ft./level radius burst, centered on you |
Duration: | 1 round/level |
Saving Throw: | See text |
Spell Resistance: | No |
The wunderkind sorceress known as Sasha used this spell to allow herself to relax when the weather went bad. She was blissfully unaware of how devastating it proved to the health of her teachers and, much later, her apprentices.
Firstly, this spell creates an area of bright light and calm, albeit deathly arid, conditions. All weather effects or conjured weather conditions (including the effects of fog cloud, solid fog, cloudkill, or a similar effect) are negated within the area of this spell, as are any illusions (or other spells) that have the [Darkness] descriptor. While the initial area of this spell is indicated above, a daylight effect extends out to 200 feet per caster level and dim light to twice that distance.
An creatures within the area of effect that are vulnerable to natural sunlight (such as vampires) must make a Fortitude save or be instantly destroyed. Even on a successful save, these creatures are blinded for the duration of the spell and burning as long as they remain within the spell’s area. Creatures rendered powerless in bright sunlight are instantly made as such, and all other creatures that receive effects in natural sunlight gain them from this spell as well.
All creatures designated by the caster within the area must make a Reflex save to avoid being blinded for the duration of the spell. They also take 5d6 points of fire damage each round that they remain. If necessary, this damage stacks with the additional penalties described above.
A creature that remains in the area for more than one round becomes fatigued; more than ten rounds of exposure makes them exhausted. Neither of these two effects offer a save.
Finally, any spell with the [Light] descriptor cast within this spell's area of effect automatically has its damage maximized without a change in spell level or casting time.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Cleric
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Druid
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
ThunderGod Cidv |
---|
Article Balance | Very High + |
Author | ThunderGod Cid + |
Component | V + and S + |
Descriptor | Light + |
Identifier | 3.5e Spell + |
Level | Cleric +, Druid 6 +, Light 6 + and Sorcerer/Wizard 6 + |
Range | Personal + |
Rated By | Eiji-kun + and Foxwarrior + |
Rating | Rating Pending + |
School | Evocation + |
Summary | Hinder or destroy enemies with harsh light. + |
Title | Sasha's Sunny Day + |