Focus Radiance (3.5e Spell)
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Evocation [Light] | |
Level: | Sorcerer/Wizard 2 |
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Components: | V, S, F |
Casting time: | See Text |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | A burst of light in the form of a reversed cone. |
Duration: | Instantaneous |
Saving Throw: | Reflex half, Fortitude partial |
Spell Resistance: | Yes |
The bloodied mage hurled forth the glass lens with a shout, holding a torch aloft with his other hand, the flickering light showing the grinning faces of several ghouls. As the glass rolled off his fingertips, his hand fluidly shifted to point at the farthest ghoul, and the lens stopped midair between the end of his finger and his target. With a word in Celestial, what little light was left in the room leapt forth and rent the ghoul asunder, the decaying thing exploding in ichor and ash just as the room went black. He prayed that when the light returned again and the flame faded from black back to orange that the spell had destroyed the other ghastly undead as well.
This spell focuses existing light onto a single point. To cast this spell, at least one square within your reach must have at least dim light or better. Dim light causes the spell to have half damage and -2 DC, bright light causes the spell to have normal effect, and Sunlight causes this spell to deal 50% more damage (When combined with Empower or a similar effect, you add this percentage to the Empower effect's percentage rather than applying this before or after Empower). If the spell is cast using a non-living, non-celestial light source (Ruling out the sun, moon, stars, and things like Will-O'-Wisps and Fire Elementals, but not candles, torches, campfires or spells), the light is removed at the end of the casting, until the beginning of your next turn. This doesn't extinguish or dispel the source, but does negate all light it produces.
The spell's shape is unique, in the form of a reversed cone, with the caster in the center of its wide end, and a primary target at its narrow end. Additionally, its casting time may be varied, anywhere from a Swift action to 2 full rounds, for increased or reduced effects based on how long it was cast.
In all four forms, the caster selects their primary target at the end of the casting, making a ranged touch attack. The results of this attack roll are applied to the AC of all targets in a straight line between the caster and primary target; Those struck by this attack don't receive a Reflex saving throw to reduce the spell's damage by half. Likewise, targets half the spell's range from the caster or farther take increased damage.
Swift: When you cast this spell as a Swift action, it deals 1d4 Radiant damage per two caster levels to targets within the first half of the spell's range, up to 5d4, and are allowed a Reflex save for half damage. Those beyond the first half of the range take 1d6 damage per two caster levels instead.
Standard: As Swift, above, except the damage is 1d6 per two caster levels for those within the first half. and 1d8 per two caster levels for those within the first half, with the level cap being 10 dice instead of 5. Finally, those the caster hits with the central ray must succeed at a Fortitude save or be Dazzled for 1d4+1 rounds.
1 Round: As Standard, above, except that the damage is 1d6 per caster level for those within the first half and 1d8 per caster level for those within the second half (Max 10 dice). Any who fail their Reflex saves must make a Fortitude save or be Dazzled for 1d4+1 rounds, while those hit by the central ray must are Blinded for 1 round on a failed Fort save and Dazzled for 1d4+1 rounds on a successful save.
2 Rounds: As Round, above, except that the damage is 1d8 per caster level for those within the first half of the range and 1d10 per caster level for those within the second half. Those failing their Reflex saves must also make a Fortitude save; If they fail, they are Blinded for 1 round in addition to being Dazzled for 1d4+1 rounds; If they succeed, they are only Dazzled. Those struck by the central ray are, in addition to being Dazzled for 1d4+1 rounds, Blinded for 1d4+1 rounds on a failed save, or for 1 round on a successful save.
Focus: A glass or crystal lens or prism, worth about 50gp.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Article Balance | Very High + |
Author | Zhenra-Khal + |
Component | V +, S + and F + |
Descriptor | Light + |
Identifier | 3.5e Spell + |
Level | Sorcerer/Wizard 2 + |
Range | Close + |
Rating | Unrated + |
School | Evocation + |
Summary | Focus nearby light onto a single point, damaging and possibly dazzling or blinding foes. + |
Title | Focus Radiance + |