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Corona

Effect

Corona causes the afflicted to radiate greatly, producing light and emitting heat.

  In total darkness, Corona will light up an area in a 100-foot radius.
  Around dusk or dawn, Corona will deal 1d4 damage per round to anyone within 5 feet.
  During normal daytime, anyone within 10 feet will take 1d6 damage per round.
  Around mid-day, anyone within 20 feet takes 2d4 damage per round, and anyone within 5 feet takes 3d8 damage per round.
Wood within 20 feet needs to make a saving throw or begin burning. Wood within 10 feet suffers a penalty of 4 to its saving throw.
  While The Supreme, anyone within 100 feet will take 2d8 damage per round, anyone within 50 feet will take 4d10 damage per round, anyone within 20 feet will take 5d12 damage per round, and anyone within 5 feet will take 5d20 damage per round.
Wood within 50 feet needs to make a saving throw or begin burning. Wood within 20 feet suffers a penalty of 4 to its saving throw. Wood within 10 feet suffers a penalty of 10 to its saving throw.
Iron within 20 feet needs to make a saving throw or begin melting. Iron within 5 feet suffers a penalty of 4 to its saving throw.
Harder, thicker metals within 5 feet need to make a saving throw or begin melting.

  The afflicted is also capable of imbuing their weapon with their magic, burning their foes with each strike.
Around dusk or dawn, an additional 2 points of damage can be added to each attack.
During normal daytime, an additional 2d4 points of damage can be added to each attack.
Around mid-day, an additional 2d10+5 points of damage can be added to each attack. These attacks ignore leather armor, as the heated blunts or blades cut right through it. Enemies' metal armor needs to make a saving throw or they are cut clean through, adding no bonuses to armor class.
While The Supreme, an additional 2d20+10 points of damage can be added to each attack. These attacks ignore leather and metal armor, as the heated blunts or blades cut right through it.


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