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Ray of Summer

You have learned to conjure a concentrated beam of summer heat and direct its blessed light at a foul enemy.

Effect

1 Lost, failure, and patron taint
2 - 11 Lost, failure
12 - 13 Warm. The caster sends a war ray that does 1 point of damage. They must have line of sight to the target. The ray never misses, though it may be blocked by certain magic (e.g. magic shield)
14 - 17 Heating Up. The caster sends a hot ray that does damage equal to 1d4+CL. They must have line of sight to the target. The ray never misses, though it may be blocked by certain magic (e.g. magic shield)
18 - 19 Burning. The caster sends a burning ray deals damage equal to 1d16+CL. the ray must be aimed at a single target to which the caster has line of sight. The ray never misses, though it may be blocked by certain magic (e.g. magic shield). The victim is burned and must make a Ref save to avoid catching fire and more damage.
20 - 23 Blow Torch. The caster sends a burning ray in a 10' cone at a single target, but also catching anyone within 5' of that target. The ray deals damage equal to 1d24+CL to the target and anyone (friend or foe) within 5' of the target. The ray never misses, though it may be blocked by certain magic (e.g. magic shield). The victim(s) is burned and must make a Ref save to avoid catching fire and more damage.
24 - 27 Laser. the caster throws a single focused powerful ray that does damage equal to 4d12+CL. The ray must be aimed at a single target to which the caster has line of sight, at a maximum range of 1000'. The ray never misses, though it may be blocked by certain magic (e.g. magic shield). The victim is burned and must make a Ref save to avoid catching fire and more damage.
28 - 29 Flamethrower. The caster sends a concentrated ray in a 20' cone at a single target, but also catching anyone within 10' of that target. The ray deals damage equal 1d24+CL to the target and anyone (friend or foe) within 10' of the target. The ray never misses, though it may be blocked by certain magic (e.g. magic shield). The victim(s) is burned and must make a Ref save to avoid catching fire and more damage.
30 - 31 Solar Flare. The caster sends a concentrated ray in a 20' cone at a single target, but also catching anyone within 10' of that target. The ray deals damage equal to 1d30+CL to the target and anyone (friend or foe) within 10' of the target. Range is line of sight, regardless of whether a direct path exist; e.g. the caster may launch the ray through a crystal ball or other scrying device. The ray has limited ability to defy magic shield and other protections; compare this spell check against the spell check used to create the magic shield. If the spell check is higher, the magic shield has only only a 50% chance of absorbing the ray. The victims are burned and must make a Ref save to avoid catching fire and more damage.
32+ Solar Storm. The caster directs five separate rays at up to five separate targets. The rays each do damage equal to 1d24+CL. They may direct these missiles  individually as a single action, or they may direct them all at a single target. The target(s) need not be present or visible, provided the caster has specific knowledge of that target, and the target(s) are exposed to the sky. In this case, the caster must have a physical memento of the target (hair, fingernail, vail of blood, etc.) and spend 1 turn concentrating to cast the spell, then continue concentrating as the ray seeks its target. The ray will seek out this target even if its concealed or invisible, though again, this method is limited to the target being exposed to the sky when the spell is cast (even a tent is enough to protect it against this out of sight attack). The victims struck are burned and must make a Ref save to avoid catching fire and more damage.

Manifestation

You raise one hand in supplication to the Two Faced Horned God and point a finger of recrimination at your victim.  A searing beam of the high summer sun streaks from the outstretched finger to the victim.
Related Discipline
Arcane (Two Faced Horned God)
Effect Duration
1 Round
Effect Casting Time
1 Round
Range
150' or more
Level
1

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