Ray of Exhaustion (Sorcerer/Wizard Spell): Difference between revisions
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| School|[[Necromancy]] | | School|[[Necromancy]] | ||
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| Components|V, S, M | | Components|V, S, M | ||
}}</onlyinclude> ( | }}</onlyinclude> (A drop of sweat in a runed crystal vial, worth 1 gp.) | ||
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| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}} | | Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}} | ||
| Target| | | Target|{{Targets|1}} struck by the ray attack | ||
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FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, | FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates, | ||
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| Description =A black ray projects from your pointing finger. You must succeed on a | | Description = A black ray projects from your pointing finger, warping the air around it in a heat shimmer where time seems to slow to a crawl. You must succeed on a [[Ranged Touch Attack]] to strike a target with this ray, as you chuckle in dark delight at their predicament. | ||
: Upon a successful hit, the Ray of Exhaustion inflicts {{Circle|2}} of {{dmg|Negative Energy}} damage. | |||
:The | : The target must then perform a [[FORT]] save against a DC as defined above. If the save fails, the target is also [[Fatigued]], and may become subject to the Synergy listed below if the conditions are met. If the target succeeds on the save, they are not fatigued, and are therefore not subject to the synergy. Regardless of the outcome of the saving throw, if the ranged touch attack hits, the target takes the full damage of the spell; only the affliction of the fatigued condition and the subsequent synergy are affected by the saving throw. | ||
:'''Synergy''' | :'''Synergy:''' If a creature receives any other status condition while it is suffering from the status condition laid by this spell, the old condition may be replaced with a new effect. In such cases, the dire energy of this spell inflicts {{Circle|5}} of {{dmg|Negative Energy}} damage as it is expelled from the victims body. | ||
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | | ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | ||
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| Reviewed| | | Reviewed|Y | ||
<!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" --> | <!-- Values: N (not reviewed) or Y (reviewed); blank defaults to "N" --> | ||
}}</onlyinclude>}} | }}</onlyinclude>}} |
Latest revision as of 14:32, 29 July 2023
- Level: Sorcerer/Wizard 3
- School: Necromancy
Casting
- Casting Time: Standard Action, or the first attack of a Full Attack Action
- Components: V, S, M (A drop of sweat in a runed crystal vial, worth 1 gp.)
Effect
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: one target creature struck by the ray attack
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Fortitude partial
Save DC: 10 + caster stat modifier + spell level - Spell Resistance: Yes
Description
- A black ray projects from your pointing finger, warping the air around it in a heat shimmer where time seems to slow to a crawl. You must succeed on a Ranged Touch Attack to strike a target with this ray, as you chuckle in dark delight at their predicament.
- Upon a successful hit, the Ray of Exhaustion inflicts (Circle 2 damage): 1d6 points of damage per character level (max 6d6 at character level 6) of Negative Energy (energy, uncommon) damage.
- The target must then perform a FORT save against a DC as defined above. If the save fails, the target is also Fatigued, and may become subject to the Synergy listed below if the conditions are met. If the target succeeds on the save, they are not fatigued, and are therefore not subject to the synergy. Regardless of the outcome of the saving throw, if the ranged touch attack hits, the target takes the full damage of the spell; only the affliction of the fatigued condition and the subsequent synergy are affected by the saving throw.
- Synergy: If a creature receives any other status condition while it is suffering from the status condition laid by this spell, the old condition may be replaced with a new effect. In such cases, the dire energy of this spell inflicts (Circle 5 damage): 1d6+1 points of damage per character level (max 15d6+15 at character level 15) of Negative Energy (energy, uncommon) damage as it is expelled from the victims body.
Mana Burn Circle Damage
Spell Circle | Burn Cost | Req'd Char Level | Base Dice | Max Dice |
---|---|---|---|---|
0 | N/A | N/A | 1d4 per 2 character levels | max of 4d4 at character level 8 |
1 | N/A | 1st | 1d6 per character level | max of 4d6 at character level 4 |
2 | +1 | 3rd | 1d6 per character level | max of 6d6 at character level 6 |
3 | +1 | 5th | 1d6 per character level | max of 10d6 at character level 10 |
4 | +1 | 7th | 1d6+1 per character level | max of 12d6+12 at character level 12 |
5 | +1 | 9th | 1d6+1 per character level | max of 15d6+15 at character level 15 |
6 | +1 | 11th | 1d6+2 per character level | max of 16d6+32 at character level 16 |
7 | +1 | 13th | 1d6+2 per character level | max of 20d6+40 at character level 20 |
8 | +1 | 15th | 1d6+3 per character level | max of 21d6+63 at character level 21 |
9 | +1 | 17th | 1d6+3 per character level | max of 25d6+75 at character level 25 |
10 | +1 | 19th | 1d6+4 per character level | max of 25d6+100 at character level 25 |
11 | +1 | 21st | 1d6+5 per character level | max of 25d6+125 at character level 25 |
12 | +1 | 23rd | 1d6+6 per character level | max of 27d6+162 at character level 27 |
13 | +1 | 25th | 1d6+7 per character level | max of 27d6+189 at character level 27 |
14 | +1 | 27th | 1d6+8 per character level | max of 29d6+232 at character level 29 |
15 | +1 | 29th | 1d6+9 per character level | max of 29d6+261 at character level 29 |
16 | +1 | 31st | 1d6+10 per character level | max of 30d6+300 at character level 30 |
17 | +1 | 33rd | 1d6+11 per character level | max of 30d6+330 at character level 30 |
18 | +1 | 35th | 1d6+12 per character level | max of 30d6+360 at character level 30 |