Areas of Effect: Difference between revisions
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: If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. | : If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. | ||
: Note that rays count as weapons for the purpose of spells, feats and effects that affect weapons. For example, a bard's inspire courage ability says it affects "weapon damage rolls," which is worded that way so you don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls. This also means that feats that affect Weapon damage and to-hit rolls, such as [[Weapon Focus (Feat)]] or [[Weapon Specialization (Feat)]] can be taken by players with access to ray attacks | : Note that rays count as weapons for the purpose of spells, feats and effects that affect weapons. For example, a bard's inspire courage ability says it affects "weapon damage rolls," which is worded that way so you don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls. This also means that feats that affect Weapon damage and to-hit rolls, such as [[Weapon Focus (Feat)]] or [[Weapon Specialization (Feat)]] can be taken by players with access to ray attacks (such as Wizards or Sorcerers, or anyone who has purchased a [[Bonebreakers Rod]] or other ray-making magic item) and those feats applied to any ray attacks they generate by casting spells or using magic items. | ||