Sunbeam
School: Evocation Level: Drd 7, Sun 7
Components:   V, S, DF   Casting Time:   1 action  
Range:   Medium (100 ft. + 10 ft./level)   Target:     
Effect:      Area:   Beam 5 feet wide and 100 ft. + 10 ft./level long, starting at a point right in front of the character  
Duration:   1 round/level or until all beams are exhausted   Saving Throw:   Reflex negates and half (see text)  
Spell Resistance:   Yes   XP Cost:     
Focus:      Material Components:     
Description:   

For the duration of this spell, the character can use a standard action to evoke a dazzling beam of intensely hot light each round. The character can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or the character's allotment of beams is exhausted.

All creatures in the beam are blinded and take 3d6 points of damage. (A successful Reflex save negates the blindness and reduces the damage by half.) In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills. Creatures to whom sunlight is harmful or unnatural take double damage.

Undead creatures caught within the ray are dealt 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the ray results in the destruction of undead creatures specifically affected by sunlight if they fail their saves.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures just as if they were undead creatures.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002