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DREDAN realm of metal and myth campaign 117

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Brilliance is the positive energy version of enervation the crystals are out of the field effect, then the crystals work normally Creatures created by Jusay crystals (such as BLU) not wink out; they are held at bay DETECT ENERGY Divination Level: Brd 1, Clr 1, Dru 1, Sor/Wiz Components: V, S, DF Casting Time: standard action Range: 60 ft Area: Cone-shaped emanation Duration: Concentration, up to 10 / level (D) Saving Throw: None Spell Resistance: No BRILLIANCE Evocation [Positive] Level: Clr 4, Pos 4, Sor/Wiz Components: V, S, M/DF Casting Time: standard action Range: Close (25ft + ft / levels) Effect: Ray of positive energy Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You can sense the presence of all energy types including positive and negative The amount of information revealed depends on how long you study a particular area or subject 1st Round: Presence or absence of the energy 2nd Round: Number of energy auras (creatures, objects, or spells) in the area and the power of the most potent positive or negative aura present If you are a positive creature, and the strongest negative aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for round and the spell ends 3rd Round: The power and location of each aura If an aura is outside your line of sight, then you discern its direction but not its exact location Upon completion of the spell you point your finger at your target and a ray of brilliant pure white positive energy streams toward your target You must make a range touch attack to hit Upon hitting the target, it takes 1d6 of positive energy per caster level (maximum 10d6) Depending on the creature type is what happens with the positive energy If the target hit was undead then the undead creature takes 1d6 of positive energy damage per level (maximum 10d6) If the target hit was a living creature then the creature gains 1d6 per level (maximum 10d6) of temporary hitpoints NOTE- Any living creature that has temporary hit point total exceeding their maximum hitpoints must make a Fortitude save (DC 20) or be consumed in pure energy These hitpoints drain away at a rate of 1d20 rounds TABLE 6-2: DETECT ENERGY Aura Power Creature/Object Faint Moderate Strong Overwhelming Positive or negative creature1 (HD) 10 or lower 11–25 26–50 51 or higher Undead (HD) or lower 3–8 9–20 21 or higher Positive or negative outsider (HD) or lower 2–4 5–10 11 or higher Cleric of a positive or negative deity (class levels) 2–4 5–10 11 or higher Positive or negative magic item or spell (caster level) 6th -10th 11th -15th 16th – 20th 21st or higher Except for undead and outsiders, which have their own entries on the table Some characters who are not clerics may radiate an aura of equivalent power The class description will indicate whether this applies (I.E Dredan Knight) 116

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