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Ray spells - where are they?

Oghma

First Post
More ray stuff:

Some Ray feats I found online from the fabled Dragon Annual 5:

Ray Burst
Metamagic - REQ: none
You change the effect of a ray spell to a 30’ burst centered on yourself. A ray burst hits all targets within 10 feet. Targets within 30 feet are allowed a reflex save to avoid the burst. Any targets that do not avoid the effect are treated as if they were hit by the ray spell. Any target with 100% cover with respect to the caster is not affacted. A ray burst spell uses up a spell slot three levels higher than the spell’s actual level. Dragon annual 5, pg 26.


Ray Coning
Metamagic - REQ: none
You expand a ray spell to a 30’ cone. All targets in the area of effect receive Reflex saves to avoid the effect, but are otherwise affected as if they were hit by the ray spell. A coned ray uses up a spell slot two levels higher than the spell’s actual level. Dragon annual 5, pg 26.


Ray Extension
Metamagic - REQ: You maintain a ray spell for an additional round. When the extended ray spell is cast you can use your next action to attack with the eame ray. You can designate either a different target or the same target. A successful ranged touch attack is required for the second target. If any other actions are taken, or the spell is disrupted before your next action, then you lose the extended spell. An extended ray uses up a spell slot one level higher than the spell’s actual level. Dragon annual 5, pg 26.


Ray Focus
General - REQ: none
Your ray spells are more effective than normal. Add +2 to the DC for all saving throws against all ray spells that you cast. The effects of this feat stack with the effects of the Spell Focus feat. Dragon annual 5, pg 26.


Ray Splitting
Metamagic - REQ: none
A split ray can hit three targets. A successful ranged touch attack is needed for each target, and each roll incurs a -4 penalty to hit A target cannot be attacked more than once with a given spell. A split ray uses up a spell slot two levels higher than the spell’s actual level. Dragon annual 5, pg 26.
 

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Oghma

First Post
Hey! our very own EN World Player`s Journal: 3 has

Devon the Ray's Spellbooks: the many varied ray spells of the famous Devon.

Are these good?
 

Liquidsabre

Explorer
Wow, I'm surprised no one has mentioned taking the metamagic feat Reach Spell, this converts all touch spells into Ray spells for you:

4th - Ray (Touch) of Idiocy
5th - Vampiric (Touch) Ray
6th - Ray of Bestow Curse

To name a few possibilities, not sure how they stack up to spells of their level though.
 

Dthamilaye

First Post
IIRC, the arcane reach ability of Archmage does not change the touch-portion of the spells, even if they are now RTA's. I'm not sure about complete text of the Reach Spell MM but I believe the spells still stay as touch, not ray spells.

Depending on DM, he might or might not let the player use the RTA bonuses with touch spells + Arcane reach.



However, if you happen to play in a game where touch spells are changed to rays with those 2 abilities above, please remember to check Chain Spell -metamagic from Tome&Blood.
One spell to buff 1 main target + you caster level of others is pretty nifty. Heals-spell and such are very nice in a large army if the caster has Chain Spell. Or any buff with range of 'touch'.

BTW, you forgot (or did not include) the Archmage ability Arcane Fire (Su). That is one of the best abilities I have seen from any prestige class and quite many are Archmages, so it might be ok to include it too.
 
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andargor

Rule Lawyer Groupie
Supporter
If it helps, here are the ones that I have:

Code:
name                level                reference
Affliction          Sor/Wiz 4            R&R2
Blast of Force      Force 3              RTEE p162,DR294 p33
Bolt of Glory       Glory 6              DotF p82,D&D p216
Bolt of Power       Drd 2, Sor/Wiz 1     R&R2
Bolts of BedevilmentMadness 5            DotF p82
Bull's Grace        Sor/Wiz 2            R&R2
Dar'Tan's Shadow BolSor/Wiz 3            R&R
Darkbolt            Darkness 5           BoVD p90
Dimensional Anchor  Clr 4, Sor/Wiz 4     RSRD
Disintegrate        Destruction 7, Sor/WiRSRD
Disrupt Undead      Sor/Wiz 0            RSRD
Distracting Ray     Brd 2, Sor/Wiz 2     Annual #5 p23
Dying Breath        Sor/Wiz 2            R&R2
Energy Drain        Clr 9, Sor/Wiz 9     RSRD
Enervation          Sor/Wiz 4            RSRD
Greater Disrupt UndeSor/Wiz 3            Annual #5 p26
Languor             Drd 4                MotW p89
Life Bolt           Sor/Wiz 2            MoF p105
Negative Energy Ray Sor/Wiz 1            T&B p93
Polar Ray           Sor/Wiz 8            RSRD
Purifying Flames    Sor/Wiz 4, Sun 4     R&R
Ray of Clumsiness   Sor/Wiz 1            Annual #5 p23
Ray of Deanimation  Sor/Wiz 4            Annual #5 p26
Ray of Dizziness    Brd 2, Sor/Wiz 2     Annual #5 p24
Ray of Enfeeblement Sor/Wiz 1            RSRD
Ray of Entropy      Sor/Wiz 5            Annual #5 p26
Ray of Exhaustion   Sor/Wiz 3            RSRD
Ray of Flame        Sor/Wiz 1            Annual #5 p23
Ray of Frost        Sor/Wiz 0            RSRD
Ray of Ice          Sor/Wiz 2            Annual #5 p24
Ray of Light        Brd 1, Sor/Wiz 1     Annual #5 p23
Ray of Sickness     Sor/Wiz 2            Annual #5 p24
Ray of Stupidity    Sor/Wiz 2            Annual #5 p24
Ray of Weakness     Sor/Wiz 4            Annual #5 p26
Scorching Ray       Adp 2, Sor/Wiz 2     RSRD
Searing Light       Clr 3, Sun 3         RSRD
Soul Blast          Sor/Wiz 2            R&R2
Sting Ray           Brd 3, Sor/Wiz 3     Annual #5 p24
Stun Ray            Sor/Wiz 1            Annual #5 p23
Targeting Ray       Brd 1, Sor/Wiz 1     Annual #5 p23

Andargor
 
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Liquidsabre

Explorer
Dthamilaye said:
I'm not sure about complete text of the Reach Spell MM but I believe the spells still stay as touch, not ray spells.

Here's the relevant text from Reach Spell:

"The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient."

Now it says "effectively becomes a ray" but not "actually". So it IS likely not a ray according to the literal reading of the text.
 
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Oghma

First Post
Wow andargor, thanks!

I think, as soon as I get all this rounded up, I'll write a "Ray specialist" article.

It will summarize spells, feats, and character concepts for Ray aficionados. :)
 

Len

Prodigal Member
You could make some spells into ray spells just by naming and describing them differently (without changing the way they work). For example, call Magic Missile "Magic Ray", and when you cast it say "Two rays of magical energy dart forth from my fingertips, striking the bugbears."
 

Timely Drought

First Post
Len said:
You could make some spells into ray spells just by naming and describing them differently (without changing the way they work). For example, call Magic Missile "Magic Ray", and when you cast it say "Two rays of magical energy dart forth from my fingertips, striking the bugbears."
That is wrong. You need to make an attack roll for a ray to be a ray.
 

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