Ray of Flame
Evocation[Flame]
Level: Wiz/Sor 1
Components: V, S, F
Casting: One Action
Range: Close
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
A burning ray shoots out and does 1d6 fire damage, plus 1 point per caster level (max +5). Flammable objects may catch fire, dealing 1d6 damage the following round.
Focus: small polished glass lens.
Stun Ray
Conjuration (Creation) [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: One Action
Range: Close
Effect: Ray
Duration: One round plus 1d4 rounds
Saving Throw: Fortitude Partial
SR: Yes
A quick jolt of electricity darts from the caster to the target. This ray of electricity requires a successful ranged touch attack to hit. The target is stunned by the ensuing shock for one round and an additional 1d4 rounds unless a successful Fortitude save is made.
MC: A coiled copper wire.
Ray of Sickness
Necromancy
Level: Wiz/Sor 2
Component: V, S
Casting Time: One action
Range: Close
Effect: Ray
Duration: One round/level
Saving Throw: Fortitude negates
SR: Yes
With a successful ranged touch attack, a sickly green ray strikes the target. The ray makes the target temporarily nauseated. Nauseated characters are unable to attack, cast or concentrate on spells, or do anything else requiring attention. The only action an affected character can take is a single move (or a move-equivalent action) per round.
Ray of Ice
Evocation [Cold]
Level: Wiz/Sor 2
Components: V, S, M
Casting Time: One action
Rabge: Close
Effect: Ray
Saving throw: See text
SR: Yes
A cyan ray beams from the caster's fingertips and, with a successful ranged touch attack, hits the target. If used as a simple attack, the ray inflicts 1d6 points of cold damage for every 2 levels of the caster, to a maximum of 5d6. A fortitude save halves the damage.
Alternatively, the ray can be used to encase objects or targets in ice. A sword could be frozen in its scabbard, feet frozen to the floor, and so on. Freezing an item or creature requires a successful ranged touch attack, anmd creatures are allowed a Reflex saving throw to avoid being trapped. Freeing encased items (including feet) is a standard action and requires a Strength check with a DC equal to the spell's save DC. A creature whose feet are frozen to the floor receives to Dexterity bonus to AC and incurs a -2 penalty to attack rolls.
If used on a body of water, the spell freezes a circular area with a diameter in feet equal to the caster's level (maximum of 10 feet in diameter), to a thickness of the caster's level in inches (maximum 10 inches).
MC: Snow, ice, or melted snow or ice.
FEAT:
Ray Focus [General]
Benefit: Add +2 to the DC for all saving throws against all ray spells you cast.
Special: The effects of this spell stack with the effects of the Spell Focus feat.