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<blockquote data-quote="frankthedm" data-source="post: 2523390" data-attributes="member: 1164"><p>On the ground? I hope you mean falling prone for +4 to AC Vs. ranged attacks, because if <em>Disintegrate</em> sends them to 0 or lower HP [into the negatives] thet are dusted. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p><span style="color: YellowGreen">Disintegrate</span></p><p><span style="color: YellowGreen">Transmutation</span></p><p><span style="color: YellowGreen">Level: Destruction 7, Sor/Wiz 6</span></p><p><span style="color: YellowGreen">Components: V, S, M/DF</span></p><p><span style="color: YellowGreen">Casting Time: 1 standard action</span></p><p><span style="color: YellowGreen">Range: Medium (100 ft. + 10 ft./level)</span></p><p><span style="color: YellowGreen">Effect: Ray</span></p><p><span style="color: YellowGreen">Duration: Instantaneous</span></p><p><span style="color: YellowGreen">Saving Throw: Fortitude partial (object)</span></p><p><span style="color: YellowGreen">Spell Resistance: Yes</span></p><p><span style="color: YellowGreen"></span></p><p><span style="color: YellowGreen">A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). <u>Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.</u></span></p><p><span style="color: YellowGreen"></span></p><p><span style="color: YellowGreen">When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.</span></p><p><span style="color: YellowGreen"></span></p><p><span style="color: YellowGreen">A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.<u> If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.</u></span></p><p><span style="color: YellowGreen"></span></p><p><span style="color: YellowGreen">Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.</span></p><p><span style="color: YellowGreen">Arcane Material Component</span></p><p><span style="color: YellowGreen"></span></p><p><span style="color: YellowGreen">A lodestone and a pinch of dust.</span></p><p></p><p>Ghouls should always CDG foes unless they need to run there and then. They know thier paralasis won't last long. and a nice chomp of neck flesh is always tasty. </p><p></p><p>And if a player feel CDG is too easy or should be interuptable, they should have said something when the campaign first started, rather than to wait it until THEY were being affected. If the concern is legitimate, the matter can be discussed after the death is resolved. If they complain simply remind them of when their characters delayed In hopes of CDGing the guy the cleric was going to cast hold person on.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 2523390, member: 1164"] On the ground? I hope you mean falling prone for +4 to AC Vs. ranged attacks, because if [I]Disintegrate[/I] sends them to 0 or lower HP [into the negatives] thet are dusted. :] [COLOR=YellowGreen]Disintegrate Transmutation Level: Destruction 7, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial (object) Spell Resistance: Yes A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). [U]Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.[/U] When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.[U] If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.[/U] Only the first creature or object struck can be affected; that is, the ray affects only one target per casting. Arcane Material Component A lodestone and a pinch of dust.[/COLOR] Ghouls should always CDG foes unless they need to run there and then. They know thier paralasis won't last long. and a nice chomp of neck flesh is always tasty. And if a player feel CDG is too easy or should be interuptable, they should have said something when the campaign first started, rather than to wait it until THEY were being affected. If the concern is legitimate, the matter can be discussed after the death is resolved. If they complain simply remind them of when their characters delayed In hopes of CDGing the guy the cleric was going to cast hold person on. [/QUOTE]
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