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<blockquote data-quote="Sepulchrave II" data-source="post: 3084043" data-attributes="member: 4303"><p><span style="font-size: 9px"><strong>Fireball</strong></span></p><p><span style="font-size: 9px">Evocation [Fire]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Level:</strong> Sor/Wiz 3</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S, M</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Long (400 ft. + 40 ft./level)</span></p><p><span style="font-size: 9px"><strong>Area:</strong> 20-ft.-radius spread</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> Reflex half</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Delayed Blast Fireball</strong></span></p><p><span style="font-size: 9px">Evocation [Fire]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Level:</strong> Sor/Wiz 7</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> 5 rounds or less; see text</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Lightning Bolt</strong></span></p><p><span style="font-size: 9px">Evocation [Electricity]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Level:</strong> Sor/Wiz 3</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S, M</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-size: 9px"><strong>Range:</strong> 120 ft.</span></p><p><span style="font-size: 9px"><strong>Area:</strong> 120-ft. line</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> Reflex half</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Chain Lightning</strong></span></p><p><span style="font-size: 9px">Evocation [Electricity]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Level:</strong> Air 6, Sor/Wiz 6</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V,S,F</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Long (400 ft. + 40 ft./level)</span></p><p><span style="font-size: 9px"><strong>Targets:</strong> One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> Reflex half</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Polar Ray</strong></span></p><p><span style="font-size: 9px">Evocation [Cold]</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Level:</strong> Sor/Wiz 8</span></p><p><span style="font-size: 9px"><strong>Components:</strong> V, S, F</span></p><p><span style="font-size: 9px"><strong>Casting Time:</strong> 1 standard action</span></p><p><span style="font-size: 9px"><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</span></p><p><span style="font-size: 9px"><strong>Effect:</strong> Ray</span></p><p><span style="font-size: 9px"><strong>Duration:</strong> Instantaneous</span></p><p><span style="font-size: 9px"><strong>Saving Throw:</strong> None</span></p><p><span style="font-size: 9px"><strong>Spell Resistance:</strong> Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).</span></p><p></p><p>Just wanted them handy.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3084043, member: 4303"] [SIZE=1][B]Fireball[/B] Evocation [Fire] [B]Level:[/B] Sor/Wiz 3 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Long (400 ft. + 40 ft./level) [B]Area:[/B] 20-ft.-radius spread [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. [B]Delayed Blast Fireball[/B] Evocation [Fire] [B]Level:[/B] Sor/Wiz 7 [B]Duration:[/B] 5 rounds or less; see text This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled. [B]Lightning Bolt[/B] Evocation [Electricity] [B]Level:[/B] Sor/Wiz 3 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 120 ft. [B]Area:[/B] 120-ft. line [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. [B]Chain Lightning[/B] Evocation [Electricity] [B]Level:[/B] Air 6, Sor/Wiz 6 [B]Components:[/B] V,S,F [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Long (400 ft. + 40 ft./level) [B]Targets:[/B] One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. [B]Polar Ray[/B] Evocation [Cold] [B]Level:[/B] Sor/Wiz 8 [B]Components:[/B] V, S, F [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Effect:[/B] Ray [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).[/SIZE] Just wanted them handy. [/QUOTE]
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