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*Pathfinder & Starfinder
Ray spells - where are they?
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<blockquote data-quote="the Jester" data-source="post: 1697291" data-attributes="member: 1210"><p>See if your dm will allow you to make new ray spells for your new spells known.</p><p></p><p>Also, you left out <em>disintegrate.</em></p><p></p><p>Here are a couple of mine- <em>vampiric ray, ray of melting</em> and <em>puncture.</em></p><p></p><p><strong>PUNCTURE</strong></p><p>Transmutation [Force]</p><p>Level: Sor/Wiz 8</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Long (400’+40’/level)</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort partial</p><p>Spell Resistance: Yes</p><p></p><p>This powerful spell blasts a small hole, about 2” in diameter, in anything it hits. The power of this puncture is such that the rest of the object or creature is often shattered as well; regardless of the saving throw the target suffers 6d12 damage. An object that fails its saving throw is shattered into pieces and all parts of the object within 1’/level of the targeted area is destroyed. A creature that fails its saving throw must roll on the following chart to determine the exact effects:</p><p></p><p>01-20-- Random arm blown off</p><p>21-40-- Random leg blown off</p><p>41-50-- Head shot! Knocked unconscious, lose 1d6 each permanent Int and Wis; 50% chance to lose an eye</p><p>51-60-- Neck: head blown off, killed</p><p>61-80-- Torso: stunned 3d10 round</p><p>81-00-- Torso: internal damage is extensive, permanent loss of 1d6 Con.</p><p></p><p>Casting this spell is so taxing that you immediately suffer 3d4 points of subdual damage. </p><p></p><p><strong>RAY OF MELTING</strong></p><p>Transmutation</p><p>Level: Sor/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100’+10’/level)</p><p>Target: 1 metal object, up to 5 lbs/level</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort partial (object)</p><p>Spell Resistance: Yes (object)</p><p></p><p>A ruby-red ray shoots from your finger at any single metal object. Unless is makes its saving throw, it melts into goo. Even if it does make its save the object suffers 2d8 hp of damage, which may be enough to destroy it (ignore hardness). Against metal creatures a ray of melting deals 1d8/level points of damage (even to those with magic immunity, such as iron golems, maximum of 10d8 points). Constructs that are hit by the ray receive no saving throw.</p><p></p><p><strong>VAMPIRIC RAY</strong></p><p>Necromancy</p><p>Level: Parasite 1, sor/wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25’+5’/2 levels)</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>A grey beam shoots from your outstretched palm. If it hits, the victim suffers 1d4+1/level (maximum +5) points of damage and you gain an equal amount of temporary hit points.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1697291, member: 1210"] See if your dm will allow you to make new ray spells for your new spells known. Also, you left out [i]disintegrate.[/i] Here are a couple of mine- [i]vampiric ray, ray of melting[/i] and [i]puncture.[/i] [b]PUNCTURE[/b] Transmutation [Force] Level: Sor/Wiz 8 Components: V, S Casting Time: 1 action Range: Long (400’+40’/level) Effect: Ray Duration: Instantaneous Saving Throw: Fort partial Spell Resistance: Yes This powerful spell blasts a small hole, about 2” in diameter, in anything it hits. The power of this puncture is such that the rest of the object or creature is often shattered as well; regardless of the saving throw the target suffers 6d12 damage. An object that fails its saving throw is shattered into pieces and all parts of the object within 1’/level of the targeted area is destroyed. A creature that fails its saving throw must roll on the following chart to determine the exact effects: 01-20-- Random arm blown off 21-40-- Random leg blown off 41-50-- Head shot! Knocked unconscious, lose 1d6 each permanent Int and Wis; 50% chance to lose an eye 51-60-- Neck: head blown off, killed 61-80-- Torso: stunned 3d10 round 81-00-- Torso: internal damage is extensive, permanent loss of 1d6 Con. Casting this spell is so taxing that you immediately suffer 3d4 points of subdual damage. [b]RAY OF MELTING[/b] Transmutation Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium (100’+10’/level) Target: 1 metal object, up to 5 lbs/level Duration: Instantaneous Saving Throw: Fort partial (object) Spell Resistance: Yes (object) A ruby-red ray shoots from your finger at any single metal object. Unless is makes its saving throw, it melts into goo. Even if it does make its save the object suffers 2d8 hp of damage, which may be enough to destroy it (ignore hardness). Against metal creatures a ray of melting deals 1d8/level points of damage (even to those with magic immunity, such as iron golems, maximum of 10d8 points). Constructs that are hit by the ray receive no saving throw. [b]VAMPIRIC RAY[/b] Necromancy Level: Parasite 1, sor/wiz 2 Components: V, S Casting Time: 1 action Range: Close (25’+5’/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A grey beam shoots from your outstretched palm. If it hits, the victim suffers 1d4+1/level (maximum +5) points of damage and you gain an equal amount of temporary hit points. [/QUOTE]
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Ray spells - where are they?
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