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Post by Cyian on Mar 21, 2014 22:12:40 GMT -5
Darkness of Katdoral School: Evocation [Evil,Darkness] Level: Sor/Wiz/Cleric 1 Components: V,S Casting Time: 1 standard action Target and Effect: You, and up to two rays; see text Range: Medium 100ft + 25 ft / Lvl Duration: 10 Mins / CL , or until discharged Saving Throw: None Spell Resistance: Yes
Shadowy illumination envelops you in an 20ft radius. Beginning one turn after you cast this spell you may choose to expend some or all of the darkness as a ray. You must succeed on a ranged touch attack to strike with the ray. You may choose to expend one ray for 1d6 or 2d6 points of damage vs Good. Spell resistance applies to this attack. You can choose to extend another ray with the same characteristics either on the same round or any subsequent rounds. Firing this second ray ends the spell.
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Post by Cyian on Mar 21, 2014 22:16:32 GMT -5
Darkness of Katdoral II School: Evocation [Evil,Darkness] Level: Sor/Wiz/Cleric 2 Components: V,S Casting Time: 1 standard action Target and Effect: You, and up to two rays; see text Range: Medium 100ft + 25 ft / Lvl Duration: 10 Mins / CL , or until discharged Saving Throw: None Spell Resistance: Yes
Shadowy illumination envelops you in an 20ft radius. Beginning one turn after you cast this spell you may choose to expend some or all of the darkness as a ray. You must succeed on a ranged touch attack to strike with the ray. You may choose to expend one ray for 2d6 or 4d6 points of damage vs Good. Spell resistance applies to this attack. You can choose to extend another ray with the same characteristics either on the same round or any subsequent rounds. Firing this second ray ends the spell.
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Post by Cyian on Mar 25, 2014 14:42:41 GMT -5
Darkness of Katdoral III School: Evocation [Evil,Darkness] Level: Sor/Wiz/Cleric 3 Components: V,S Casting Time: 1 standard action Target and Effect: You, and up to two rays; see text Range: Medium 100ft + 25 ft / CL Duration: 10 minutes / CL , or until discharged Saving Throw: None Spell Resistance: Yes
Darkness (as php 216) envelops you in an 30ft radius. Beginning one turn after you cast this spell you may choose to expend some or all of the darkness as a ray. You must succeed on a ranged touch attack to strike with the ray. You may choose to expend one ray for 3d6 or 6d6 points of damage vs Good Outsiders. Spell resistance applies to this attack. You can choose to extend another ray with the same characteristics either on the same round or any subsequent rounds. Firing this second ray ends the spell.
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