Description: All creatures within the area of effect randomly experience 1 or 2 of the following effects:
* 20 fire damage (reflex)
* 40 acid damage (reflex)
* 80 electrical damage (reflex)
* Struck with bebilith venom poison (fortitude)
* Paralyzed for 10 rounds (fortitude)
* Confused for 10 rounds (will vs. mind-affecting)
* Struck dead (will vs. death magic)
Attributes | Values |
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rdf:type
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rdfs:label
| - Prismatic Spray
- Prismatic spray
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rdfs:comment
| - Description: All creatures within the area of effect randomly experience 1 or 2 of the following effects:
* 20 fire damage (reflex)
* 40 acid damage (reflex)
* 80 electrical damage (reflex)
* Struck with bebilith venom poison (fortitude)
* Paralyzed for 10 rounds (fortitude)
* Confused for 10 rounds (will vs. mind-affecting)
* Struck dead (will vs. death magic)
- All creatures within the area of effect randomly experience 1 or 2 of the following effects:
* 20 fire damage (Reflex 1/2)
* 40 acid damage (Reflex 1/2)
* 80 electrical damage (Reflex 1/2)
* Struck with Bebilith Venom poison (Fortitude negates)
* Paralyzed for 10 rounds (Fortitude negates)
* Confused for 10 rounds (Will negates)
* Struck dead (Fortitude negates)
* Petrified as per the Flesh to Stone spell (Fortitude negates)
- Level: Components: V, S Casting Time: 1 action Range: 60 ft Area: Cone-shaped burst Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes
- Prismatic Spray not only blinds a creature, there are seven other additional effects possible.
- Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
- Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
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Level
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save type
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dcterms:subject
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level innate
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persist
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Spellbook
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quicken
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magelevel
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item code
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not usable by
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Casting Time
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maximize
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saving throw
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innatelevel
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level sorwiz
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still
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hostile
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silent
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spellresistance
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spell resistance
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empower
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area of effect
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Immunity
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scroll icon
| - Prismatic Spray Icon Scroll.png
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dbkwik:baldursgate...iPageUsesTemplate
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dbkwik:nwn2/proper...iPageUsesTemplate
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dbkwik:freed20/pro...iPageUsesTemplate
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Range
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Name
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save
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DESC
| - All creatures within the area of effect randomly experience 1 or 2 of the following effects:
* 20 fire damage
* 40 acid damage
* 80 electrical damage
* Struck with bebilith venom poison
* Paralyzed for 10 rounds
* Confused for 10 rounds
* Struck dead
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conesize
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duration type
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dbkwik:nwn/property/wikiPageUsesTemplate
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Appears In
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Components
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Duration
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Icon
| - Is_prismspray.png
- is_prisspray.gif
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Area
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extend
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School
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Descriptor
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abstract
| - Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
- Description: All creatures within the area of effect randomly experience 1 or 2 of the following effects:
* 20 fire damage (reflex)
* 40 acid damage (reflex)
* 80 electrical damage (reflex)
* Struck with bebilith venom poison (fortitude)
* Paralyzed for 10 rounds (fortitude)
* Confused for 10 rounds (will vs. mind-affecting)
* Struck dead (will vs. death magic)
- All creatures within the area of effect randomly experience 1 or 2 of the following effects:
* 20 fire damage (Reflex 1/2)
* 40 acid damage (Reflex 1/2)
* 80 electrical damage (Reflex 1/2)
* Struck with Bebilith Venom poison (Fortitude negates)
* Paralyzed for 10 rounds (Fortitude negates)
* Confused for 10 rounds (Will negates)
* Struck dead (Fortitude negates)
* Petrified as per the Flesh to Stone spell (Fortitude negates)
- Level: Components: V, S Casting Time: 1 action Range: 60 ft Area: Cone-shaped burst Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes
- Prismatic Spray not only blinds a creature, there are seven other additional effects possible.
- Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1.
* Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2.
* Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3.
* Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4.
* Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5.
* Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6.
* Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7.
* Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM ’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8.
* Special. The target is struck by two rays. Roll twice more, rerolling any 8.
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is Spell
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