About: Sunfire Orb (3.5e Epic Spell)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

This spell creates a stable gateway to the primal depths of the elemental plane of fire, containing an orb 2 feet across of intense fire and heat. The orb can be moved telepathically by the caster at a maximum rate of 100 ft. per round, requiring a free action worth of effort. The miniature sun creates powerful light that brightly illuminates everything within a 1,000 ft. area, and provides shadowy illumination out up to 2,000 ft. The orb can be used as a sun, but also as a means to attack enemies; if a creature makes direct contact with the orb, it is dealt 60d6 fire damage (Reflex save for 20d6) and furthermore, any creature within 200 ft. of the orb is dealt 10d6 fire damage from the ambient heat alone. Items carried must also save or catch flame when the creature carrying them is dealt

AttributesValues
rdfs:label
  • Sunfire Orb (3.5e Epic Spell)
rdfs:comment
  • This spell creates a stable gateway to the primal depths of the elemental plane of fire, containing an orb 2 feet across of intense fire and heat. The orb can be moved telepathically by the caster at a maximum rate of 100 ft. per round, requiring a free action worth of effort. The miniature sun creates powerful light that brightly illuminates everything within a 1,000 ft. area, and provides shadowy illumination out up to 2,000 ft. The orb can be used as a sun, but also as a means to attack enemies; if a creature makes direct contact with the orb, it is dealt 60d6 fire damage (Reflex save for 20d6) and furthermore, any creature within 200 ft. of the orb is dealt 10d6 fire damage from the ambient heat alone. Items carried must also save or catch flame when the creature carrying them is dealt
Summary
  • This spell creates a stable gateway to the primal depths of the elemental plane of fire, containing an orb 2 feet across of intense fire and heat.
subschool
dcterms:subject
author name
  • Sulacu
casttime
  • 1(xsd:integer)
dur
  • 86400.0
dbkwik:dungeons/pr...iPageUsesTemplate
Range
  • 300(xsd:integer)
date created
  • 2008-03-05(xsd:date)
Status
  • Complete
Name
  • Sunfire Orb
SR
  • No
save
  • Reflex partial or half; read text.
DESC
todev
  • 1728000.0
School
SDC
  • 120(xsd:integer)
tsea
  • e
Subj
  • One orb of primal fire
abstract
  • This spell creates a stable gateway to the primal depths of the elemental plane of fire, containing an orb 2 feet across of intense fire and heat. The orb can be moved telepathically by the caster at a maximum rate of 100 ft. per round, requiring a free action worth of effort. The miniature sun creates powerful light that brightly illuminates everything within a 1,000 ft. area, and provides shadowy illumination out up to 2,000 ft. The orb can be used as a sun, but also as a means to attack enemies; if a creature makes direct contact with the orb, it is dealt 60d6 fire damage (Reflex save for 20d6) and furthermore, any creature within 200 ft. of the orb is dealt 10d6 fire damage from the ambient heat alone. Items carried must also save or catch flame when the creature carrying them is dealt damage. The fire from the sunfire orb emanates straight from the elemental plane of fire. The DC of the spell and the caster's caster level for the purposes of resisting attempted dispels are all heightened by +22. Controlling a Sunfire Orb: To control a sunfire orb requires a Concentration check against a base DC equal to the spell's DC. Every form of control over the sunfire orb is a free action. After establishing control, the controller may move it as he wishes; only for forcing it to make direct attacks, new checks are required. The caster of the spell gains a +20 bonus to any Concentration check involving his sunfire orb. Sunfire Orb and Aiding Another: It is possible for other casters to use Concentration checks in order to aid another to control the orb. A successful Concentration check against the sunfire orb spell DC bestows the controller a +10 bonus per aiding spellcaster on all his checks to guide the orb's movement for the round. Back to Main Page → 3.5e Homebrew → Class Ability Components → Epic Spells, Seeds, and Powers
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