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Arcane Ray (3.5e Spell)

175 bytes added, 11:27, 22 April 2014
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Any creature starting its turn within the area affected by your arcane ray that [[SRD:Round|round]] must immediately make a [[SRD:Move Actions|move action]] at the start to either find cover, break your line of effect to them, or escape the area of the spell. If they can't, the arcane ray deals the appropriate amount of damage to them a second time ([[SRD:Reflex|Reflex]] half).
 
Any attack that forces a [[SRD:Concentration Skill|Concentration]] check to maintain a spell, as well as effects that move you against your will will cause the spell to end.
''Heightened Casting:'' You may use higher level spell slots to cast ''arcane ray'' without the [[SRD:Heighten Spell|Heighten Spell]] feat. If you do, the damage dice increase one tick per additional spell level as per sustained casting, to a maximum of 2d6/level damage at 6th level. Sustained casting works the same for a heightened arcane ray.</onlyinclude>

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