Flash
by Rob McDonald () on 96/05/05
From the Spellbook of MARGRAVE OF MURIK
Human, Wizard (Magus), 14th level
- Level
- 1
- School
- Alteration
- Sphere
- Range
- 0
- VSM
- V, S
- Dur
- Instantaneous
- CT
- 1
- AE
- Hemispherical area, 60' radius
- ST
- None
Spell description
This variation of the LIGHT spell creates a light as bright as full daylight
for a mere moment. The caster simply holds his palm in whatever direction
he desires to FLASH, and an arc of 180 degrees is brightly illuminated to
a radius of 60 feet. Creatures looking in the caster's direction when the
spell goes off must save vs. breath weapon to avoid looking directly into
the light.
In areas of little or no illumination, creatures failing their saving throws
are blinded for the next 1d4+1 rounds; in moderatlely-lit areas the duration
is 1d2 rounds, and in brightly-lit areas creatures are merely blinded for
the remainder of the round in which the spell is cast. Creatures outside
the 60 foot radius or behind the caster's palm are unaffected - they will
be able to see the illuminated area for an instant. The caster can never
be blinded by his own FLASH spell.
FLASH is utterly unable to harm creatures usually damaged by bright light
due to the brevity of the spell, however in some cases it may be sufficient
to ward them off. This spell is useless against blind or unseeing creatures.
It does not dispel magical darkness, although the darkness is negated at
the moment the FLASH takes place. At your DM's discretion, those outside
the area of effect who view the area illuminated by the FLASH may receive
a +1 bonus on any "to hit" rolls for the remainder of that round
and in the following round only.
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