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.


Created using Sylvain Robert's form by the person whose name appears at the top of the page. Compiled for the Wanderer's WWW server. Site managed by Sylvain Robert