Sacred Flame
From Arelith Wiki
Jump to: navigation, search
Arelith Wiki | |
Character Creation: | |
---|---|
Creation (New Players Guide) Race - Deity - Class Gifts - Backgrounds - Alignment Marks - Epic Sacrifice Customization - Head List - Builds | |
Character Systems: | |
Description - Disguise / Covered Languages - Experience - Quests Pickpocket - Rest - Role Play Bonus Death - Lycanthropy - Investigate Sequencers - Runic Sequencers | |
World Systems: | |
Settlements - Factions Quarters - Shops - Taverns - Banks Riding - Sailing - Boons Communication - Portals Time - Containers/Bags Radiant Heart - Assassin's Guild Sencliff's Pirates | |
Item Creation Systems: | |
Alchemy - Art Craft - Carpentry Herb - Smith - Tailor Dweomercraft - Runes | |
Armor Weapons - Melee / Ranged / Siege Resources - Poison | |
Arelith Changes: | |
Classes - Skills - Feats - Trap Summons - Familiar Reskins Spells (list) - Misc | |
Help: | |
Rules - Roleplay - Maps Console Commands Common Bugs - Staff Support Tickets - Character Remake [The Astrolabe] |
Spell Level(s): Cleric 0, Favored Soul 0 Innate Level: 0 School: Evocation Descriptor(s): Positive Component(s): Verbal, Somatic Range: Medium (20 meters) Area of Effect / Target: Single Duration: Instantaneous Additional Counter Spells: None Save(s): None Spell Resistance: Yes Description: Inflicts between 1d3 and 1d6 damage for every 3 caster levels to a single target creature, depending on the distance between caster and target. Damage type is dependent on caster alignment or the current stream. Good/Neutral casters default to Positive damage, Evil casters default to Negative damage. Damage type can be changed via planar streams (see -stream), the celestial stream deals Positive damage. The demon, devil, and yugoloth streams deal Negative damage.
Notes
- Cantrips are now infinite; uses are automatically replenished after casting.
* Wizard: Casting a Wizard cantrip has a 10% chance to activate Arcane Flux. * Generalist Wizard: Casting a Wizard cantrip has a 15% chance to activate Arcane Flux. * Sorcerer: Casting a Sorcerer cantrip has a 10% chance to activate Arcane Flux. * Wild Mage: Casting a Wizard cantrip has a 5% chance to activate Arcane Flux.
- May be autocast with -cantrip autocast command.
Spell Notes Acid Splash, Electric Jolt, Ray of Frost Damage increased to 1d6 per 3 caster levels. Flare No longer applies an AB penalty. Instead, the cantrip inflicts 1d6 fire damage per 3 caster levels. Daze Inflicts 1d4 psychic damage per 3 caster levels. The duration of the daze effect is now 1d2 rounds. The damage applies regardless of whether the daze affects the target. Cure Minor Wounds Healing increased to 1d3 per 3 caster levels (minimum of 4). Damage versus Undead 1d6 per 3 caster levels. Inflict Minor Wounds Damage increased to 1d6 per 3 caster levels. Healing on Undead 1d3 per 3 caster levels. Sacred Flame Inflicts between 1d3 and 1d6 damage for every 3 caster levels to a single target creature, depending on the distance between caster and target. Damage type changes based on alignment or is selectable with -stream. Virtue Now grants 1d3 temporary hit points per 3 caster levels. Does not stack with itself. Resistance The original effect was replaced with scaling damage reduction (starts at 1/+1, improving to 2/+2 at CL7+, 3/+3 at CL14+, 4/+4 at CL21+ and 5/+5 at CL28+). The effect can absorb CL+1d6 damage before it fades. Duration is 1 hour. Bestow Wound Drains the subject dealing d3 points of bleeding damage for every 3 caster levels. Healing self for 1 point for every 3 caster levels. Empowered if the target is frightened. Blades of Fire Ignites the subject's melee weapons, allowing each to deal an additional 2d4 worth of fire damage for the duration; 2d6 at level 9, 2d8 at level 18, and 2d10 at level 27. This spell does not stack with Darkfire or Elemental Weapon. Non-restricted weapon enchantment. Sustain Caster touches a friendly creature with less than 1 hit point remaining and grants them 1/- Bleed damage resistance for a duration of 1 turn. Creatures with with 0 hit points or less (who are bleeding out) are immediately sustained this way, and then restored back to 1 hit point after 1 round. This spell will also prevent the effects of the Stop Heart spell if used upon an afflicted creature and grant immunity to it for 1 turn. Vicious Mockery The caster laces their words with hateful energy and aggressively mocks a creature in range that is capable of hearing. The target takes 1d4 Psychic damage per 3 caster levels. They must roll a Will save or receive a -1 morale penalty per 9 caster levels to their Attack Bonus and a -2 morale penalty per 9 caster levels to Leadership, Bluff, and Intimidate for 1d2 rounds. This spell has no effect on targets that are immune to mind effects. The debuff is not applied if caster level is lower than the HD of the target. Vicious Mockery will remove Serene Visage from any target it strikes. Chill Touch The caster creates a ghostly, skeletal hand in the space of a creature within range. They must make a ranged touch attack against the ceature to assail it with the chill of the grave. On a hit, the target takes 1d2 Entropic and 1d2 Cold damage per 3 caster levels and is sent into a shivering frenzy, receiving a -2 penalty to their Heal and Concentration skills for every 9 caster levels for 1d3 rounds. If the target is undead, it must succeed a Will save or receives a -1 penalty to its Attack bonus per 9 caster levels for 1d3 rounds. The debuff is not applied if caster level is lower than the HD of the target.
Cantrips and Metamagic:
- All cantrips can be cast with Quicken Spell, Still Spell and Silent Spell.
- Cantrips with a duration (Daze, Virtue, Resistance, Light) can be cast with Extend Spell.
- Cantrips intentionally cannot be empowered or maximized, nor will they be affected by similar class or feat effects.
- Metamagic does not prevent cantrips from getting replenished.
Direct damage spells. See Persistent AoE spells also. Disclaimer: Values are compiled for general comparison and are not equivalent due to the many hundreds of variables that cannot be qualified on a simple table. For example, don't attempt to compare Hemomancer's or Elementalist's spells with other spells because the Invoker's spells are assumed to be at maximum stacks.
- Table key:
- i: Innate Level
- R: Range in meters to the target
- St: Saves: (f)ortitude, (r)eflex, (w)ill or a (T)ouch attack
- Eff: Additional effects from failing or passing saves: (df) deafened, (½) save for half damage, (s)tunned, (d)azed, (R)ooted
- SR: Does not have a spell resistance check: $
- Dmg: Base damage plus additional damage per caster level
- Typ: Type of damage
- Max: Maximum damage at max level
- MAv: Average damage at max level
- AoE: If spell has an area of effect (e)nemies only or (a)ll damaged
- Hover bold items in the table for additional information
Spell i R St Ef SR Dmg Typ Max MAv AoE Acid Splash 0 20 1d6 per 3 acid 60 (10d6) 35 Bestow Wound 0 8 1d3 per 3 bleed 30 (10d3) 25 Chill Touch 0 40 w shivering 2d2 per 3 entrop cold 40 (20d2) 30 Daze 0 40 w d 1d4 per 3 psychic 40 (10d4) 25 Electric Jolt 0 20 1d6 per 3 electric 60 (10d6) 35 Flare 0 20 1d6 per 3 fire 60 (10d6) 35 Inflict Minor Wounds 0 0 T 1d6 per 3 negative 60 (10d6) 35 Ray of Frost 0 20 1d6 per 3 cold 60 (10d6) 35 Sacred Flame 0 20 1d6 per 3 pos neg 60 (10d6) 35 Vicious Mockery 0 20 w m 1d4 per 3 psychic 40 (10d4) 25 Horizikaul's Boom 1 8 w df 1d4 + 1d4 per 2 sonic 60 (15d4) 37.5 Ice Dagger 1 8 r ½ 1d4 + 1d4 per 1 cold 80 (20d4) 50 Magic Missile 1 40 1d4 + 1d4 per 2 force 20 (5d4) 12.5 Burning Hands 1 8 r ½ 1d6 + 1d6 per 1 fire 60 (10d6) 35 e Chromatic Orb 1 20 T 1d8 per 2 elemental 40 (5d8) 22.5 Negative Energy Ray 1 20 w ½ 1d6 + 1d6 per 2 negative 35 (5d6) 17.5 Inflict Light Wounds 1 0 T, w ½ 2d8 + 1 per 1 negative 62 (4d8+30) 48 Combust 2 0 T, r dot 1d6 + 1 per 1 fire 16 (1d6+10) 13.5 Frigid Darkness 2 40 f, rT move & blind 2d10 + 2 per 2 cold entrop 50 (2d10 + 30) 41 Frostbite 2 0 T, f dot 2d4 + 1 per 1 cold 16 (2d4+8) 13 Melf's Acid Arrow 2 40 dot 3d6 acid 18 (3d6) 10.5 Inflict Moderate Wounds 2 0 T, w ½ 4d8 + 1 per 1 negative 62 (4d8+30) 48 Scorching Ray 2 8 T 3d6 + 3d6 per 4 fire 90 (15d6) 52.5 Sound Burst 2 40 w s 1d8 sonic 8 (1d8) 4.5 a Flame Lash 2 8 r ½ 2d6 + 1d6 per 2 fire 90 (15d6) 52.5 Gedlee's Electric Loop 2 8 r, w s 1d8 per 2 electric 80 (10d8) 45 a Call Lightning 3 40 r ½ 1d6 per 1 electric 60 (10d6) 35 e Fireball 3 40 r ½ 1d6 per 1 fire 90 (15d6) 52.5 a Frost Nova 3 0 r ½, R 1d4 per 1 cold 60 (15d4) 37.5 a Glyph of Warding 3 8 r ½ 1d8 per 2 sonic 40 (5d8) 22.5 a Hemorrhage 3 8 f ½, curse 3d8 + 1d8 per 3 bleed neg 80 (max 10d8) 45 Scintillating Sphere 3 20 r ½ 1d6 per 1 electric 90 (15d6) 52.5 a Mestil's Acid Breath 3 8 r ½ 1d6 per 1 acid 90 (15d6) 52.5 e Moonbeam 3 8 w s 2d6 per 2 mag div 72 (12d6) 42 a Negative Energy Burst 3 20 w str 1d8 + 1 per 1 negative 28 (1d8 + 20) 24.5 a Lightning Bolt 3 20 r ½ 1d6 per 1 electric 90 (15d6) 52.5 a Flame Arrow 3 40 r ½ 4d6 per 4 fire 168 (28d6) 98 Quillfire 3 8 f poi 1d8 + 1 per 2 magic 13 (1d8 + 5) 9.5 Searing Light 3 20 1d8 per 2 divine 30 (5d6) 22.5 Sound Lance 3 20 f df 1d8 per 1 sonic 80 (10d8) 45 Vampiric Touch 3 0 T thp 1d6 per 2 negative 60 (10d6) 35 Inflict Serious Wounds 3 0 T, w ½ 6d8 + 1 per 1 negative 78 (6d8+30) 57 Poison 3 0 T, f s 6 + 4d12 poison 54 (4d12+6) 32 Hammer of the Gods 4 20 w d, ½ 1d8 per 2 divine 80 (10d8) 45 e Crimson Lightning 4 20 r, f AoE, ½ 1d6 per 1 elec bleed 90 (15d6) 52.5 a Finger of Agony 4 20 f sick, ½ 3d6, 4d6, 5d6 divine 72 (12d6) 42 Flame Strike 4 20 r ½ 1d6 per 1 div fire 90 (15d6) 52.5 a* Greater Chromatic Orb 4 20 rT, f ½, variable $ 1d6 per 1 multi 90 (15d6) 52.5 Ice Storm 4 40 3d6 + 1d6 per 3 bludgeon cold 90 (15d6) 52.5 a Inflict Critical Wounds 4 0 T, w ½ 8d8 + 1 per 1 negative 94 (8d8+30) 66 Isaac's Lesser Missile Storm 4 40 1d6 per 1 force 60 (10d6) 35 e Phantasmal Killer 4 20 w, f fear, death 3d6 psychic 18 (3d6) 10.5 Withering Ray 4 40 f ½, no bleedout 10 + 1d4 per 1 entrop 90 (10 + 20d4) 60 a Ball Lightning 5 20 r ½ 1d6 per 1 electric 90 (15d6) 52.5 e Cone of Cold 5 8 r ½ 1d6 per 1 cold 90 (15d6) 52.5 e Circle of Doom 5 20 f ½ 1d8 + 1 per 1 negative 38 (1d8+30) 34.5 e Darkbolt 5 40 w d 2d6 per 2 magic 84 (14d6) 49 Elemental Hammer 5 8 w d, ½ 1d6 per 1 Ele type 120 (20d6) 70 a Firebrand 5 20 r ½ 1d6 per 1 fire 90 (15d6) 52.5 e Inferno 5 8 dot 2d6 fire 12 (2d6) 7 Negative Energy Flood 5 40 f ½, str & zomb 1d6 per 1 neg 120 (20d6) 70 Nightmare 5 20 w nightmare 1d10 per 2 psychic 150 (15d10) 55 Shadowbolt 5 40 w ½ 1d8 per 1 elec neg 80 (10d8) 45 Slay Living 5 0 T, f death 3d6 + 1 per 1 negative 48 (3d6+30) 40.5 Spinal Tap 5 8 w paralyzed, ½ 1d8 per 3 negative 80 (10d8) 45 Sunfire 5 0 r light, ½ 1d8 per 2 fire 80 (10d8) 45 a Chain Lightning 6 40 r ½ 1d6 per 1 electric 120 (20d6) 70 e Circle of Death 6 20 f death 8d6 negative 48 (8d6) 28 a Crumble 6 20 construct $ 1d6 per 1 entropy 120 (20d6) 70 Disintegrate 6 20 f ½ 2d3 per 1 entropy 120 (40d3) 80 Drown 6 8 f 90% 2d10+5 bludgeoning 25 (2d10+5) 16 Freeze 6 20 r, f frozen 10d6 cold 60 (10d6) 35 Harm 6 0 T 1hp 10 per 1 negative 300 (300) 300 Hell Inferno 6 8 r dot 4d6 2x per rnd variable magic 24 (4d6) 14 Isaac's Greater Missile Storm 6 40 2d6 per 1 force 120 (20d6) 70 e Redbolt 6 20 rT, w panicked 4d4 per 3 bleed, neg 80 (20d4) 50 Vermilion Stars 6 0 r petrify, ½ 1d4 per 1 bleed elec 80 (20d4) 50 e Vitriolic Sphere 6 40 r ½ 1d6 per 1 acid 120 (20d6) 70 a Delayed Blast Fireball 7 20 r ½ 1d6 per 1 fire 120 (20d6) 70 a Destruction 7 8 f death 10d6 entropy 60 (10d6) 35 Finger of Death 7 8 f death 3d6 + 1 per 1 negative 48 (3d6+30) 40.5 Fire Storm 7 0 r ½ 1d6 per 1 divine fire 180 (30d6) 105 e Shadow Storm 7 40 w ½ 1d8 per 1 electric 160 (20d8) 90 e Grim Terror 7 20 w ½, fear 4d6 + 1d6 per 4 psychic 90 (15d6) 52.5 a Massacre 7 8 f, w lots, ½ 5x CL bleed, neg 240 240 a Power Word: Bleed 7 8 f dot 1/2 hit points ? 60 (60) 60 Prismatic Spray 7 8 s 80 x 2 electric 160 (80x2) 160 e Sunbeam 7 20 r negates 3d6 divine 18 (3d6) 10.5 a Abi-Dalzim's Horrid Wilting 8 20 f ½ 1d8 per 1 entropy 200 (25d8) 112.5 a Avascular Mass 8 8 f 50%, ½ 10 per 1 negative 300 (300) 300 Bombardment 8 40 r d, ½ 1d8 per 1 bludgeoning 80 (10d8) 45 e Cursed Lightning 8 40 r dot, ½ 1d6 per 3 10d6 35 e Earthquake 8 0 r prone 1d6 per 1 physical 180 (30d6) 105 a Nybor's Wrathful Castigation 8 8 f, w death, d&dmg 1d4 per 1 psychic 80 (20d4) 50 Sunburst 8 20 r blind 6d6 magic 36 (6d6) 21 a Burst of Glacial Wrath 9 20 r ½ 1d6 per 1 cold 150 (25d6) 87.5 a Elemental Annihilation 9 40 w ½ 1d6 per 1 + 1 per 1 210 (30d6+30) 135 a Iceberg 9 40 r immobile, ½ 1d6 per 2 cold 90 (15d6) 52.5 a Meteor Swarm 9 0 r ½ 30d8 fire 240 (30d8) 135 e Soul Shriek 9 0 f, w lots, ½ 5x CL entropy 225 (225) 225 e Wail of the Banshee 9 8 f death 10d6 sonic 60 (10d6) 35 e Weird 9 8 f, w death, fear 3d6 psychic 18 (3d6) 21 Hellball 10 20 prone 3s $ 40d6 div ent neg pos 240 (40d6) 140 e Greater Ruin 10 20 $ 45d6 + 10 entropy 270 (45d6+10) 157.5 Eldritch Blast (EEM) 30* ? 3d6 + 1d6 per 2 selectable 162 (15d6 + 12d6 EEM) 94.5 Elemental Meteor (Air) 10 20 r* ½ $ 20d6 elec sonic 120 (20d6) 70 e Elemental Meteor (Fire) 10 20 r* ½ $ 20d6 fire 120 (20d6) 70 e Elemental Meteor (Water) 10 20 r* ½ $ 20d6 cold blunt 120 (20d6) 70 e Elemental Meteor (Earth) 10 20 r* ½ $ 20d6 blunt force 120 (20d6) 70 e Elemental Meteor (Ooze) 10 20 r* ½ $ 20d6 acid 120 (20d6) 70 e Vampiric Feast 10 0 dot $ 3d6 bleed or ent 216 (36d6) 126 a
References
- None