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 daylightfor a mere moment. The caster simply holds his palm in whatever directionhe desires to FLASH, and an arc of 180 degrees is brightly illuminated toa radius of 60 feet. Creatures looking in the caster's direction when thespell goes off must save vs. breath weapon to avoid looking directly intothe light.

In areas of little or no illumination, creatures failing their saving throwsare blinded for the next 1d4+1 rounds; in moderatlely-lit areas the durationis 1d2 rounds, and in brightly-lit areas creatures are merely blinded forthe remainder of the round in which the spell is cast. Creatures outsidethe 60 foot radius or behind the caster's palm are unaffected - they willbe able to see the illuminated area for an instant. The caster can neverbe blinded by his own FLASH spell.

FLASH is utterly unable to harm creatures usually damaged by bright lightdue to the brevity of the spell, however in some cases it may be sufficientto ward them off. This spell is useless against blind or unseeing creatures.It does not dispel magical darkness, although the darkness is negated atthe moment the FLASH takes place. At your DM's discretion, those outsidethe area of effect who view the area illuminated by the FLASH may receivea +1 bonus on any "to hit" rolls for the remainder of that roundand in the following round only.


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