Difference between revisions of "Elemental Assessor (Alchemist Extract)"

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| Description = A [[ray]] of spiraling colors springs from your hand and streaks to its target.
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| Description = You dunk a set of runed needles into an extract and spark it.  The needles dissolve with a dire hiss, and you drink it down.  After a mere moment, you are empowered to project a glowing needle of energy from your mouth. This deadly needle is a [[ray]] of spiraling colors, which blasts from your lips and streaks to its target.
  
:You must make a successful ranged [[Touch Attack]] to hit your target with the ray. At the time of casting, choose one type of elemental energy, choosing between [[Acid Damage]], [[Cold Damage]], [[Electricity Damage]], or [[Fire Damage]]. When the ray strikes, it inflicts {{circle|6}} of the chosen damage type.
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:You must make a successful ranged [[Touch Attack]] to hit your target with the ray. At the time of casting, choose one type of elemental energy, choosing between [[Acid Damage]], [[Cold Damage]], [[Electricity Damage]], or [[Fire Damage]]. When the ray strikes, it inflicts {{circle|9}} of the chosen damage type.
  
: If the energy damage is resisted in any way, there is no further effect.  
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: Even worse, the ray transforms a portion of the target into a seething patch of whichever element you chose. A searing patch of fire, acid, ice, or lightning chews steadily away at the victims form, inflicting the [[Immolated]] condition doing that damage type.  
  
: If the energy is not resisted, then the ray transforms a portion of the target into a seething patch whichever element was used. A searing patch of fire, acid, ice, or lightning chews steadily away at the victims form, inflicting the [[Immolated]] condition doing that damage type.
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: '''Synergy''': If the Immolated condition is overwritten by another condition, the fell magics inflict {{circle|6}} of {{dmg|rot}} damage as the affected tissue dies and sloughs must regrettably.
 
 
: '''Synergy''': If the Immolated condition is overwritten by another condition, the fell magics inflict {{circle|4}} of {{dmg|rot}} damage as the affected tissue dies and sloughs must regrettably.
 
  
  

Latest revision as of 12:43, 10 October 2019

Level: Alchemist 6
School: Transmutation

Casting

Casting Time: Standard Action
Components: V, S, M (Four needles, each scribed with a rune, worth 1 gp.)

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature
Duration: Instantaneous
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes

Description

You dunk a set of runed needles into an extract and spark it. The needles dissolve with a dire hiss, and you drink it down. After a mere moment, you are empowered to project a glowing needle of energy from your mouth. This deadly needle is a ray of spiraling colors, which blasts from your lips and streaks to its target.
You must make a successful ranged Touch Attack to hit your target with the ray. At the time of casting, choose one type of elemental energy, choosing between Acid Damage, Cold Damage, Electricity Damage, or Fire Damage. When the ray strikes, it inflicts (Circle 9 damage): 1d6+3 points of damage per character level (max 25d6+75 at character level 25) of the chosen damage type.
Even worse, the ray transforms a portion of the target into a seething patch of whichever element you chose. A searing patch of fire, acid, ice, or lightning chews steadily away at the victims form, inflicting the Immolated condition doing that damage type.
Synergy: If the Immolated condition is overwritten by another condition, the fell magics inflict (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) of rot (physical, rare) damage as the affected tissue dies and sloughs must regrettably.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.