Concentrated Fire ( Selective Spell or Widen Spell, Spellcraft 6 ranks): You can reduce the radius of your fireball by increments of 5 feet, to a minimum of a 5-foot radius.If a creature is in the area of multiple blasts, it attempts a single Reflex save against the combined damage. The grid intersection of all blasts must be within 30 feet of each other. For every 2 caster levels, you toss a miniature fireball with a 10-foot radius that deals 2d6 points of fire damage. Cluster Bomb ( Spellcraft 6 ranks): You are able to throw multiple small explosions with a single spell instead of the normal effect.Unattended objects automatically catch fire, though nonflammable objects burn for only 1 additional round. A creature that catches fire in this way must attempt a Reflex save against the DC of the fireball spell to stop burning instead of the typical DC. The initial blast deals half as much damage, but targets that fail their Reflex saves also catch fire. Alchemist’s Inferno ( Craft 9 ranks, Spellcraft 9 ranks): Using alchemist’s fire as a material component, your fireball sets everything it touches ablaze.In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick ( fireball) feat to use the trick. Vessel of Light (no additional prerequisites): When you cast daylight on a torch, lantern, or other tool used to produce mundane light, you increase the duration of your spell to 1 hour per level.Pin Sunlight ( Precise Shot): When you cast daylight on a piece of ammunition or thrown weapon, you can cause the spell to transfer to the target of a successful ranged attack with that piece of ammunition or thrown weapon, causing the creature to radiate light from its body. If the creature succeeds at a Will save against your daylight spell DC, it instead glows with dim light in a 5-foot radius for 1 minute.This grants the creature wearing the headgear a +2 circumstance bonus on Diplomacy and Bluff checks against good outsiders. Convincing Halo ( Knowledge 3 ranks): When you cast daylight on a piece of headgear, you can make it appear as a halo.Burst of Sunlight ( Spellcraft 6 ranks or worship deity with Sun domain): You can reduce the duration of your daylight spell to 1 round, causing the spell to radiate the equivalent of pure daylight for the purpose of affecting creatures that are damaged, destroyed, or are otherwise affected by such light.This extra damage does not stack with the holy weapon enchantment and similar effects. Blades of Light ( Knowledge 6 ranks): When you cast daylight on a melee weapon, you can reduce the duration to 1 round per level and grant the weapon the ability to deal additional damage against undead and evil outsiders equal to 1 point per 2 caster levels (maximum +5). ![]() As a standard action, you can end the spell by causing the light to suddenly flash, blinding each creature in the cone for 1d4 rounds unless it succeeds at a Fortitude save against your daylight spell DC. Barrier of Light ( Shield Focus): When you cast daylight on a shield, it sheds bright light in a 120-foot cone and raises the light level by one step for an additional 120 feet.In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick ( daylight) feat to use the trick. Each time you take the feat, it applies to a new type of spell. Special: You can select the Magic Trick feat multiple times. Prerequisite(s): Ability to cast the chosen spell or spell-like ability.īenefit(s): You can use any magic tricks relating to the chosen spell so long as you meet the appropriate magic trick requirements. ![]() You are able to manipulate that spell beyond its typical uses.
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