Sol's Searing Orb
This spell must be cast upon a topaz. When the
spell is complete, the stone glows with an inner
light. The gem must be immediately thrown at an
opponent, for it quickly becomes too hot to hold.
(The acts of casting and throwing occur in the
same round.) It is not possible for the priest to
give the stone to another character to throw.
The stone can be hurled up to 30 yards. The
priest must roll normally to hit; he gains a +3
bonus to his attack roll and suffers no penalty for
nonweapon proficiency. In addition, the glowing
gem is considered a +3 weapon for determining
whether a creature can be struck (creatures hit
only by magical weapons, for example). There is
no damage bonus, however.
When it hits, the gem bursts with a brilliant,
searing flash that causes 6d6 points of fire damage to the target and blinds him for 1d6 rounds.
The victim is allowed a saving throw vs. spell. If
successful, only half damage is sustained and the
target is not blinded. Undead creatures suffer
12d6 points of damage and are blinded for 2d6
rounds (if applicable) if their save is failed. They
receive 6d6 points of damage and are blinded for
1d6 rounds if the save is successful.
If the gem misses its target, it explodes immediately, causing 3d6 points of damage (or 6d6 against
undead) to all creatures within a 3' radius. It blinds
them for 1d3 rounds (1d6 rounds vs. undead). All
victims are allowed a saving throw vs. spell, with
success indicating half damage and no blindness.
The DM should use the rules for grenade-like missiles found in the DUNGEON MASTER Guide for
determining where the stone hits.
[Tome ofg Magic]
Sphere: Sun
(Invocation)
Level: 6
(Invocation)
Level: 6
Range: 30 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: One gem
Saving Throw: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: One gem
Saving Throw: Special
a topaz gemstone worth at least 500 gp
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