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Scorching Ray: Difference between revisions
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| classes = Sorcerer, Wizard, Fiend, Light Domain, Eldritch Knight, Arcane Trickster | | classes = Sorcerer, Wizard, Fiend, Light Domain, Eldritch Knight, Arcane Trickster | ||
| class learns at level 3 = Sorcerer, Wizard, Fiend, Light Domain | | class learns at level 3 = Sorcerer, Wizard, Fiend, Light Domain | ||
| class learns at level 6 = {{Class|College of Lore}} | | class learns at level 6 = {{Class|College of Lore}} via [[Magical Secrets]] | ||
| class learns at level 7 = Eldritch Knight | | class learns at level 7 = Eldritch Knight | ||
| class learns at level 8 = Arcane Trickster | | class learns at level 8 = Arcane Trickster | ||
| class learns at level 10 = {{Class|Bard}} | | class learns at level 10 = {{Class|Bard}} via [[Magical Secrets]] | ||
| races = | | races = | ||
| race learns at level 1 = | | race learns at level 1 = |
Revision as of 23:13, 29 August 2023
Scorching Ray is a level 2 evocation spell. This spell allows spellcasters to hurl 3 rays of fire at targets within range. You can either target a single creature or multiple creatures with the rays. Each ray rolls a separate Attack Roll and deals Fire damage.
Description
Hurl 3 rays of fire. Each ray deals 2d6Fire damage.
Properties
- Damage
- 2d6 (2~12) Fire per ray
- Details
- Attack roll
- Range: 18 m / 60 ft
At higher levels
Upcast: Casting this spell at a higher level hurls an additional ray for each Spell Slot Level above 2nd.How to learn
Classes:
- Class Level 3: Sorcerer, Wizard, Fiend, and Light Domain
- Class Level 6: [[ via Magical Secrets)
- Class Level 7: Eldritch Knight
- Class Level 8: Arcane Trickster
- Class Level 10: [[ via Magical Secrets)
Notes
- Granted by Circlet of Blasting. Recharge: Long rest
- Also granted by Gloves of Cinder and Sizzle. Recharge: Long rest
- A target afflicted by Hex will take additional 1d6Necrotic damage from each ray.
- When interacting with effects like Death Ward and dealing multiple attacks to the same creature, assuming the 1st attack was sufficient to down the target the 2nd attack appears to apply before the Death Ward activates, which means that after 2 attacks the target would lose the Death Ward but remain with 1HP. If the initial attack would have 3 applications then the target would be downed on 1st attack and again on 3rd attack. In case of Avatars it means that, whilst having a Death Ward applied, they would need to receive 6 attack applications to fully die: 2 to break down the ward, 1 to get downed and 3 more to fail 3 Death Saves. This effect seems to apply to all multi-application attacks, like Magic Missile and Eldritch Blast (as of 4.1.1.3669438).