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|This material is published under the OGL 1.0a.|
|Level:||Drd 8, Sor/Wiz 8, Sun 8|
|Components:||V, S, M/DF|
|Casting time:||1 action|
|Range:||Long (400 ft. + 40 ft./level)|
|Area:||10 ft./level-radius burst|
|Saving Throw:||Reflex partial (see text)|
Sunburst causes a globe of searing heat and radiance to explode silently from a point the character selects. All creatures in the globe are blinded and are dealt 3d6 points of damage. (A successful Reflex save negates the blindness and reduces the damage by half.). In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers attack rolls (they are effectively invisible), moves at half speed, and suffers a 4 penalty on most Strength- and Dexterity-based skills. Creatures to whom sunlight is harmful or unnatural take double damage.
Undead creatures caught within the globe are dealt 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of undead creatures specifically affected by sunlight if they fail their saves.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures just as if they were undead creatures.
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