Good or Evil Energy I (3.5e Spell)

From D&D Wiki
Jump to navigation Jump to search
This material is published under the OGL 1.0a.


Good or Evil Energy I
Evocation [Force]
Level: Tarot 1
Components: V, F
Casting time: 1 Standard Action
Range: Medium (100ft. + 10ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes


Loose a bolt of Good or Evil energy at a target.

When a spellcaster learns this spell, she learns to cast energy bolts that are either good or evil. A spellcaster cannot learn to cast the version of an alignment opposing their own. For example, a good-aligned character cannot cast an evil bolt; however, a neutral-aligned character can cast either version of this spell with no penalty, but must announce beforehand which version they will cast.

Once cast, the energy bolt (a cobalt blue beam if good, or a sickly green bolt if evil) streaks towards the target. A ranged touch attack is necessary to hit. The damage differs depending on the alignment of the target and the alignment of the spell, with creatures of the same alignment taking no damage, and creatures of the opposite alignment taking 1d6+2 Good or Evil damage per caster level, to a maximum of 5d6+10. If the target is a neutral creature, it instead takes 1d6 force damage per caster level, to a maximum of 5d6.

Arcana[edit]

This spell can only be cast using the Ace of Wands as a focus.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is {{{1}}}. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains {{{2}}} material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsTarot Mage