The Dragonlance Nexus

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Bakarapper

D&D 3e (3.0/3.5) Rules

by Clive Squire


Bakarapper

Evocation [Force, Light]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action or 1 full-round action
Range: Long (400ft + 420ft/level)
Target/Area/Effect: 20 ft. radius bursts
Duration: 1 round (see text)
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a ball of light, much like the goblin chaser or greater flare spells (Spellcraft DC 20 to identify spell correctly). The ball streaks into the air and sheds light (as per the greater flare spell) for 1 full round. Just before your next action on the following round the flare explodes into 1 ball for every caster level, which fly from that point in random directions for the remainder of the round. At the end of that round the balls all streak back to the initial explosion point. The initial explosion deals no damage, the secondary explosion causes 2 points of force damage per caster level per ball to all creatures within a 20ft radius of the initial explosion point. By making the casting of the bakarapper a full-round spell, you can add a thunderclap to both of the explosions, imposing a –2 penalty to the saving throw against the damage.

Focus: A hollow 3quot; silver ball worth 200stl.

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