the witchymiss

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Magic of Raat Eric Raat Eric is a renowned magician who has captivated audiences around the world with his incredible performances. His unique style and mesmerizing tricks have made him one of the most sought-after magicians in the industry. The magic of Raat Eric lies in his ability to leave his spectators in awe and wonder. From disappearing acts to mind-boggling illusions, he leaves no stone unturned to create a magical experience for his audience. One of the most intriguing aspects of Raat Eric's magic is his attention to detail. Every trick is meticulously planned and executed, leaving no room for error.


Just turning it into another Evocation spell because you think all Evocation contains is damage spells is very disingenuous. The Evocation school of magic is also home to the light and darkness spells, the walls spells, the grasping hand spells and many other useful none damage related spells.

My first response was to mention the changes I made on them a while ago - Evocation instead of Conjuration - d6s damage instead of d8s, for the lesser versions - Subject to spell resistance But as my player was quite disappointed and reconsidered them, I am wondering if these changes are not too drastic and if they are not making the spells worthless. Magnetized metal object can be pulled free if the creature succeeds on an opposed Strength check against a DC equal to 10 1 2 the caster s level the caster s Intelligence or Charisma for spontaneous casters modifier.

Guided tiny spell orb

Every trick is meticulously planned and executed, leaving no room for error. His precision and skill have earned him the reputation of being a master of his craft. In addition to his technical expertise, Raat Eric has a magnetic personality that draws people in.

Guided tiny spell orb

This spell creates magical orbs of varied hues that are hurled or cast at an opponent to create a specific effect.

Chromatic Orb I

School evocation; Level sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components M, S, V (a gem the color of the orb’s hue, with a minimum value of 50 gp times the level of the spell)
EFFECT
Range target; 60 ft.
Effect see text
Duration see text
Saving Throw see text; Spell Resistance yes; see text
DESCRIPTION
This spell creates a small globe of a particular hue in your hand that can be thrown or used as ammunition. Your successful ranged touch attack deals force damage and triggers a specific spell effect, as determined by the color of the orb.

You create a small white globe in your hand that can be hurled or fired (as ammunition) at a target. You must succeed on a ranged touch attack to hit your target. On a successful hit, the target takes 1d4 points of force damage per 2 caster levels (maximum 5d4) and the orb erupts in a 10-foot burst of bright light. All creatures caught within the burst are dazzled for 1 minute. At 9th level, all creatures caught within the burst are blinded 1d4 rounds. A Fortitude save negates the dazzled or blinded effect. If the attack misses, the orb dissipates without further effect.

Chromatic Orb II

School evocation; Level sorcerer/wizard 2

This spell functions like chromatic orb I, except that it creates a small red globe that can be hurled or fired as ammunition. On a successful hit, the target takes 1d6 points of force damage per 2 caster levels (maximum 5d6) and all creatures within 30 feet are subject to a heat metal spell. A Will save negates the heat metal effect.

Chromatic Orb III

School evocation; Level sorcerer/wizard 3

This spell functions like chromatic orb I, except that it creates a small orange globe that can be hurled or fired as ammunition. On a successful hit, the target takes 1d8 points of force damage and the orb erupts in a 10-foot-radius spread that deals 3d6 points of fire damage +1 point per caster level (maximum +10) to all creatures within the area. This explosion also ignites flammable substances within the area and melts metals with low melting points, such as lead, gold, copper, silver, and bronze. At 9th level, this effect increases to 6d6 points of fire damage + 1 point per caster level (maximum +20). A successful Reflex save reduces the fire damage to half.

Chromatic Orb IV

School evocation; Level sorcerer/wizard 4

This spell functions like chromatic orb I, except that it creates a small yellow globe that can be hurled or fired as ammunition. On a successful hit, the target takes 2d6 points of force damage and the orb erupts in a 15-foot-radius burst. All creatures within the area take 1d6 points of cold damage per caster level (maximum 10d6) and are fatigued for 2d6 rounds. A successful Fortitude save reduces the cold damage to half.

Chromatic Orb V

School evocation; Level sorcerer/wizard 5

This spell functions like chromatic orb I, except that it creates a small green globe that can be hurled or fired as ammunition. On a successful hit, the target takes 2d8 points of force damage and erupts in a cloud with a 10-foot-radius spread. The target takes 4d6 points of acid damage (Reflex half acid damage) and all creatures within the cloud are subject to a cloudkill spell. A successful Fortitude save reduces the cloudkill effect (see the cloudkill spell).

Chromatic Orb VI

School evocation; Level sorcerer/wizard 6

This spell functions like chromatic orb I, except that it creates a small blue globe that can be hurled or fired as ammunition. On a successful hit, the target takes 3d6 points of force damage and the orb erupts in a 10-foot-radius burst. All creatures within the area take 1d6 points of electricity damage per caster level (maximum 15d6). If a creature is wearing ferrous metal, it becomes magnetized for 3d6 rounds. Magnetized metal will stick fast to other magnetized metal items, and non-magnetized ferrous metal items will cling until pulled free. Magnetized metal object can be pulled free if the creature succeeds on an opposed Strength check against a DC equal to 10 + 1/2 the caster’s level + the caster’s Intelligence (or Charisma for spontaneous casters) modifier. A successful Reflex save reduces the electricity damage to half, negates the magnetized effect, but leaves the target staggered for 1d4 rounds.

Chromatic Orb VII

School evocation; Level sorcerer/wizard 7

This spell functions like chromatic orb I, except that it creates a small indigo globe that can be hurled or fired as ammunition. On a successful hit, the target takes 3d8 points of force damage and the orb erupts in a 20-foot-radius burst of light. The target plus one additional creature at 13th level and every three levels thereafter is subject to a hold monster spell, no two of which can be more than 30 ft. apart. A successful Will save negates the paralyzing effect, but the target is staggered for 2d4 rounds.

Chromatic Orb VIII

School evocation; Level sorcerer/wizard 8

This spell functions like chromatic orb I, except that it creates a small violet globe that can be hurled or fired as ammunition. On a successful hit, the target takes 4d6 points of force damage and is subject to a stone to flesh spell. A successful Fortitude save negates the effect, but the target is dazed for 1 round.

Chromatic Orb IX

School evocation; Level sorcerer/wizard 9

This spell functions like chromatic orb I, except that it creates a small black globe that can be hurled or fired as ammunition. On a successful hit, the target takes 4d8 points of force damage and is subject to a finger of death spell. If the target succeeds on Fortitude save, it instead takes 3d6 points of damage + 1 point per caster level, and is stunned for 1 round.

This is a pretty damn good side by side- but you're forgetting the shield spell. I don't think there's a spell that counters the Orb so readily and so specifically.
The witchymiss

His charisma and stage presence are undeniable, making it impossible to take your eyes off him. He has a way of connecting with his audience on a deeper level, making them feel like they are a part of the magic. Raat Eric's performances are a perfect blend of illusion and storytelling. He weaves a narrative around his tricks, captivating the audience from start to finish. His ability to create an immersive experience is what sets him apart from other magicians. Furthermore, Raat Eric is constantly pushing the boundaries of magic. He continues to innovate and come up with new tricks and illusions that leave even the most seasoned magicians scratching their heads. His commitment to his art form is evident in the sheer brilliance of his performances. Raat Eric's magic is not just about the tricks, but also about the emotions he evokes in his audience. His ability to create moments of awe and wonder is what makes his performances truly magical. Whether it's a grand illusion or a small sleight of hand, he leaves his spectators with a sense of amazement that lingers long after the show is over. In conclusion, the magic of Raat Eric is a combination of technical skill, storytelling, and an ability to connect with his audience. His performances are a testament to the power of illusion and the joy it brings to people's lives. Raat Eric has truly mastered the art of magic and continues to enchant audiences with his incredible talent..

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the witchymiss

the witchymiss