A form of energy with corrosive properties that deals acid effects.
Acid Blast (spell)
|Creates a gout of acid that explodes on impact, dealing 1d3+3 acid damage per caster level. Maximum damage 10d3+30 at caster level 10.
|A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (Attackers have 20% miss chance.), and causes 2d6 acid damage every 2 seconds to targets within the cloud. Creature entering the cloud also suffers a -4 penalty to their Armor Class.
|You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1d4 per caster level (max 15d4) in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain they will take damage with no saving throw.
|A cone of burning acid shoots forth, damaging targets in the area of the flames for 1d2+2 acid damage per caster level. (Maximum damage 5d2+10.) A successful Reflex save reduces the damage by half.
|Black Dragon Bolt
|A powerful green bolt of corrosive acid springs from your hand. The bolt deals 1d10 acid damage per caster level, (Maximum 25d10 at caster level 25) every 2 seconds for 6 seconds.
|You taint a living creature's blood with a hot, corrosive infusion, dealing both 2d4 + 1 per 2 caster levels points of acid damage and 2d4 + 1 per 2 caster levels points of fire damage every 2 seconds for a duration of 12 seconds. Currently capped at caster level 20.
|Fires a small orb of acid at a target, doing 1d6+2 acid damage per caster level (max 10d6+20 at caster level 10). This spell shares a cooldown with Freezing Bolt, Shocking Bolt, and Flaming Bolt.
|Slow moving poisonous cloud dealing 2d6 acid damage plus 1 damage per caster level (Maximum damage 2d6+20.), and slays creatures with 3 or less Hit Dice, creatures with Hit Dice between 4 and 6 must succeed on a Fortitude save or die, creatures with 6 or over Hit Dice take 1d4 Constitution damage. Constitution damage and Acid damage is halved on a successful Fortitude save. This fog obscures sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Creatures immune to poison are undamaged by this spell.
|Melf's Acid Arrow
|Deals 1d6 acid damage per caster level (max 10d6) to a target with a magical arrow of acid, and the damage ticks twice again over 6 seconds (3 times in total). The arrow has double spell range.
|A shining ray of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. For Complete Description
|Prismatic Spray is a conical version of Prismatic Ray so area of effect and able to strike multiple targets. A shining blast of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. For Complete Description
|Protection from Elements
|Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic.
|Protection from Elements, Mass
|Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed.
|Protection from Energy
|Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed.
|Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic.
|Storm of Vengeance
|Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 8d6 acid damage every two seconds. Every 4 seconds, a random enemy within the storm takes 5d10 electricity damage (a successful reflex save halves). The storm lasts 3 seconds per caster level.