|Spell level :||Innate level: 5, Sorcerer/Wizard: 5|
|Components :||Verbal and Somatic|
|Target/Area :||10 ft. radius burst|
|Save :||Reflex Special (see description)|
|Spell resistance :||Yes|
Description[edit | edit source]
You conjure a sizzling emerald sphere that drenches all within the area with a potent acid. Affected creatures take 1d4 points of acid damage per caster level (maximum 15d4) and must succeed on a Reflex save or risk taking damage in the following 2 rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round). Both rounds of continuing damage are subject to Reflex saves for half damage; if an affected creature succeeds on its second Reflex save, it takes no acid damage in the third round.
Bugs[edit | edit source]
The spell script is missing the spell resistance check. As such, spell resistance doesn't actually apply, contrary to the description.
If the caster dies before the 3rd round is over, additional damage during the 2nd / 3rd rounds is not applied, because the caster cannot run the delayed damage application. It would be better to assign damage application to the targets themselves, if they die before the 3rd round is over, there is no need to continue anyway, if not, they will apply damage regardless if the caster is dead or not.
The script does not make use of the appropriate GetReflexAdjustedDamage hard-coded function. Evasion and save checks are performed through scripting, which is less effective in terms of CPU performance. Also, the Reflex save checks are buggy and work completely differently than described:
1st round: The description implies that the first round allows a reflex save to negate damage in the following rounds, but not a reflex save to negate/halve initial damage. This is not true - first round is subject to reflex save/evasion/improved evasion. Targets with Evasion who succeed on their save during the initial round will take no damage from this spell at all.
2nd/3rd round: Evasion and Improved Evasion are completely ignored for these rounds. On a successful save, targets with Evasion/Improved Evasion still take half damage (should be 0).