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0Flash Fire00-1-1-11 standard action0V, S, M (a pinch of powdered fool's gold)0yes (object); see text0-10-1000sorcerer/wizard 3, witch 3Ultimate Combat0Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him.110-1-10000-1The firearm fires with a blinding flash, even if the firearm is not currently loaded. Every creature within 15 feet of the creature carrying the weapon must succeed at a Fortitude save or be blinded for 1d4 rounds. The creature carrying the firearm takes a -4 penalty on this saving throw. If the firearm is loaded, the ammunition is wasted.001 firearm00instantaneous-10-1close (25 ft. + 5 ft./2 levels)

Flash Fire

School transmutation; Level sorcerer/wizard 3, witch 3

CASTING

Casting Time 1 standard action
Components V, S, M (a pinch of powdered fool's gold)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets 1 firearm
Duration instantaneous
Saving Throw Will negates (object); see text; Spell Resistance yes (object); see text

DESCRIPTION

The firearm fires with a blinding flash, even if the firearm is not currently loaded. Every creature within 15 feet of the creature carrying the weapon must succeed at a Fortitude save or be blinded for 1d4 rounds. The creature carrying the firearm takes a -4 penalty on this saving throw. If the firearm is loaded, the ammunition is wasted.

Flash Fire-100303-1-1transmutation-100-1-10-100-1331-1-1-1NULLWill negates (object); see text0-100

The firearm fires with a blinding flash, even if the firearm is not currently loaded. Every creature within 15 feet of the creature carrying the weapon must succeed at a Fortitude save or be blinded for 1d4 rounds. The creature carrying the firearm takes a -4 penalty on this saving throw. If the firearm is loaded, the ammunition is wasted.

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