The Great Bear King
First Post
The difference between Wizardry and Sorcerery to me isn't the difference between scientific and nonscientific or spontanious and pre-planned but between good and evil. Like the difference between the Lightside of the Force and the Darkside. These spells will be found in the nethermancer class and wizard and sorcerer Priestige Classes.
Note these are not of my own making so go to Silver Dragon's Home to find the original spells and thank thier authors.
Heavenly Light (Wiz/ Nether3)
School: Abjuration [Good]
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Area/Effect/Target: 20ft radius, centered on caster
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Description
Casting heavenly light has two effects. First all allies of the caster, within the area of effect, gain a +2 sacred bonus on Will saving throws, while opponents of evil alignment within the area of effect incur a -2 morale penalty on all Will saving throws. The second effect is that the caster heals 1 hit point per round for the duration of the spell, and evil opponents cannot heal magically while in the area of effect.
While the spell is in effect, the caster radiates dozens of minute golden beams of light, shining as if the caster herself were made of glass.
Divine Focus: Cleric or paladin holy symbol in conjunction with a diamond with a value of at least 20gp.
Arcane Focus: A vial of holy water giving to you by a priest.
Lightburst (Wiz/ Nether1)
School: Evocation [Light]
Components: V,S,M,DF
Casting Time: 1 action
Range: 15 ft.
Area/Effect/Target: 15 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
Description
A brilliant flash of white light erupts from the top of the your head or hat forming a burst with a 15-foot radius. Any creature that was looking in your direction must make a Reflex save to look away in time. A failed saving throw indicates that the creature is dazed for one round and dazzled for one round per caster level (maximum of 5 rounds). A successful save indicates that the creature is only dazzled for one round and is not dazed. If a creature was not looking directly at you, or only had you in its peripheral vision, it gets a +2 circumstance bonus to its saving throw. Any creature that had its eyes closed, or was not looking in your direction, is unaffected. Your allies need to also make saves, if they were looking your way, although a simple shout of warning should suffice.
Arcane Material Component: A small shard of crystal.
Darkbolt (Sor/Nether 3)
School: Evocation [Evil]
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area/Effect/Target: 1 living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Description
You conjure a black flame and hurl it at a target within range. If the bolt strikes the target (a ranged touch attack), it deals 1d6 damage per caster level (max 10d6; Fort save for half damage). This damage is unholy energy, so it harms most creatures, but heals evil outsiders and doesn’t affect other evil creatures. Any good creature that takes damage from the bolt and fails his save is also stunned for one round.
Note these are not of my own making so go to Silver Dragon's Home to find the original spells and thank thier authors.
Heavenly Light (Wiz/ Nether3)
School: Abjuration [Good]
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Area/Effect/Target: 20ft radius, centered on caster
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Description
Casting heavenly light has two effects. First all allies of the caster, within the area of effect, gain a +2 sacred bonus on Will saving throws, while opponents of evil alignment within the area of effect incur a -2 morale penalty on all Will saving throws. The second effect is that the caster heals 1 hit point per round for the duration of the spell, and evil opponents cannot heal magically while in the area of effect.
While the spell is in effect, the caster radiates dozens of minute golden beams of light, shining as if the caster herself were made of glass.
Divine Focus: Cleric or paladin holy symbol in conjunction with a diamond with a value of at least 20gp.
Arcane Focus: A vial of holy water giving to you by a priest.
Lightburst (Wiz/ Nether1)
School: Evocation [Light]
Components: V,S,M,DF
Casting Time: 1 action
Range: 15 ft.
Area/Effect/Target: 15 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
Description
A brilliant flash of white light erupts from the top of the your head or hat forming a burst with a 15-foot radius. Any creature that was looking in your direction must make a Reflex save to look away in time. A failed saving throw indicates that the creature is dazed for one round and dazzled for one round per caster level (maximum of 5 rounds). A successful save indicates that the creature is only dazzled for one round and is not dazed. If a creature was not looking directly at you, or only had you in its peripheral vision, it gets a +2 circumstance bonus to its saving throw. Any creature that had its eyes closed, or was not looking in your direction, is unaffected. Your allies need to also make saves, if they were looking your way, although a simple shout of warning should suffice.
Arcane Material Component: A small shard of crystal.
Darkbolt (Sor/Nether 3)
School: Evocation [Evil]
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area/Effect/Target: 1 living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Description
You conjure a black flame and hurl it at a target within range. If the bolt strikes the target (a ranged touch attack), it deals 1d6 damage per caster level (max 10d6; Fort save for half damage). This damage is unholy energy, so it harms most creatures, but heals evil outsiders and doesn’t affect other evil creatures. Any good creature that takes damage from the bolt and fails his save is also stunned for one round.