Wizard PrC, Sorcerer PrC, and Nethermancer spells

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.
 

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The Great Bear King said:
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.
So all wizards are good and all sorcerers are evil?

The Great Bear King said:
Heavenly Light (Wiz/ Nether3)
A "holy" spell for wizards?

The Great Bear King said:
School: Abjuration [Good]
Normal bonus on saves granting spells are mind-effecting and enchantment spells, so they can be counterspelled and some creatures are immune against mind-affecting spells.
There is no protection against a abjuration spell.
IMHO this spell belongs to the enchantment school.

The Great Bear King said:
Saving Throw: None
Spell Resistance: No
This is very powerful.


The Great Bear King said:
Casting heavenly light has two effects.
The spell has three effects not two.


The Great Bear King said:
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.
This spell is a bless and a bane spell, but bless and bane grants only a +1 bonus and this bonus is only granted against fear spells. This spell grants the bonus against every spell. That is to powerful. A +2 bonus is granted by a bard level 8 inspire courage ability, and tnat bonus is only granted against fear spells.

The Great Bear King said:
The second effect is that the caster heals 1 hit point per round for the duration of the spell,
That are 10 hps. This effect is fast healing 1 as long the spell lasts. Most spells have only one effect.

The Great Bear King said:
and evil opponents cannot heal magically while in the area of effect.
This is the third effect of the spell. To block all healing spells in an area is very powerful and never 3rd level spell. To compare this effect check up the dimensional lock (level 8) spell, which blocks all extraplanar travels by spells in an area.

The Great Bear King said:
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.
Normally a glowing person is easier to hit.

The Great Bear King said:
Area/Effect/Target: 15 ft. radius burst
15 ft. radius burst is an area, so this is an area spell which can effect more than one target.

The Great Bear King said:
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).
There already exist a daze spell. Daze is a level 0 spell and it belongs to the enchantment school. To classify the school of a spell look at the effects of the spell. To create light is evocation, but the effect: blinding is either enchantment or necromancy.
Compare this spell to the original daze spell.
Daze affects only one spell and not an area. A person affected by the original daze spell is dazed for 1 round. The original daze spell has also affect no persons with 5 or more Hds.
Lightburst is a spell that affects an area, more than one target, has no hd limit and an effect which lasts longer than a daze spell. This is too powerful for a 1st level spell.

The Great Bear King said:
A successful save indicates that the creature is only dazzled for one round and is not dazed.
Oh, each target gets a penalty even if the target succeded the save. That is penalty without a save.


The Great Bear King said:
Your allies need to also make saves, if they were looking your way, although a simple shout of warning should suffice.
A warning can also warn your enemies. :)

The Great Bear King said:
Darkbolt (Sor/Nether 3)
I remember an official spell of that name: FRCS p 68.

The Great Bear King said:
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).
Normally to avoid an evocation spell the save is a reflex save.
 

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