Celestial light

Ferret

Explorer
I can't remember if I posted this before or not.

Celestial light
Evocation [light, good, fear, mind-affecting]
Level: Cleric 4, Pal 4
Components: V,S
Casting Time: 1 standard action
Range: Begins at caster
Area: Cone 90ft long
Duration: 1d4 rounds
Saving Throw: Special
Spell Resistance: Yes

You send out a searing white light that causes fear in all evil creatures (alignment and subtype), the affected creature becomes frightened until it leaves the area, the creature will immediately try to leave the cone, if it cannot it cowers, once it has left it will flee from the caster for another round. Creatures who succeed a will save are simply shaken. Good creatures (alignment or subtype) in the area gain a +2 moral bonus on all attack rolls, saving throws, skill checks and ability checks.
 

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It seems a bit powerful for a Paladin, but other than that...
-Saying stuff like "searing white light" sounds like you are going to blind someone. How about giving the Paladin's the boot and making this into a level 5/6 spell with a blinding effect?
-I think that moral bonus should be reserved for attack rolls and saves. Lets not go overboard. This spell has plenty of different effects as it is.
-Why would anyone be afraid of bright light? It just doesn't seem to connect with me. There are light sensitive baddies out there, but they are a special case, IMO.

So, how about doing a Blindness, Mass that also has the added benefit of giving a moral bonus to Good Guys? Blindness/Deafness is a level 2 spell, so I would throw this one to level 5. Seems about right. The moral bonus is basically just a little extra on top, and doesn't matter so much after every bad guy infront of you goes blind. O' and change Will-save into a Fort-save!
[Light, Good, Mind-Effecting]
 

Because the light represents all things good and celestial. Good point on the checks, But I don't think I'll be changing it to a Blind, mass.

Thanks.
 

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