I am working on the revamped spell system simultaneously as I am working on the other things, and I made a sample spell to set a standard for how the spells will be described. The spell is a simple, straight-forward fire spell, a first level spell. It is very similar to the Light spell from standard D20, but as with all spells in the revamped system, it has alot of possible alterations that can be done to it, by increasing the casting cost. The (P) after the duration means that it is prolongable. When the duration expires, the caster can simply pay the original casting cost to have it last another hour.
Burning Eyes
Requirements: Fire 1
Mana Cost: 1 MP
Range: Personal
Casting Time: Standard Action
Components: S, V
Duration: 1 hour (D)(P)
The drow patrol was on a full route. They had gone out to find the human invaders, to catch them in their sleep and cut their throats. Instead, the patrol had been ambushed; they had been blinded by a bright light emanating from the pathetic humans, caught unaware. Even now, the drow could see the humans behind them, chasing them through the gloomy tunnels of the underdark, their eyes still burning in the dark.
The Burning Eyes spell causes the caster’s eyes to glow like to burning embers. His eyes will emanate a cone of light that will illuminate an area of 30 ft. in front of him. The cone will be as brightly lit as if though it is engulfed in daylight. The caster will be able to clearly see any opponents in the illuminated area; he will even be able to read in otherwise complete darkness. If the spell is used in completely dark conditions, such as during the mid of night or in the underdark, the light will be visible from as far as a mile away.
Alterations
Affect Other
Requirements: Fire 2
Mana Cost: +1 MP
The Burning Eyes range increases from Personal to Touch. No Saving Throw is allowed, but the target can choose not to be affected by the spell.
Arcane Enforcement
Requirements: Arcane 2
Mana Cost: +1 MP
The Burning Eyes spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it.
Daylight
Requirements: Nature 3
Mana Cost: +12 MP
The light emanating from the Burning Eyes spell will be as strong and radiant as pure daylight. Any creatures that are hindered or damaged by sunlight will suffer the same effect when exposed to the light from the Burning Eyes spell. The Daylight alteration is not combinable with the Daylight alteration.
Extended
Requirements: None
Mana Cost: +2 MP
The area affected by Burning Eyes will be doubled, making the cone of light extend 60 ft. instead of the usual 30 ft.
Faerie Fire
Requirements: Air 2
Mana Cost: +5 MP
Any invisible creatures caught in the cone created by the spell will become visible as long as the spell is centered upon them.
Hidden Light
Requirements: Air 1
Mana Cost: +3 MP
The light emanating from the Burning Eyes spell will be invisible, only illuminating the area for the caster. To all others, even the allies of the caster, the area will still be covered in darkness. The Hidden Light alteration is not combinable with the Daylight alteration.
Penetrating Sight
Requirements: Earth 1
Mana Cost: +1 MP
The caster is able to see through thin layers of solid material with the Burning Eyes spell. This effect is too weak to penetrate solid walls, even a normal door cannot be penetrated, but the layer of metal or wood that surrounds a trap or lock can be seen through. The caster gains a +2 bonus to any Disarm Trap or Lockpick rolls while Burning Eyes is active.
Burning Eyes
Requirements: Fire 1
Mana Cost: 1 MP
Range: Personal
Casting Time: Standard Action
Components: S, V
Duration: 1 hour (D)(P)
The drow patrol was on a full route. They had gone out to find the human invaders, to catch them in their sleep and cut their throats. Instead, the patrol had been ambushed; they had been blinded by a bright light emanating from the pathetic humans, caught unaware. Even now, the drow could see the humans behind them, chasing them through the gloomy tunnels of the underdark, their eyes still burning in the dark.
The Burning Eyes spell causes the caster’s eyes to glow like to burning embers. His eyes will emanate a cone of light that will illuminate an area of 30 ft. in front of him. The cone will be as brightly lit as if though it is engulfed in daylight. The caster will be able to clearly see any opponents in the illuminated area; he will even be able to read in otherwise complete darkness. If the spell is used in completely dark conditions, such as during the mid of night or in the underdark, the light will be visible from as far as a mile away.
Alterations
Affect Other
Requirements: Fire 2
Mana Cost: +1 MP
The Burning Eyes range increases from Personal to Touch. No Saving Throw is allowed, but the target can choose not to be affected by the spell.
Arcane Enforcement
Requirements: Arcane 2
Mana Cost: +1 MP
The Burning Eyes spell gains a +4 bonus to any opposed caster checks made to dispel it or counter-spell it.
Daylight
Requirements: Nature 3
Mana Cost: +12 MP
The light emanating from the Burning Eyes spell will be as strong and radiant as pure daylight. Any creatures that are hindered or damaged by sunlight will suffer the same effect when exposed to the light from the Burning Eyes spell. The Daylight alteration is not combinable with the Daylight alteration.
Extended
Requirements: None
Mana Cost: +2 MP
The area affected by Burning Eyes will be doubled, making the cone of light extend 60 ft. instead of the usual 30 ft.
Faerie Fire
Requirements: Air 2
Mana Cost: +5 MP
Any invisible creatures caught in the cone created by the spell will become visible as long as the spell is centered upon them.
Hidden Light
Requirements: Air 1
Mana Cost: +3 MP
The light emanating from the Burning Eyes spell will be invisible, only illuminating the area for the caster. To all others, even the allies of the caster, the area will still be covered in darkness. The Hidden Light alteration is not combinable with the Daylight alteration.
Penetrating Sight
Requirements: Earth 1
Mana Cost: +1 MP
The caster is able to see through thin layers of solid material with the Burning Eyes spell. This effect is too weak to penetrate solid walls, even a normal door cannot be penetrated, but the layer of metal or wood that surrounds a trap or lock can be seen through. The caster gains a +2 bonus to any Disarm Trap or Lockpick rolls while Burning Eyes is active.