Lightmaster Prestige Class

Merlion

First Post
Alrighty, heres one thats built for a group that will exist in my personal campaign, but which I made nice and general so anyone can use it.
I've always liked the idea of a "light mage". I did it up pretty quick so I know it probably needs some polish. I also wrote a bunch of new spells for it. I will put them in a seperate post. I am still writting more to flesh out the spell list a bit. theirs not really all that many Light spells in DnD.


The Lightmaster


In my campaign world, instead of deities there are Powers who embody good and evil abstract concepts and serve or oppose the Creator. One of the Good Powers is Light. The Lightmasters are spellcasters who follow her cause by studying light on a magical level. Eventually they gain a great mastery of light and light related magic, but they become somewhat vulnerable to total darkness and darkness oriented magic.
This prestige class is associated with a particular group in my world but it’s nice and generic so it can fill the role of spellcaster-specialized-in-light-magic just about anywhere.

Requirements:

Alignment: Any Good
Spells: Ability to cast 3rd level spells, including Light and Daylight.
Skills: .Knowledge (Arcana, Religion, or Nature) 8 ranks, Spellcraft 8 ranks
Feats: Alertness, Blind-Fight, Extend Spell
Special: Must follow the cause of Lady Light, must be trained by an experienced Lightmaster.



Hit Die: d4
BAB and Saves: As Wizard
No armor or weapon proficiency gained.
2 skill points. Class skills: Concentration, Craft, Knowledge (Arcana, Religion, Nature), Profession, Scry, Spot, Spellcraft

Class abilities:

Light Magic(Ex):
At 1st level, a Lightmaster gains access to the Lightmaster spell list. Additionally, Lightmasters who prepare spells (Clerics (don’t exist IMC), Druids, Wizards etc) may prepare an extra Lightmaster spell at each spell level per day, and Lightmasters who cast spells spontaneously (Bards, Sorcerers, IMC the Mystic class), gain an extra Lightmaster spell known at each spell level.


Create Light(Sp):
At 1st level, a Lightmaster may create Light as the spell 3 times/day.


Low-Light Vision(Ex):
Also at 1st level, the Lightmaster gains Low-light vision. If she already possessed Low-light vision, its range doubles.


Light Power(Ex):
At 2nd level, the Lightmaster gains a +1 bonus to caster level checks to overcome spell resistance when casting Lightmaster spells, and all such spells receive a +1 bonus to saving throw DC. This bonus increases by +1 at 5th and 8th level.


Guarded Sight(Su)
A Lightmaster of 3rd level or higher is totally immune to magical and supernatural blindness.


Keen Eyes(Ex):
A Lightmaster’s eyes become capable of using available light much more effectively. At 3rd level, the Lightmaster receives a +2 competence bonus to all Spot checks. This increases to +4 at 7th level.


Lightbringer(Sp):
At 4th level, the Lightmaster becomes a vessel of radiance. She may exude Daylight, as the spell, from herself a number of times per day equal to 1 + Charisma modifier.


Darkburn(Su):
Beginning at 4th level, the Lightmaster’s close association with Light inflicts vulnerability on the Lightmaster. Whenever the Lightmaster is in an area of total darkness, she must make Fortitude save (DC 20) each minute or suffer 2 points of Constitution damage. Additionally, if the Lightmaster is the target of a spell with the Darkness descriptor, the Lightmaster takes 1d8 damage per level of the spell. The Lightmaster may make a Fortitude save against the Spells usual DC to halve this damage.


Lightvision(Ex):
At 5th level, the radiance of the Lady of Light is with the Lightmaster always. This ability is similar to Darkvision, accept it is full colour. Essentially, the Lightmaster see’s exactly as she would in broad daylight at all times. She can even see through magical darkness. Additionally, the Lightmaster becomes immune to blindness of any kind. Even if the Lightmaster’s eyes are removed, the Lightmaster can still see, and use Lightvision. If her eyes are removed, her eye sockets fill with golden light.


Extended Radiance(Ex):
Once per day at 6th level, a Lightmaster may cast a single Lightmaster spell of 6th level or lower as though under the effects of the Extend Spell feat. This does not change the slot or casting time of the spell.


Remove Blindness(Sp):
The Lightmaster gains the ability to convey the blessings of the Shining Lady to others. At 7th level the Lightmaster may Remove Blindness as the spell a number of times per day equal to her Charisma modifier, or once per day whichever is greater.


Empowered Radiance(Ex):Once per day at 8th level, a Lightmaster may cast a single Lightmaster spell of 6th level or lower as though under the effects of the Empower Spell feat. This does not change the spell slot or casting time of the spell.


Healing Radiance(Su):
At 9th level the Lightmaster is able to tap into the healing powers of light. Once per day the Lightmaster may create an aura of light with a radius of 20 ft that lasts for 1 round. All living creatures in this area are healed for 3d8 points of damage. Undead take double this amount as damage


Luminary
The Lightmaster has become a true disciple of Light. Whenever the Lightmaster users her Lightbringer ability, all Undead within its radius take 2d6 damage each round. Additionally, once per day the Lightmaster may transform herself into a being of pure light. In this form the Lightmaster is incorporeal, and may use the Rays of Light spell once. This transformation lasts for a number of minutes equal to the Lightmasters Constitution modifier (this may need a little work)


Now the spell list:


0th: Dancing Lights, Flare, Light
1st level: Colour Spray, Faerie Fire, Lightbeam*
2nd level: Continual Flame, Daylight, Lesser Light Shield*
3rd level: Blinding Burst*, Remove Blindness, Searing Light
4th level: Light Shield*, Rainbow Pattern
5th level: Rays of Light*
6th level: Greater Light Shield*
7th level: Prismatic Spray, Sunbeam,
8th level: Prismatic Wall, Sunburst
9th level: Prismatic Sphere

New spells detailed in next post
 
Last edited:

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New spells;


Lightbeam
Evocation (Light)
Level: Dru 1, Wiz/Sor 1
Range: Medium (100 ft +10 ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes


This spell projects a beam of intense light from the caster’s hand, dealing the target 1d4 damage per caster level (max 5d4), and blinding the target for 1 round. A successful Reflex save halves the damage and negates the blindness. Undead take 1d6 damage per level from this spell(max 5d6).


Lesser Light Shield
Evocation (Light)
Level: Dru 2, Wiz/Sor 2
Range: 0
Target: You
Duration: 5 rounds/level
Saving Throw: None
Spell Resistance: No

This spell cloaks the caster in a shining mantle of light. This has three effects. First, it grants one-half concealment (20% miss chance). Secondly, anyone who successfully strikes the caster with a handheld or natural weapon must make a Will save or be blinded for 1d3 rounds. If a creature has spell resistance, it applies to thease effects. Third, the spell provides light as a torch.



Blinding Burst
Evocation (Light)
Level: Wiz/Sor 3
Range: Medium (100 ft +10 ft/level)
Area: 20 ft radius burst
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell creates a flash of intense light within the area of effect. Creatures within the area are blinded for 2d6 rounds and take 2d6 points of damage. A successful Fortitude save halves the damage and the duration of the blindness. Undead take double damage from this spell, and are automatically blinded for 2d6 rounds, with no save.


Light Shield
Evocation (Light)
Level: Dru 4, Wiz/Sor 4
Range: 0
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell wraps the caster in a brilliant cloak of light. This light grants the caster the benefits of full concealment (50% miss chance). Additionally, whenever an opponent strikes the caster with a handheld or natural weapon, they must make a Will save or be blinded for 1d4 rounds and take 2d6 points of damage. A successful save negates the blindness and halves the damage. Undead take double damage, and receive no save against the blindness. If a creature has spell resistance, it applies to thease effects. Additionally, the spell provides light in a 30 ft radius around the caster


Rays of Light
Evocation (Light)
Level: Wiz/Sor 5
Range: Medium (100ft +10 ft/level)
Targets: One or more creatures or objects
Duration: 1 round/2 levels
Saving Throw: Reflex Half
Spell Resistance: Yes


This spell allows you to project searing bolts of light from your hands or eyes. The spell deals 1d6 damage per caster level, to a maximum of 15d6. You may divide this damage among individual bolts however you choose, but each bolt must deal at least 1d6 damage. A Reflex save is allowed to halve the damage. Additionally any creature that fails its save against a given bolt is blinded for 1 round. Undead take double damage from this spell and are blinded regardless of save.


Greater Light Shield
Evocation (Light)
Level: Dru 6, Wiz/Sor 6
Range: 0
Target: You
Duration: 1 round/level
Saving Throw: See Text
Spell Resistance: See Text

This spell surrounds the caster with a brilliant mantle of radiance. This radiance grants full concealment (50% miss chance), and provides light as a daylight spell. Any creature striking the caster with handheld or natural weapons is blinded for 2d4 rounds and takes 3d6 damage. A successful Will save negates the blindness and halves the damage. Undead take double damage.
Lastly, any undead within 20 feet of the caster must make a Will save or take 2d6 damage each round. A successful save halves the damage each round.
 

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