Merlion
First Post
A while ago I had an idea for a prestige class based on the idea of a spellcaster specializing in light and light magic. I decided to go back and tune it up a bit as I wasnt really happy with the results.
here is the new version. I will put the new spells on their spell list in a second post.
The Lightmaster
Requirements:
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
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.
Manipulate Light (Sp)
The Lightmaster gains a greater degree of control over light-creating spells. At 2nd level, the Lightmaster may cast the spells Light or Daylight on any target within Close range (25 ft, +5 ft/2 caster levels). At 4th level, the Lightmaster may cast thease spells into empty space, and the light will move as directed by the Lightmaster within range of the spell. This ability will work in conjunction with the Create Light Lightmaster ability.
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 Lightmaster gains greatly enhanced vision. This ability is similar to Darkvision, accept it is full colour. Essentially, the Lightmaster sees 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.
Burst of Radiance: (Su)
At 7th level, the Lightmaster may create a brilliant burst of light around herself. This burst has a radius of 20 feet centered on the Lightmaster. All creatures except the Lightmaster caught in the burst must make a Fortitude save or be blinded for 1d4+1 rounds. Additionally, Undead within this area take 1d4 points of damage per Lightmaster level.
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* , Prismatic Orb*
2nd level: Continual Flame, Daylight, Lesser Light Shield*
3rd level: Blinding Burst*, Remove Blindness, Searing Light
4th level: Light Shield*, Rainbow Pattern, Prismatic Rays*
5th level: Rays of Light*, Prismatic Aura*
6th level: Greater Light Shield*
7th level: Prismatic Spray, Sunbeam,
8th level: Prismatic Wall, Sunburst
9th level: Prismatic Sphere
here is the new version. I will put the new spells on their spell list in a second post.
The Lightmaster
Requirements:
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
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.
Manipulate Light (Sp)
The Lightmaster gains a greater degree of control over light-creating spells. At 2nd level, the Lightmaster may cast the spells Light or Daylight on any target within Close range (25 ft, +5 ft/2 caster levels). At 4th level, the Lightmaster may cast thease spells into empty space, and the light will move as directed by the Lightmaster within range of the spell. This ability will work in conjunction with the Create Light Lightmaster ability.
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 Lightmaster gains greatly enhanced vision. This ability is similar to Darkvision, accept it is full colour. Essentially, the Lightmaster sees 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.
Burst of Radiance: (Su)
At 7th level, the Lightmaster may create a brilliant burst of light around herself. This burst has a radius of 20 feet centered on the Lightmaster. All creatures except the Lightmaster caught in the burst must make a Fortitude save or be blinded for 1d4+1 rounds. Additionally, Undead within this area take 1d4 points of damage per Lightmaster level.
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* , Prismatic Orb*
2nd level: Continual Flame, Daylight, Lesser Light Shield*
3rd level: Blinding Burst*, Remove Blindness, Searing Light
4th level: Light Shield*, Rainbow Pattern, Prismatic Rays*
5th level: Rays of Light*, Prismatic Aura*
6th level: Greater Light Shield*
7th level: Prismatic Spray, Sunbeam,
8th level: Prismatic Wall, Sunburst
9th level: Prismatic Sphere