Lightmaster Prestige class

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
 

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New Lightmaster Spells

Lightbeam
Evocation (Light)
Level: Dru 1, Mys 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. You must succeed at a ranged touch attack to hit your target. Undead take 1d6 damage per level from this spell(max 5d6).


Lesser Light Shield
Evocation (Light)
Level: Dru 2, Mys 2, Wiz/Sor 2
Range: 0
Target: You
Duration: 5 rounds/level
Saving Throw: Fort Partial
Spell Resistance: No

This spell cloaks the caster in bright light, which has two effects. First, all ranged attacks against the caster suffer a 20% miss chance. Second, any creature who attacks the caster with natural or handheld weapons is blinded for 1d4 rounds. A successful saving throw reducing the duration of the blindness to one round.

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 1d6+1 rounds and take 3d6 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. You must succeed at a ranged touch attack to strike your target. You may fire a single bolt as a standard action (including on the round you cast the spell) or you may use a full attack action to attack with the spell up to the limit of your base attack bonus.

Additionally any creature struck by a bolt must make a fortitude save or be blinded for one round..


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.




Prismatic Rays
Evocation
Level: Mys 4, Sor/Wiz 4
Components: VS
Casting Time: 1 action
Range: Medium (100 ft, +10ft/level)
Target: up to 7 creatures, no 2 of which may be more than 30 ft apart
Duration: Concentration, up to 1 round/level
Saving Throw: See Text
Spell Resistance: Yes

This spell allows you to project rays of colour at your enemies.The spell generate one ray of each colour. Each colour has a different effect. . If you cease concentration on the spell before you have used all 7 rays, any unused rays are lost.You must suceed at a ranged touch attack to hit. You may fire no more than 2 rays each round as a standard action
The ray colours and their effects are as follows. Roll randomly each time a bolt is fired. Once a colour has been used, it cannot be used again.:
1d8 Colour
1 Red: 4d6 points of Fire damage (Fort save for half)
2 Orange: 8d6 points of Acid Damage (Fort save for half)
3 Yellow: 12d6 points of Electricity damage (Fort save for half)
4 Green: Poison (1d6+1/1d6+1 Con damage, Fort save negates for each)
5 Blue: Held for 1d4+1 rounds (Will save each round negates)
6 Indigo: Confusion: as the Confusion spell but lasts for 1d4+1 rounds (Will Negates)
7 Violet: Teleported in a random direction, 50 ft/caster level ( target cannot arrive inside an object, will negates)
8 Reroll




Prismatic Aura
Abjuration
Level: Mys 5, Wiz/Sor 5
Components: VSM
Casting time: 1 action
Range: 0
Target: You
Duration: 1 round/level
Saving Throw: See Text
Spell Resistance: No

This spell surrounds the caster in a shifting cloak of light in every colour of the spectrum. Any creature with less than 5 HD or levels within 20 feet of the aura must make a Fortitude save or be blinded for 1d4 rounds.
The aura provides a +4 deflection bonus to armor class, and a +2 bonus to all saving throws. Additionally, anyone striking the caster with handheld or natural weapons suffers one of the following affects (roll randomly to determine)

1d8 Colour Effect
1 Red 2d4 Fire damage (reflex half)
2 Orange 2d6 Acid damage (Reflex half)
3 Yellow 2d8 points Electricity damage (Reflex half)
4 Green Poison (1d4 Con damage, Fortitude negates)
5 Blue Held (1d4+1 rounds, Will negates)
6 Indigo Confusion (1d4+1 rounds, Will negates)
7 Violet Teleported 1d8x10 ft away from caster (Will negates)
8 Struck
by two
effect roll
 

On first glance it looks interesting ... could you do a progression block, so it's more easily visible, what powers are gained at what level? For example, is there a '+level of spellcasting class' thing? Maybe then one could say something about balance ;)
 

Well, typing a full class progression into a post is rather time consuming and annoying but i may try to do something at some point...but you should be able to assume a caster prestige class is going to grant full or nearly full progression, and you have all the abilities there.
I'd say it grants full progression accept for maybe levels 8 and 10, something like that. Maybe full progression. What would you suggest?
 


Good Lord! I nearly just lost my coffee. You come up with the stuff on a daily basis Merlion? I swear, yours is the best work I've seen so far (aside from my brother, he's a freakin' genius too). I will definetly be allowing my players in my campaign access to this prestige class and the spells. Excellent work! Please keep it coming!
 

I have many, many files of stuff on my computer if you want me to email you the lot. Including 2 core classes (the Mystic and the Elementalist.)
Kind of funny tho...people seem to either love or hate my stuff...usualy hate. Most people think everything I write is overpowered.
Anyway give me your address and I'll send you everything I have if you want.
 


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