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Lightmaster Prestige class
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<blockquote data-quote="Merlion" data-source="post: 1408215" data-attributes="member: 10397"><p><strong>New Lightmaster Spells</strong></p><p></p><p>Lightbeam</p><p>Evocation (Light)</p><p>Level: Dru 1, Mys 1, Wiz/Sor 1</p><p>Range: Medium (100 ft +10 ft/level)</p><p>Target: One creature</p><p>Duration: Instantaneous</p><p>Saving Throw: See Text</p><p>Spell Resistance: Yes</p><p></p><p></p><p>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).</p><p></p><p></p><p>Lesser Light Shield</p><p>Evocation (Light)</p><p>Level: Dru 2, Mys 2, Wiz/Sor 2</p><p>Range: 0</p><p>Target: You</p><p>Duration: 5 rounds/level</p><p>Saving Throw: Fort Partial</p><p>Spell Resistance: No</p><p></p><p>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. </p><p></p><p>Blinding Burst</p><p>Evocation (Light)</p><p>Level: Wiz/Sor 3</p><p>Range: Medium (100 ft +10 ft/level)</p><p>Area: 20 ft radius burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude Partial</p><p>Spell Resistance: Yes</p><p></p><p>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.</p><p></p><p></p><p>Light Shield</p><p>Evocation (Light)</p><p>Level: Dru 4, Wiz/Sor 4</p><p>Range: 0</p><p>Target: You</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>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</p><p></p><p></p><p>Rays of Light</p><p>Evocation (Light)</p><p>Level: Wiz/Sor 5</p><p>Range: Medium (100ft +10 ft/level)</p><p>Targets: One or more creatures or objects</p><p>Duration: 1 round/2 levels</p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: Yes</p><p></p><p></p><p>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.</p><p></p><p>Additionally any creature struck by a bolt must make a fortitude save or be blinded for one round..</p><p></p><p></p><p>Greater Light Shield</p><p>Evocation (Light)</p><p>Level: Dru 6, Wiz/Sor 6</p><p>Range: 0</p><p>Target: You</p><p>Duration: 1 round/level</p><p>Saving Throw: See Text</p><p>Spell Resistance: See Text</p><p></p><p>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.</p><p>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.</p><p></p><p></p><p></p><p></p><p>Prismatic Rays</p><p>Evocation</p><p>Level: Mys 4, Sor/Wiz 4</p><p>Components: VS</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft, +10ft/level)</p><p>Target: up to 7 creatures, no 2 of which may be more than 30 ft apart</p><p>Duration: Concentration, up to 1 round/level</p><p>Saving Throw: See Text</p><p>Spell Resistance: Yes</p><p></p><p>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</p><p>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.:</p><p>1d8 Colour</p><p>1 Red: 4d6 points of Fire damage (Fort save for half)</p><p>2 Orange: 8d6 points of Acid Damage (Fort save for half)</p><p>3 Yellow: 12d6 points of Electricity damage (Fort save for half)</p><p>4 Green: Poison (1d6+1/1d6+1 Con damage, Fort save negates for each)</p><p>5 Blue: Held for 1d4+1 rounds (Will save each round negates)</p><p>6 Indigo: Confusion: as the Confusion spell but lasts for 1d4+1 rounds (Will Negates)</p><p>7 Violet: Teleported in a random direction, 50 ft/caster level ( target cannot arrive inside an object, will negates)</p><p>8 Reroll</p><p></p><p></p><p></p><p></p><p>Prismatic Aura</p><p>Abjuration</p><p>Level: Mys 5, Wiz/Sor 5</p><p>Components: VSM</p><p>Casting time: 1 action</p><p>Range: 0</p><p>Target: You</p><p>Duration: 1 round/level</p><p>Saving Throw: See Text</p><p>Spell Resistance: No</p><p></p><p>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. </p><p>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)</p><p></p><p>1d8 Colour Effect</p><p>1 Red 2d4 Fire damage (reflex half)</p><p>2 Orange 2d6 Acid damage (Reflex half)</p><p>3 Yellow 2d8 points Electricity damage (Reflex half)</p><p>4 Green Poison (1d4 Con damage, Fortitude negates)</p><p>5 Blue Held (1d4+1 rounds, Will negates)</p><p>6 Indigo Confusion (1d4+1 rounds, Will negates)</p><p>7 Violet Teleported 1d8x10 ft away from caster (Will negates)</p><p>8 Struck </p><p>by two</p><p>effect roll</p></blockquote><p></p>
[QUOTE="Merlion, post: 1408215, member: 10397"] [b]New Lightmaster Spells[/b] 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 [/QUOTE]
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