Merlion
First Post
Ok tell me what you think of thease.
The Mys is for my Mystic class(you can view it on its thread in this forum) and the parenthetical bits are for Mystic spheres.
Lightbeam
Evocation (Light)
(Duality, Smiting)
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. 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)
(Duality, Protection)
Level: Dru 2, Mys 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)
(Duality, Smiting)
Level: Dru 4, Mys 4, 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)
(Duality, Protection)
Level: Dru 4, Mys 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 1d6 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)
(Duality, Smiting)
Level: Mys 6, 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 can choose to expend the spell in a single round, or you can discharge 1 bolt as a move action or up to 3 bolts as a standard action on each of your turns. You cannot cast other spells while maintaining this one.
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)
(Duality, Protection)
Level: Dru 6, Mys 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.
The Mys is for my Mystic class(you can view it on its thread in this forum) and the parenthetical bits are for Mystic spheres.
Lightbeam
Evocation (Light)
(Duality, Smiting)
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. 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)
(Duality, Protection)
Level: Dru 2, Mys 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)
(Duality, Smiting)
Level: Dru 4, Mys 4, 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)
(Duality, Protection)
Level: Dru 4, Mys 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 1d6 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)
(Duality, Smiting)
Level: Mys 6, 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 can choose to expend the spell in a single round, or you can discharge 1 bolt as a move action or up to 3 bolts as a standard action on each of your turns. You cannot cast other spells while maintaining this one.
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)
(Duality, Protection)
Level: Dru 6, Mys 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.