New Evocation (Light) spells

Jeph

Explorer
Light Blast
Evocation [Light]
Level: Sor/Wiz 3, Cleric 4
Componants: V, S, M/DF
Casting Time: 1 action
Range: Medium (100'+10'/level)
Effect: 10' radius burst
Duration: Instantaneous and see text
Saving Throw: Reflex halves and see text
SR: Yes

A sphere of light and vaporizing heat explodes soundlessly around the point that you designate. Those within 10 feet of the blast suffer 1d6 damage per caster level (max 10d6) and are infused with light, acting as if affected by the Fairy Fire spell for 1 round per level. Those who succeed at a Reflex save take only half damage from the blast, and are not infused with ligh. The blast illuminates out to 1000 feet for an instant, and the target 10' sphere continues shed light for 10 minutes.

If this spell is cast by a cleric, Undead in the area take an extra 1 point of damage per die, even if they succeed at their Reflex save.

Arcane Material Componant: A pinch of quartz sand.



Aura Infusion
Evocation [Light]
Level: Sor/Wiz 2, Cleric 2
Componants: V, S, M/DF
Casting Time: 1 action
Range: Medium (100'+10'/level)
Target: living creature or undead
Duration: Concentration, max 2 rounds + 1 round/level
Saving Throw: Will Negates
SR: Yes

Aura Infusion pours light into a subject, making them glow and heating their body. The spell lasts for as long as you concentrate, but ends if the subject ever moves out of range. The longer you maintain concentration, the greater the effect of the spell.

round 1: The target sheds light in a 15' radius.
round 2: The target sheds light in a 30' radius, and takes 1 point of damage.
round 3: The target sheds light in a 60' radius, and takes 1d4 points of damage.
round 4: The target sheds light in a 120' radius, and takes 1d6 points of damage.
rounds 5+: The target sheds light in a 240' radius, and takes 1d8 points of damage.
 

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Nice spells.
Maybe Light blast is a little too good: same damage as fireball and in a smaller area, but lots of creatures are resistant to fire, and against a small number of enemies (for example inside a dungeon or a building) the smaller area of effect is not a great loss.
For the Wiz it could be ok anyway, but maybe not for the cleric (compare it to Flame Strike)
 

Light burst should not have different effects based on who casts it. A spell is a spell. Either make two different spells or give the extra damage to undead to everyone.

DC
 

DreamChaser said:
Light burst should not have different effects based on who casts it. A spell is a spell. Either make two different spells or give the extra damage to undead to everyone.

DC

Er...

See control weather. Druids and only druids get double duration and area when they cast it.
 

I love Aura Infusion, that light effect is definitely pretty neat. I think you should up the power though. Its light effect is the same as Daylight in the end, but the damage is really nothing special and you have to not cast any spells or get damaged for three rounds in order to get 60 foot radius and a total of 1d4+1 damage (less than a magic missile at that level). I think that either the amount of light given off or the damage should be much higher. Another way to balance would be to not allow a saving throw, since the effects are relatively slight (but even then I would increase the effects). Also, it would be really cool if the light radius just kept on getting bigger and/or there was no maximum duration. That way a high level character could really flood the place with light
 

Most of the current [Light] spells that deal damage deal extra damage or force a penalty on their saving throws against creatures that are particularly vulnerable to sunlight. You might want to add that to these spells--for Light Blast possibly -5 to saves for creatures suffering from daylight (Drow, Derro, Kobolds, etc) and -10 to saves for creatures who are helpless or destroyed by sunlight (Vampires, Specters, etc).
 

Revised Versions . . .

Light Blast
Evocation [Light]
Level: Sor/Wiz 4, Cleric 6
Componants: V, S, M/DF
Casting Time: 1 action
Range: Medium (100'+10'/level)
Effect: 20' radius burst
Duration: Instantaneous and see text
Saving Throw: Reflex halves and see text
SR: Yes

A sphere of light and vaporizing heat explodes soundlessly around the point that you designate. Those within 20 feet of the blast suffer 1d6 damage per caster level (max 10d6) and are infused with light, acting as if affected by the Fairy Fire spell for 1 round per level. Those who succeed at a Reflex save take only half damage from the blast, and are not infused with ligh. The blast illuminates out to 1000 feet for an instant, and the target 20' sphere continues shed light for 10 minutes.

Undead and creatures that are specifically vulnerable to the effects of bright light or sunlight suffer a -4 penalty on their saving throws against this spell. In addition, Undead that are specifically vulnerable to bright light or sunlight, such as vampires, take double damage from this spell.

Arcane Material Componant: A pinch of quartz sand.



Aura Infusion
Evocation [Light]
Level: Sor/Wiz 2, Cleric 2
Componants: V, S, M/DF
Casting Time: 1 action
Range: Medium (100'+10'/level)
Target: living creature or undead
Duration: Concentration, max 2 rounds + 1 round/level
Saving Throw: Will Negates
SR: Yes

Aura Infusion pours light into a subject, making them glow and heating their body. The spell lasts for as long as you concentrate, but ends if the subject ever moves out of range. The longer you maintain concentration, the greater the effect of the spell.

round 1: The target sheds light in a 15' radius, and takes 1 point of damage.
round 2: The target sheds light in a 30' radius, and takes 1d4 points of damage.
round 3: The target sheds light in a 60' radius, and takes 1d6 points of damage.
round 4: The target sheds light in a 120' radius, and takes 1d8 points of damage.
rounds 5+: The target sheds light in a 240' radius, and takes 1d10 points of damage. Increase the radius of illumination by 60' per round.

Undead and creatures that are specifically vulnerable to the effects of bright light or sunlight suffer a -4 penalty on their saving throws against this spell. In addition, Undead that are specifically vulnerable to bright light or sunlight, such as vampires, take 1 additional point of damage per round of exposure to this spell.

Arcane Material Componant: A tiny bead of amber.
 

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