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<blockquote data-quote="Raven Crowking" data-source="post: 4755503" data-attributes="member: 18280"><p><strong>Rewriting Spells to Eliminate "Magical Streetlight Syndrome"</strong></p><p></p><p><strong>Continual Flame</strong></p><p><em>Evocation/Transmutation [Fire]</em></p><p>Class and Level: Sorcerer (Elemental Fire) 2</p><p>Casting Time: Action</p><p>Components: V, S, M</p><p>Range: 10 feet</p><p>Target: One torch</p><p>Duration: Permanent (but see below)</p><p>Save: None (harmless)</p><p></p><p>This spell allows the caster to place a small amount of his or her life force into a torch, causing it to burn with a perpetual fire without burning the material that the torch is made of. Such a torch cannot be put out by any normal means, and can even burn underwater. It can be dispelled, however.</p><p></p><p>When the sorcerer casts this spell, he sacrifices 1 hit point to feed the eternal flame. He can choose to end any number of his own continual flame spells at any time, as a reaction (at which time the flames are instantly snuffed out), and if he does so he regains the sacrificed hit points so long as both he and the flames are on the same plane of existence. The sorcerer also regains the hit point if the spell is dispelled and both he and the flame are on the same plane of existence. Otherwise, the sacrifice is permanent.</p><p></p><p>If the caster dies, and the hit point loss is such that hit points sacrificed to cast this spell would revive him, his body does not decompose. Moreover, if enough continual flames are dispelled to restore his hit point total to 1 or more, he is revived. Additional damage to the body after death (such as being eaten) can, however, prevent the sorcerer from returning to life.</p><p></p><p>The affected torch otherwise has the same properties as a normal torch in terms of light, heat, etc.</p><p></p><p>Material Component: 50 gp worth of powdered ruby and a drop of the caster’s blood.</p><p></p><p></p><p></p><p><strong>Continual Light*</strong></p><p><em>Evocation/Transmutation</em></p><p>Class and Level: Cleric 3, Wizard 2</p><p>Casting Time: Action</p><p>Components: V, S</p><p>Range: 120 feet</p><p>Target: One creature, area, or object</p><p>Duration: Permanent (but see below)</p><p>Save: Reflexes or Willpower negates</p><p></p><p>This spell creates a spherical region of light, as bright as daylight, up to a 30-foot radius, with an area of shadowy illumination up to a 60-foot radius. Continual light can be cast on an object, into the air, or at a creature. The spell does not move once cast, but if cast on a movable object or creature, it moves with that object or creature. If the spell is cast on a creature, a saving throw is allowed. Casting continual light on a creature’s eyes causes blindness.</p><p></p><p>A caster can only have one continual light spell active per caster level. If a caster casts an additional continual light spell, one of the earlier spells is dispelled (determined randomly).</p><p></p><p>Reverse: The reverse of continual light is called permanent darkness. It creates a region of magical darkness with a 30-foot radius, with an area of normal darkness up to a 60-foot radius. Permanent darkness has the Shadow descriptor. Casting permanent darkness counts against the number of continual light spells a caster can maintain, and has an equal chance of being dispelled by additional castings over that maximum.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4755503, member: 18280"] [b]Rewriting Spells to Eliminate "Magical Streetlight Syndrome"[/b] [B]Continual Flame[/B] [I]Evocation/Transmutation [Fire][/I] Class and Level: Sorcerer (Elemental Fire) 2 Casting Time: Action Components: V, S, M Range: 10 feet Target: One torch Duration: Permanent (but see below) Save: None (harmless) This spell allows the caster to place a small amount of his or her life force into a torch, causing it to burn with a perpetual fire without burning the material that the torch is made of. Such a torch cannot be put out by any normal means, and can even burn underwater. It can be dispelled, however. When the sorcerer casts this spell, he sacrifices 1 hit point to feed the eternal flame. He can choose to end any number of his own continual flame spells at any time, as a reaction (at which time the flames are instantly snuffed out), and if he does so he regains the sacrificed hit points so long as both he and the flames are on the same plane of existence. The sorcerer also regains the hit point if the spell is dispelled and both he and the flame are on the same plane of existence. Otherwise, the sacrifice is permanent. If the caster dies, and the hit point loss is such that hit points sacrificed to cast this spell would revive him, his body does not decompose. Moreover, if enough continual flames are dispelled to restore his hit point total to 1 or more, he is revived. Additional damage to the body after death (such as being eaten) can, however, prevent the sorcerer from returning to life. The affected torch otherwise has the same properties as a normal torch in terms of light, heat, etc. Material Component: 50 gp worth of powdered ruby and a drop of the caster’s blood. [B]Continual Light*[/B] [I]Evocation/Transmutation[/I] Class and Level: Cleric 3, Wizard 2 Casting Time: Action Components: V, S Range: 120 feet Target: One creature, area, or object Duration: Permanent (but see below) Save: Reflexes or Willpower negates This spell creates a spherical region of light, as bright as daylight, up to a 30-foot radius, with an area of shadowy illumination up to a 60-foot radius. Continual light can be cast on an object, into the air, or at a creature. The spell does not move once cast, but if cast on a movable object or creature, it moves with that object or creature. If the spell is cast on a creature, a saving throw is allowed. Casting continual light on a creature’s eyes causes blindness. A caster can only have one continual light spell active per caster level. If a caster casts an additional continual light spell, one of the earlier spells is dispelled (determined randomly). Reverse: The reverse of continual light is called permanent darkness. It creates a region of magical darkness with a 30-foot radius, with an area of normal darkness up to a 60-foot radius. Permanent darkness has the Shadow descriptor. Casting permanent darkness counts against the number of continual light spells a caster can maintain, and has an equal chance of being dispelled by additional castings over that maximum. [/QUOTE]
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