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Raishoiken
2024-02-24, 08:32 PM
I was wondering what kind of attacks or spells there are that are light based that include a save or attack roll. Any and all occurrences are valid

Khedrac
2024-02-25, 02:56 AM
I was wondering what kind of attacks or spells there are that are light based that include a save or attack roll. Any and all occurrences are valid

Radiant Assault (spell compendium) - one of the few AoE blasting spells to use a Will save - great against rogues.

Anthrowhale
2024-02-25, 07:10 AM
Celestial Brilliance is an excellent Light spell due to the long duration and specialized damage effect. It has no save or attack roll though.

Blinding Glory is oddly not a Light spell.

If you can persist it, Sun Scepter is an excellent Light spell. Combo with Power Attack and Greater Might Wallop to dish out loads of damage.

Light of Lunia delivers up to 4d6 damage at ECL1 with touch attacks.

Chronos
2024-02-25, 07:46 AM
Any reason we're skipping over Sunbeam and Sunburst, from the PHB?

darkdragoon
2024-02-25, 08:54 AM
Blistering Radiance (also fire)

Celestial Brilliance

Dawn Burst

Deadly Sunstroke

Searing Light

Sun Bolt

Duke of Urrel
2024-02-25, 03:04 PM
Here's what I could find using my Excel spreadsheet. All spells that don't appear in the PLAYER'S HANDBOOK v. 3.5 appear in the SPELL COMPENDIUM v. 3.5.

Anger of the Noonday Sun: Drd
Blinding Breath: Sor/Wiz
Blistering Radiance: Clr, Sor/Wiz
Breath Flare: Sor/Wiz
Faerie Fire: Moon domain, Drd
Flare: Brd, Drd, Sor/Wiz
Guiding Light*: Brd, Clr, Sor/Wiz
Heartfire: Brd, Drd
Light of Lunia: Clr, Sor/Wiz
Light of Mercuria: Clr, Sor/Wiz
Light of Venya: Clr, Sor/Wiz
Lucent Lance: Clr, Sor/Wiz
Luminous Gaze**: Sor/Wiz
Moonbeam: Moon domain
Moonfire: Moon domain
Nimbus of Light: Clr
Radiant Assault: Clr, Sor/Wiz
Rainbow Beam: Sor/Wiz
Rainbow Blast: Sor/Wiz
Ray of Light: Brd, Sor/Wiz
Righteous Aura***: Pal
Shadowblast: Clr, Drd
Sunbeam: Glory or Sun domain, Drd
Sunburst: Elf, Elysium, Purification, or Sun domain; Drd; Sor/Wiz
Wall of Light**: Clr, Sor/Wiz

________
*This spell debuffs enemies (shines a light on them) but allows no saving throw.

**This spell dazzles sighted creatures but allows no saving throw.

***This spell is purely defensive until you die. When this happens, it harms Evil creatures and heals Good ones.

Inevitability
2024-02-25, 03:24 PM
Let's not forget the humble Pyrotechnics, available to most arcane casters as a 2nd-level spell.

RedMage125
2024-02-27, 11:37 AM
How has no one mentioned Color Spray or any of the Prismatic spells (spray, eye, wall, sphere) yet?

Color is light.

Tzardok
2024-02-27, 01:30 PM
A lantern archon's natural weapons are rays of light.

lolcat
2024-02-28, 04:36 AM
For light-based spells the "Initiate of Lathander" Feat is quite nice. Since i have used it in a couple of characters, i had ready a copilation of all the spells it makes available to the character. They are those of the [Light] descriptor and those with "Light" in the name. Sadly it doesn't includ einformation about saves and rolls specifically, but i hope it's still useful.



Lvl-0 spells:
Light: Object shines like a torch.
Candlelight: Object shines like candle hr/lvl
No Light: Prevents normal light from illuminating.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature

Lvl-1 spells:
Blaze of light: 60ft. cone of light dazzles creatures.
Breath Flare: Breath weapon dazzles Targets
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Darklight: Creates 5 ft radius area where all can see without light.
Eilistraee's Moonfire: melee 2d6+ clvl cold dam + variable light or as dancing lights.
Faery Fire: Outlines subjects with light
Ghost light: An eerie green torch light causes creatures to become shaken.
Guiding light: +2 on ranged attacks against creatures in illuminated area.
Handfire: hand glows and deal damage on touch, permanent duration, no save
Lantern Light: Ranged touch attack deals 1d6 points of damage.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d8 damage.
Luminous Gaze: eyes cast light, dazzles creatures
Nimbus of Light: Sunlight illuminates you until released as an attack for 1d8+1/level damage.
Ray of light: Creates a narrow cone of light, blinds for 1d4 rds

Lvl-2 spells:
Checkmates Light: Gives +1 enhancement and morale bonus to all in radius, axiomatic
City Lights: Absorb artificial light and release to blind/dazzle
Light of Mercuria: 2 bolts for 2d6, 4d6 ag. Undead
Light of Faith: Bonus to turn check
Cure Light Wounds: 1d8 + 3
Continual Flame: Makes permanent heatless torch
Heartfire: Outline and deal small fire damage
Moonbeam: cone of moonlight, revert lycanthropes
Rainbow Beam: Ray does random type of damage
Sun Bolt: Ray deals 2d6 damage, more ag. Undead, can blind
Soul of Light: Healing spells heal more

Lvl-3 spells:
Blacklight: 20 ft. Radius supernatural darkness
Create Lantern Archon: 1d2 con drain
Daylight: 60 ft. Radius bright light
Ghost lantern: 20ft radius light, only visible to selected creatures
Irians Light: Ranged touch, 2d8 / ray
Light of Venya: 2 bolts, 6d6 ag. Outsiders or undead, heal 1d6
Light of Wisdom: Bonus to turn level
Searing Light: Ray, 1d8 / 2 levels, more ag. undead
Wall of Light: Can dazzle creatures
Glowing Orb: Creates permanent magical light, control brightness
Rainbow Blast: Line deals multiple damage types
Vision of the Omniscient Eye: Bonus to spot, if also see invis. Add faery fire, see if blinded

Lvl-4 spells:
Aura of the Sun: Fill area with light that damages undead
Battlefield Illumination: Improve light in 80 ft. Radius
Celestial Brilliance: days/lvl huge radius bright light
Blinding Breath: Breath weapon blinds target
Blistering radiance: Dazzles sighted creatures, 2d6 dam/rd
Lightwall: Wall of light that dazzles
Light of Purity: Bonus to turn damage
Light of Xymor: As daylight, blind against evil
Righteous Aura: detonate on death, heal good and damage others
Searing Exposure: Suffer wasteland exposure, multiple status effects
Shadowblast: damage shadow creature, close gates to shadow plane
Wall of Moonlight: damage to evil or undead, magic items that pass through faery fire

Lvl-5 spells:
Curtain of light: Shapeable curtain that damages evil creatures:/undead
Dawn Shroud: Daylight, harmful to oozes and undead
Lucent Lance: Ray uses ambient light to deal damage & dazzle
Mass Cure Light Wounds: heal 1d8 + 5 to multiple

Lvl-6 spells:
Anger of the Noonday Sun: Blinds creatures within 20ft.
Crown of Brilliance: dazzles, repels light sensitive, damages undead
Light of Courage: Damage when turning
Sun Scepter: Scepter, axiomatic disruption flaming burst
Sunbeam: Beam blinds and deals 4d6
Yakamo's Anger: blind creatures in 10 ft radius

Lvl-7 spells:
Radiant Assault: 20ft radius damage
Rejuvenating Light: Daylight, FH 1
Tomb of Light: trap and ability damage evil outsiders

Lvl 8 spells:
Sunburst: 6d6 & blinded, more if undead.

Lvl-9 spells:
Moonfire: Cone, damages, reveals magical auras, suppresses electricity

Raishoiken
2024-03-02, 10:52 PM
Thanks guys this was super helpful

StreamOfTheSky
2024-03-05, 07:04 PM
Radiant Sphere is a tool on p. 172 of MIC, costs a mere 3500 gp.
It holds 3 charges and you can use a standard action to make a ray attack against undead for 4d6 (1 charge), 6d6 (2 charges), or 6d6 and 2d6 to undead w/in 10 ft of the target (3 charges).
But the best part? You can refill the daily charges with ANY light spell, including the level 0 Light or Dancing Lights (handily available as a 3+Int per day SLA w/ Duskblade).
Paired with lots of cantrips/orisons from the party, it's got to be one of the most cost-effective anti-undead abilities out there. If you're playing 3.PF, you basically have infinite uses (need a full round to refill it each time, though).

Combine its use with Gauntlets of Ghost Fighting and you're set for any undead.


Any reason we're skipping over Sunbeam and Sunburst, from the PHB?

They are high level. But Sunbeam especially is amazing. Utterly wrecks undead/oozes/mold.