New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 1 of 1
  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    Jul 2009

    Default New Light spells

    A particular npc wizard has a special fascination with light spells. These are his discoveries or creations.

    Ray of Light
    Evocation [Light]
    Level: sor/wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: medium
    Effect: finger-width ray of light
    Duration: concentration
    Saving Throw: None
    Spell Resistance: Yes

    This cantrip shines a thin ray of light from your pointed finger. The light is invisible except a glow from the tip of your finger, a finger-width glow on whatever you are pointing at, and the ray itself if it passes through a window, floating dust, mist or some other such obscuration. Creatures that are harmed by sunlight take 1d3 points of damage from the ray if you spend a move action aiming it at them (no roll required). This spell is generally used to indicate an exact spot to others from a distance.

    Roving Light
    Evocation [Light]
    Level: sor/wiz 1
    Components: V, S
    Casting Time: 1 standard action
    Range: long
    Effect: moveable ball of light
    Duration: 1 minute/level

    This spell creates a head-sized intangible translucent orb that glows as brightly as a hooded lantern or a sunrod. Via concentration (move action), the orb can be moved up to 100ft (200ft with a full-round action) through the air (or a liquid) in any direction you choose, up to the spells maximum range. The orb can't pass through solid opaque physical objects (it can go through liquids, glass, ice, etc). You cannot move the orb out of your line of sight. If you cease concentrating, the orb will hold its last position until you resume concentration, likewise if you move outside of the spells range. If the orb is within your square, you can have it tag along with you as a free action if you move (consider it a "possession").

    Produce Light
    Evocation [Light]
    Level: sor/wiz 2
    Components: V, S
    Casting Time: 1 standard action
    Range: medium
    Effect: Light on your hand
    Duration: 1 minute/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    This spell causes your hand to glow as brightly as a torch. Your glowing hand can fire fist-sized intangible translucent orbs out to the spells range. These orbs glow as brightly as a torch. You can fire two such orbs as a move action; if they collide with a solid opaque physical object (they will go through liquids, glass, ice, etc), they cling to it until the spells duration ends (even if the object moves beyond the spells range), if they don't hit anything they wink out. You can also fire an orb at a specific target as a ranged touch attack (SR negates on a hit); this is an attack action and only one orb can be fired per attack. Each fired orb glows for the remaining duration of the spell. You can fire two orbs per caster level; after the last orb is fired your hand will cease to glow.

    Lucent Fist
    Evocation [Light]
    Level: sor/wiz 4
    Components: V, S, F
    Casting Time: 1 standard action
    Range: special
    Effect: Light on your hand
    Duration: 1 minute/level (D)
    Saving Throw: Fortitude/reflex partial (see text)
    Spell Resistance: Yes

    This spell causes your hand to emit light. It has four separate modes. The clenched fist mode requires no action, but the others require a dedicated move action each round to generate and sustain the effect, and you can only do one in a particular round, though you can end the others to switch back to clenched fist as a free action. If you fall unconscious or are otherwise unable to control your body, it switches to fingers spread mode.
    • Clenched fist: Your fist glows as brightly as a candle. If placed within a robe or sack or other such item, the glow can be blocked, allowing you to hide.
    • Spread hand: As the daylight spell, centered on your hand.
    • Closed-fingers pointed: As a bullseye lantern, except bright illumination for 120ft and shadowy illumination for 240ft. Each round, beings within the cone (unless they are facing away or closing their eyes) must make a fortitude save or be dazzled for as long as they are within the cone and for 1 minute afterwards. This also counts as sunlight in regards to light sensitivity/blindness.
    • Point with finger: Creates a beam of light 100ft long/level and 5ft wide. Adjacent surfaces are brightly illuminated, and spaces adjacent to those are in shadowy illumination. This light is intensely bright; each round, any being in the beam must make a fortitude save or be blinded until they exit the beam and for one round thereafter, and are dazzled for an additional minute. On a successful save, they are dazzled instead. If they are facing away and closing their eyes, they are fine, but if just one or the other they must still make a save or be dazzled. Light-sensitive creatures are blinded with no save (and suffer a -4 penalty on saves to avoid being dazzled), and creatures with light blindness also suffer double the duration of blindness. Creatures that are harmed by sunlight also take 1 point of damage per caster level unless they make a successful reflex save.
      If you dedicate a standard action, you can keep the beam focused on a moving creature, in which case only that creature and any that share its space are fully affected. Any break of line of sight requires you to relocate the creature before you can continue tracking it with the beam. Creatures whose space the beam passes through must make a save or be dazzled.
      As a standard action, you can pass the beam over a 90 degree arc, forcing every creature whose space the beam passes through to make a save or be dazzled for 1 minute.

    If you hold your open palm to a combustible material as a standard action, it will catch fire (you can remove your hand before being harmed or catching fire yourself, unless the material is explosive or some such).
    You cannot use the glowing hand to perform somatic components for another spell.
    Holding an item with the glowing hand counts as "clenched fist".

    Focus: a glass lens
    Last edited by Eladrinblade; 2023-09-02 at 12:56 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •