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  1. - Top - End - #1
    Orc in the Playground
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    Jun 2013

    Default Light based spells\attacks?

    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

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    Troll in the Playground
     
    PaladinGuy

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    Default Re: Light based spells\attacks?

    Quote Originally Posted by Raishoiken View Post
    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.

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    Troll in the Playground
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    Default Re: Light based spells\attacks?

    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.

  4. - Top - End - #4
    Titan in the Playground
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    Default Re: Light based spells\attacks?

    Any reason we're skipping over Sunbeam and Sunburst, from the PHB?
    Time travels in divers paces with divers persons.
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    Barbarian in the Playground
     
    BardGuy

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    Default Re: Light based spells\attacks?

    Blistering Radiance (also fire)

    Celestial Brilliance

    Dawn Burst

    Deadly Sunstroke

    Searing Light

    Sun Bolt

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    Bugbear in the Playground
     
    BardGuy

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    Default Re: Light based spells\attacks?

    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.

  7. - Top - End - #7
    Titan in the Playground
     
    Inevitability's Avatar

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    Default Re: Light based spells\attacks?

    Let's not forget the humble Pyrotechnics, available to most arcane casters as a 2nd-level spell.
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    Ogre in the Playground
     
    RedMage125's Avatar

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    Default Re: Light based spells\attacks?

    How has no one mentioned Color Spray or any of the Prismatic spells (spray, eye, wall, sphere) yet?

    Color is light.
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    Ogre in the Playground
     
    Devil

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    Default Re: Light based spells\attacks?

    A lantern archon's natural weapons are rays of light.

  10. - Top - End - #10
    Dwarf in the Playground
     
    Planetar

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    Default Re: Light based spells\attacks?

    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.

    Spoiler: The Spells
    Show


    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



  11. - Top - End - #11
    Orc in the Playground
    Join Date
    Jun 2013

    Default Re: Light based spells\attacks?

    Thanks guys this was super helpful

  12. - Top - End - #12
    Ogre in the Playground
    Join Date
    May 2012

    Default Re: Light based spells\attacks?

    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.

    Quote Originally Posted by Chronos View Post
    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.

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