Showing posts with label Light. Show all posts
Showing posts with label Light. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Crown of Brilliance

Crown of Brilliance (from the Book of Exalted Deeds)
Evocation [Good, Light]

Level: Cleric/Favored Soul 6
Components: V, S, M, Archon
Casting Time: 1 full round
Range: 20 feet
Target, Effect, or Area: 20-foot-radius emanation, centered on you
Duration: 1 round per caster level
Saving Throw: Fortitude partial
Spell Resistance: Yes

A blazing crown of golden light surrounds your head. Creatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds. Creatures that successfully save, and creatures that have recovered from blindness are still dazzled as long as they remain in melee with you.

Creatures with light sensitivity and creatures that are harmed by sunlight (such as vampires) must make a Will save if they are within the area of the spell. Creatures that fail their saving throws must move outside the area. Undead within the area take 1d6 points of damage each round they remain in the area.

Material component: An opal worth at least 100 shillings, carried on your person through the duration of the spell. The opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.

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Campaign Design - Spells: Celestial Brilliance

Celestial Brilliance (from the Book of Exalted Deeds)
Evocation [Good, Light]

Level: Cleric/Favored Soul 4, Glory 4, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Object touched
Duration: 1 day per caster level (D)
Saving Throw: None
Spell Resistance: No

The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: Bright light to 60 feet and dim light in another 60 feet.

Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures suffer 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.

Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Celestial brilliance counters and dispels any darkness spell of equal or lower level, such as deeper darkness.

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Campaign Design - Spells: Flash

Flash (from Relics & Rituals)
Evocation [Light]

Level: Bard 1, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: 5 feet
Target, Effect, or Area: 15-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

Flash causes a small object, no larger than a coin or pebble, to explode and emit a brief but dazzling burst of light when thrown to the ground. Any creature witnessing the flash must make a Reflex save or be temporarily blinded for 1d3 rounds. The caster is assumed to shield his eyes before invoking the flash and is not affected. Light sensitive creatures add +5 to the DC of their saves and suffer 1 additional round of blindness. Sightless creatures are not affected by flash.

Material component: Any item smaller than a coin.

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Campaign Design - Spells: Gloom

Gloom (from Relics & Rituals)
Evocation (Darkness, Light)

Level: Bard 2, Cleric/Favored Soul 2, Penumbral Lord 1, Shadow 2, Sorcerer/Wizard 2
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: 20 foot radius emanating from object touched
Duration: 10 minutes per caster level (D)
Saving Throw: None
Spell Resistance: No

The light created by this spell is in bands of light and darkness that somewhat impair vision, so that penalties for fighting and other activities in the affected area are as for one-quarter concealment. Beings with low-light vision are not affected, but those with only darkvision are affected by this magical gloom. For the purpose of other magic or effects (such as the shadowcasting ability of penumbral lords), the area of this spell is considered to be in shadows.

Arcane material component: A drop of pitch and a pierce of phosphorescent moss.

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Campaign Design - Spells: Fair Light

Fair Light (from the Book of the Righteous)
Evocation [Light]

Level: Bard 4, Cleric/Favored Soul 4, Beauty 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 10 minutes per caster level (D)
Saving Throw: None
Spell Resistance: No

You shed light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. The light is filled with sparkles and pure luminescence, giving all who are good of heart cascading halos and all who are evil long gloomy shadows and dark outlines. These light effects not only clearly reveal whether any beings in the light are good or evil (unless their alignment is masked by magical means), they also boost and decrease morale.

All good beings in the 60-foot radius of the fair light receive a +1 morale bonus to attack rolls and saving throws. All evil beings in the light suffer a -1 morale penalty to attack rolls and saving throws.

If fair light is active upon you and you then get inside inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Fair light brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Fair light counters or dispels any darkness spell of equal or lower level, such as darkness or deeper darkness.

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Campaign Design - Spells: Flashing Light

Flashing Light (adapted from School of Evocation; originally Flash)
Evocation (Light)

Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Cone
Duration: 1 round per caster level
Saving Throw: Reflex negates
Spell Resistance: Yes

A blinding cone of white light affects all creatures within the area of effect. Affected creatures are blinded for the duration of the spell. A blinded creature suffers a 50% miss chance in combat, as if all opponents had full concealment. Blinded creatures also lose all Dexterity bonuses to Armor Class, move at half speed, and suffer a -4 penalty on most Strength and Dexterity based skills. Foes enjoy a +2 bonus to attack rolls against a blinded creature.

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Campaign Design - Spells: Call Radiance

Call Radiance (Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Light)

Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot radius burst
Duration: 1 round per caster level
Saving Throw: Reflex half
Spell Resistance: No (see below)

You open a momentary gate to the Positive Energy Plane, bringing forth a sphere of brilliant light at the desired point in range. The light is a blinding flare that lingers and flares for the spell’s entire duration. The burst created by this spell obstructs line of sight and cannot be seen through.

Those caught in the spell's area suffer 1d4 points of damage per caster level (maximum 5d4) and are dazzled for 10 rounds. Anyone who succeeds at a Reflex save only suffers half the damage and is immediately moved to the nearest edge of the light burst. A successful Fortitude save reduces the duration of the dazzle effect to 1 round.

If the spell is centered on a specific target, that target gets no Reflex save in the first round and must suffer the normal spell effects for that round. If the target fails the Fortitude saving throw, they are blinded for one hour while its eyes recover. In this case, spell resistance does apply, and if successful, the call radiance is negated without manifesting at all.

The blinding and dazzling effects do not function on beings without eyes.

Material Component: An opal or pearl worth 100 shillings and a two-inch square of pure white silk.

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Campaign Design - Spells: Curtain of Light

Curtain of Light (from the Book of Exalted Deeds)
Evocation [Light]

Level: Sanctified 5
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Curtain of light whose area is up to one 5-foot square per caster level
Duration: 1 round per caster level (D)
Saving Throw: See text
Spell Resistance: No

An immobile, vertical curtain of brilliant light energy springs into existence. This barrier cannot pass through spaces occupied by creatures and objects, but it can bend around them.

One side of the curtain, selected by you, sends forth flashes of light, dealing 2d4 points of damage to evil creatures within 10 feet and 1d4 points of damage to evil creatures past 10 feet but within 20 feet. The curtain deals this damage when it appears and at the start of the caster's turn each round. In addition, the curtain deals 2d6 points of damage +1 point per caster level (maximum +20) to any evil creature passing through it. Contact with the curtain deals double damage to undead creatures.

A curtain of light can be made permanent with a permanency spell. A permanent curtain of light that is destroyed becomes inactive for 10 minutes and then reforms. Curtain of light counters any magical darkness spell of 5th level or lower with which it comes into contact. Any magical darkness spell of 5th level or higher counters curtain of light.

The curtain of light is impervious to all physical attacks and spells except antimagic field, dispel magic, greater dispel magic, and Woda's disjunction.

Sacrifice: 1d4 points of Strength damage.

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Campaign Design - Spells: Control Light

Control Light (adapted from Relics & Rituals)
Transmutation [Darkness, Light]

Level: Cleric/Favored Soul 4, Penumbral Lord 3
Components: S, F, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 5 foot per caster level emanation centered on a creature, object, or point in space
Duration: 2 rounds per caster level (D)
Saving Throw: None
Spell Resistance: No

Within the area of effect, the caster may vary the light from full daylight to complete darkness. Each round, beginning with the round control light is cast, the caster may take one free action to adjust the level of light by 25%. It would take four rounds and four free actions to adjust the level of light from full daylight to darkness.

other spells that affect light within the area of the spell do not completely function. These include light, darkness, and daylight. Each such spell will affect the quality of the light in the affected area and cause a shift of 50%. The caster of control light can begin to readjust the light level with his next action after any spells affecting light are cast.

Control light can counterspell light, darkness, daylight, and any other lower level spell with the darkness or light descriptors.

Focus: A ring of white gold and black adamantine fashioned into a spiraled double helix. The total cost of this item is at least 5,000 shillings.

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