Sunday, November 22, 2015

Prismatic Spells

From D&D 5E's Player's Handbook, WotC. 
These new spells and conversions of old spells are designed for the arcane school of radiance.  The school focuses on spells dealing with light and color patterns


AURORA BOREALIS (sorcerer bloodline conversion)
School: evocation [light, cold]; Level: sorcerer/wizard 5
CASTING
Casting Time: 1 standard action
Components: V, S, M (a piece of phosphor)
EFFECT
Range: medium (100 ft. + 10 ft./level)
Area: sheet of cascading colors up to 20 ft. long/level or a ring w/ a radius of up to 5 ft./two levels; either form 20 ft. high
Duration: concentration + 1 round/level
Saving Throw: Will negates (fascination only); Spell Resistance: yes
DESCRIPTION
You create a sheet of cascading colors. This spell behaves much like a wall of fire, but it inflicts cold damage instead. Additionally, one side of the aurora fascinates creatures within 30 feet, up to a maximum of 2d4 HD + 2 HD/class level of creatures. A Will save negates this fascinate effect.


BRILLIANT BLADE
School: transmutation [light]; Level: sorcerer/wizard 3
CASTING
Casting Time: 1 standard action
Components: V, S, M
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Target: one weapon
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
DESCRIPTION
This spell temporarily transforms one weapon into a brilliant energy weapon.


CHROMATIC ORB
School: evocation [light]; Level: sorcerer/wizard 4
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Area: 1 or more fist-sized orbs of sparkling light
Duration: instantaneous
Saving Throw: Will partial (blind only); Spell Resistance: yes
DESCRIPTION
Creates a fist-sized orb of sparkling light (of varying color) that you throw at an enemy. Choose between fire, cold, acid, electricity, sonic or force. If you succeed at a ranged touch attack, the target takes 1d4 per caster level of the chosen type of damage (maximum 10d4) and is dazzled for 1d4 rounds. A successful save shortens the dazzle to 1 round.  You may throw one orb, plus one additional orb for every 5 levels (to a maximum of 5 orbs at 20th level).  The orbs may be hurled at the same or different targets, but all orbs must be aimed at targets within 30 feet of each other and fired simultaneously.


CHROMATIC ORB, LESSER (1st edition conversion)
School: evocation [light]; Level: sorcerer/wizard 1
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: close (25 ft. + 5 ft./2 levels)
Area: fist-sized orb of sparkling light
Duration: instantaneous
Saving Throw: Will partial (dazzle only); Spell Resistance: yes
DESCRIPTION
Creates a fist-sized orb of sparkling light (of varying color) that you throw at an enemy. Choose between fire, cold, acid or electricity. If you succeed at a ranged touch attack, the target takes 1d4 per caster level of the chosen type of damage (maximum 5d4) and is dazzled for 1d4 rounds. A successful save shortens the dazzle to 1 round.


CORUSCATING SPEAR (3.5 conversion of prismatic spear)
School: evocation [light, fire, cold, electricity, acid, sonic, force]; Level: sorcerer/wizard 5
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: long (400 ft. + 40 ft/level)
Effect: a coruscating, multicolored spear
Duration: instantaneous
Saving Throw: Will partial (blinded only); Spell Resistance: yes
DESCRIPTION
You create a coruscating, multicolored spear that flies towards any target you desire within its range. The spear flies unerringly towards any prismatic structure (such as a prismatic sphere or a prismatic wall), but must make a ranged touch attack against other targets; its attack bonus is equal to your caster level + your caster stat bonus (Int or Cha).  A creature struck by the coruscating spear takes 1d8 piercing damage + 1d6 points of damage each of the various energy types (acid, cold, electricity, fire, sonic, force) for an additional 6d6 points of energy damage. Creatures with energy resistance must apply it separately to each kind of damage. In addition, the subject must make a Will save or be blinded for 1d4 rounds.  On a successful save, the target is dazzled instead.  If the spear strikes a prismatic structure or a creature protected by a prismatic spell (such as prismatic armor), you make an immediate dispel check.


FLASHING SHIELD
School: abjuration [light, fire]; Level: sorcerer/wizard 1
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: personal
Target: you
Duration: 1 minute/level (D)
Saving Throw: no; Spell Resistance: no
DESCRIPTION
This spell creates an invisible shield similar to but not as strong as the shield spell. This shield hovers in front of you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus applies against incorporeal touch attacks. At any time, as a free action, you may dismiss your shield in a flash of light, at which point it deals 1d6 points of fire damage to all creatures within a 10-foot burst, and dazzles them for 1 round.


KALEIDOSCOPE STRIKE (2nd edition conversion)
School: abjuration [light]; Level: sorcerer/wizard 8
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: medium (100 ft. + 10 ft/level)
Effect: a thin beam of shimmering, kaleidoscopic light
Duration: 1 round/level
Saving Throw: Fort negates, see text; Spell Resistance: yes
DESCRIPTION
A thin beam of shimmering, kaleidoscopic light shoots from your fingertips towards a target.  The beam disrupts  the available magic of a prepared or spontaneous spellcaster.  The target must choose one of its highest-level prepared spells or slot, which is immediately lost (but it is recovered normally the next time the caster prepares spells or regains slots).  Subsequently, for the duration of the kaleidoscope strike, any spell the target casts is subject to a concentration check.  There is no initial saving throw for this spell, but the target can attempt a Fortitude save each round at the end of its turn to end the effect.


LUMINOUS FORM (oracle revelation conversion)
School: abjuration [light]; Level: sorcerer/wizard 5
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: personal
Target: you
Duration: 1 minute/level
Saving Throw: Fort partial (blinded only); Spell Resistance: no
DESCRIPTION
Your skin churns with light, granting you the effects of blur and causing you to shed light as a sunrod. Creatures that end their turn adjacent to you become blinded for 1d4 rounds (Fortitude reduces to 1 round).  You can forgo the blur and blinding aspects of this ability to instead simply shed light as a sunrod.


LUMINOUS FORM, GREATER
School: transmutation [light]; Level: sorcerer/wizard 9
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: personal
Target: you
Duration: 10 minutes/level
Saving Throw: Fort partial (blinded only); Spell Resistance: no
DESCRIPTION
You transform yourself into a being of pure sunlight, granting you the effects of blur and causing you to shed light as a daylight spell. Creatures that take penalties in bright light take them while within the 60’ radius.  Your luminescence is as bright as natural sunlight, and creatures affected by natural sunlight are so affected if they end their turn adjacent to your luminous form.  Creatures that end their turn adjacent to your luminous form become blinded for 1d4 rounds (Fortitude reduces to 1 round).  You can forgo the blur and blinding aspects of this ability to instead simply shed light as a daylight spell.  You are incorporeal, immune to critical hits, and you can fly with good maneuverability at a speed of 60’.  


PRISMATIC ARMOR (3.5 conversion)
School: abjuration [light]; Level: sorcerer/wizard 5
CASTING
Casting Time: 1 standard action
Components: V, S, M (a piece of phosphorus)
EFFECT
Range: personal
Target: you
Duration: 1 hour/level
Saving Throw: no; Spell Resistance: no
DESCRIPTION
This spell surrounds you with a tangible, rainbow-hued force in the form of a suit of full plate armor. The prismatic armor gives you a +8 armor bonus to AC, but weighs virtually nothing and has no associated armor check penalties, movement penalties or spell failure chances.  The prismatic armor refracts ambient illumination, shedding dim light in a 10’ radius. This refractive property is also effective against certain forms of magical energy, providing you with an additional +2 deflection bonus to AC against rays and spell effects requiring a ranged touch attack.


PRISMATIC MIST (3.5 conversion)
School: Conjuration (Creation) [light, poison]; Level: sorcerer/wizard 3
CASTING
Casting Time: 1 standard action
Components: V
EFFECT
Range: Medium (100 ft. + 10 ft./level)
Area: A thin, multi-hued mist in a 30’ radius burst
Duration: 1 minute/level
Saving Throw: see text, Fort save required for each dose of mist; Spell Resistance: no
DESCRIPTION
You call forth a thin, multi-hued mist that fills the area.  Small incandescent lights, no brighter than candles, drift lazily throughout the mist. The mist is too thin to obscure vision or provide concealment, but walking through it is hazardous. Each round, a creature that begins its turn in the area of the spell, or that enters the mist during its turn, is subject to one or more of the following effects based on the (randomly determined) color of the mist in the area around the creature. Consult the table below to determine the color of the mist and its effect.


D8 Roll
Color
Effect
1
Red
1d6 acid damage; Fort save halves
2
Orange
1d4 Int damage; Fort save halves
3
Yellow
1d4 Wis damage; Fort save halves
4
Green
1d4 Cha damage; Fort save halves
5
Blue
Fascinated for 1d4 rounds. Fort save negates, mind-effecting
6
Indigo
Confused for 1d4 rounds. Fort save negates, mind-effecting
7
Violet
Light blind for 1d6 minutes; Fort save halves
8
N/A
At the junction of two colors; roll twice more ignoring any '8' results


RAINBOW PATTERN, GREATER (3.5 conversion)
School: illusion (pattern) [mind-affecting]; Level: bard 6, sorcerer/wizard 6
CASTING
Casting Time: 1 standard action
Components: V (bard only), S, M (a piece of phosphor), F (a crystal prism)
EFFECT
Range: long (400 ft. + 40 ft/level)
Area: colorful lights in a 20’ radius spread
Duration: concentration + 1 round/level (D)
Saving Throw: Will negates (dazzle only); Spell Resistance: yes
DESCRIPTION
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Greater rainbow pattern fascinates a maximum of 48 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), you can make the greater rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving fountain of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures that can’t see them are no longer affected. The spell does not affect sightless creatures.


SCINTILLATING CLOUD (3.5 conversion of scintillating burst)
School: Conjuration (Creation) [light, fire]; Level: sorcerer/wizard 3
CASTING
Casting Time: 1 standard action
Components: V, S, F (a small mineral prism)
EFFECT
Range: Medium (100 ft. + 10 ft./level)
Area: multi-hued motes in a 20’ radius burst
Duration: instantaneous
Saving Throw: Fort partial (blinded only); Spell Resistance: no
DESCRIPTION
You create a cloud of scintillating, multi-hued motes of flame that fill the area. Every creature caught within the cloud takes 3d6 points of fire damage and must make a Fortitude save. Creatures that successfully save are dazzled for 1 round, while those that fail are blinded for 1d4 rounds. Creatures that cannot see are not blinded or dazzled, but still take damage.


SPARKLING SHOWER
School: evocation [light, electricity]; Level: sorcerer/wizard 1
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: 15’
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half; Spell Resistance: yes
DESCRIPTION
A shower of sparkling motes fan out from your hands.  Creatures caught in the shower take 1d4 points of damage per caster level (maximum of 5d4).


ULTRAVIOLET BEAM
School: evocation [light]; Level: sorcerer/wizard 2
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: 120’
Area: 120’ line
Duration: instantaneous
Saving Throw: none or Reflex half; Spell Resistance: yes
DESCRIPTION

This beam of ultraviolet light destroys fungal flora, removing any cover and concealment provided.  The ultraviolet light generated by the spell deals 1d6 damage per caster level (maximum 10d6) to fungus, mold, ooze and slime creatures.  Reflex save for half.

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