This spell, originating from those with some celestial blood or blessing, allows the caster to gather holy energy for a delayed blast, harming evil creatures.
Brightblast Evocation [Good, Light] Level: Cleric 2, Paladin 1 Components: S Casting Time: 1 standard action Range: Close (25ft. + 5ft./ 2 levels) Target: One creature in range Duration: 3 rounds or less; see text Saving Throw: None Spell Resistance: Yes The caster summons a glowing orb of light from the Celestial Realms into their hand which grows and pulses as seconds pass. With a gesture, it can be hurled towards an enemy, discharging with a bright flare. A light as bright as a torch appears in your hand, although it does not harm you or your equipment. The light can either be thrown as a ranged touch attack up to close range, or used to touch an enemy with a melee touch attack. The attack inflicts 1d4 positive energy damage, +1d4 per round (up to 3 full rounds) that you hold the charge. This attack deals double damage against evil outsiders. How you can use Brightblast in your game: - Aasimar or Half-Celestials might be able to gain this as a 1/day spell-like ability, instead of the ability to use Light at will. - Spellcasters might find this a useful spell in the case of a demonic invasion, allowing them to fight back with celestial magic. - An evil version of this spell, Darkblast, is rumoured to exist. It is used by secretive Cambion agents of the church of Shar, goddess of darkness. Also posted on Game Masters Stash on 10 August 2019. Comments are closed.
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