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# Light School - A Wizard Archetype
### Colour Blast - Level 2 At 2nd Level you learn a special version of the Eldritch Blast cantrip, if you already know it mark it as separate. Whenever you successfully hit a target with this spell roll on the damage table below and the damage type is changed to that of which you rolled. At 5th, 11th and 17th level you roll separately for each beam that hits. Chaos bolt is also added to the wizard spell list for you | d8 | damage type | |:---:|:-----------:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Lightning | | 5 | Necrotic | | 6 | Poison | | 7 | Radiant | | 8 | Thunder | ### Light Surge - Level 2 Whenever you hit a target with a spell that's damage type as a result of rolling on a table that determines damage type would be resisted you may use your reaction to remove that creatures resistance to that damage type until the end of your next turn. You can use this feature a number of times equal to your intelligence modifier before a long rest. ### Glowing Soul - Level 6 Beginning at 6th level the colourful magic begins to take infuse within your body whenever you're hit by an attack as a reaction you may reduce that attacks damage by your wizard level and make each creature within 5ft to make a wisdom saving throw or be blinded until the of your next turn you may use this feature a number of times equal to your intelligence modifier (minimum 1) before you finish a long rest. ### Radiant Form - Level 10 At 10th level you add wall of light to your spellbook, if it's not there already. When you cast this spell you may expend another spell slot of 1st level of higher, if you do you may have it surround as a 10ft sphere and follow you for the duration. Whilst you maintain concentration on this spell you also gain a flight speed of 20ft. ### Prismatic Reflections - Level 14 Whenever you cast a spell which you have to roll for an effect roll 2 dice instead. As long as the dice are different you may either choose between the dice for an effect or target another creature within the spells range. You may use this feature a number of times equal to your intelligence modifier before a long rest. \pagebreakNum
# New Spells Most here are shamelessly stolen from
u/mctoomin27
., found by clicking on his name All of the following can be learned by bards, sorcerers and wizards. #### Blinding Colour Surge *2nd-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (*A drop amount of ammonia*) - **Duration:** 1 Day ___ You drain all color from your body and hurl it at a target within range. Make a ranged spell attack against the target. On a hit, the target is blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the target is no longer blinded. You remain invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The invisibility ends if you attack or cast a spell.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Blistering Radiance *4th-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 300 feet - **Components:** V, S - **Duration:** Instantaneous ___ You form a small flashing crystal that bursts into a 20-foot-radius fiery storm at a point you choose within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage and is blinded. On a successful save, creatures take half damage and are not blinded.
At Higher Levels.
When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d8 for each slot level above 4th. #### Colour Change *Transmutation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (*A drop amount of ammonia*) - **Duration:** 1 Day ___ You touch an object or a feature (such as hair) on a willing creature and change the colour and/or pattern to that of your choice. If you cast this every day for a 7 consecutive days with the same colour and/or pattern the effect becomes permanent and if the target would grow you may have it grow back in the chosen colour/pattern when the effect becomes permanent. At 5th level the effect becomes permanent after 5 days, at 11th 3 days and 17th 1 day. \columnbreak #### Prismatic Eye *7th-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You create a small eye of flashing colors at a point you choose within range. The eye is a Tiny object with an AC of 18 and 20 hit points. Each round as a bonus action, you can move the eye up to 30 feet within range and have it fire a flashing ray. When it does so, make a ranged spell attack against a target within 60 feet of the eye. On a success, roll a d8, and the target is subject to one of the colors from prismatic spray. Once a colored ray has been used against a target, that color is used up, and die rolls indicating that color are rerolled. Once all seven rays have been fired, the eye can remain for the duration of the spell but has no rays left to fire. \pagebreakNum #### Prismatic Mist *2nd level transmutation* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 hour ___ You create a 30-foot-radius mist of swirling color centered at a point within range. The mist spreads around corners, although as a thin mist, creatures can see through the mist. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the mist appears, each creature in it must roll on the following table and make a Constitution saving throw. A creature must also roll on the table when it enters the spell's area for the first time on a turn or ends its turn there. You may end this effect as a bonus action on your turn.
1. Red.
The target takes 1d6 fire damage on a failed save, or half as much on a successful one.
2. Orange.
The target takes 1d6 acid damage on a failed save, or half as much on a successful one.
3. Yellow.
The target takes 1d6 lightning damage on a failed save, or half as much on a successful one.
4. Green.
The target takes 1d6 poison damage on a failed save, or half as much on a successful one.
5. Blue.
The target takes 1d6 cold damage on a failed save, or half as much on a successful one.
6. Indigo.
The target is restrained for 1 round.
7. Violet.
The target is blinded for 1 round.
8. Special.
Roll twice more, re-rolling any 8s, and keep both results. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage for results 1-5 increase by 1d6 and the radius increases by 10ft per spell level #### Prismatic Ray *5th-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create a thin line of flashing light that flares toward a target you choose within range. Make a ranged spell attack against the target. On a hit, roll a d8 to determine which color ray affects it.
1. Red.
The target takes 6d6 fire damage on a failed save, or half as much on a successful one.
2. Orange.
The target takes 6d6 acid damage on a failed save, or half as much on a successful one.
. Yellow.
The target takes 6d6 lightning damage on a failed save, or half as much on a successful one.
4. Green.
The target takes 6d6 poison damage on a failed save, or half as much on a successful one.
5. Blue.
The target takes 6d6 cold damage on a failed save, or half as much on a successful one.
6. Indigo.
The target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet.
The target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special.
Roll twice more, re-rolling any 8s, and keep both results. #### Rainbow *8th-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You create a flashing whirl of lights in the shape of an elegant longbow that appears in your hands. If you let go of the bow, it disappears, but you can evoke it again as a bonus action. You can use your action to make a ranged spell attack with the bow against a creature within 150 feet. On a hit, the target is subject to one of the color effects from prismatic ray. Each time you make such an attack, that color is used up from your bow, and die rolls indicating that color are rerolled. Once all seven rays have been fired, the bow disappears. #### Rainbow Blast *4th-level evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (60-foot line) - **Components:** V, S - **Duration:** Instantaneous ___ A beam of flashing colors bursts from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 5d6 damage, which is split equally among five energy types: fire, acid, lightning, poison, and cold. On a successful save, creatures take half as much damage of each type.
At Higher Levels.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. \pagebreakNum #### Rainbow Burst *2nd-level evocation* ___ - **Casting Time:** 1 Action - **Range:** 90 feet - **Components:** V, S - **Duration:** instantaneous ___ You create a bead of flashing light that streaks towards a target within range and explodes in a burst of color. Make a ranged spell attack against the target. On a hit, roll a d8 to determine which color burst affects the target. The target takes 4d4 damage immediately, and 2d4 damage of the next color in sequence at the end of its next turn. On a miss, the burst splashes the target for half as much of the initial damage, and no damage at the end of its next turn.
1. Red.
Fire damage.
2. Orange.
Acid damage.
3. Yellow.
Lightning damage.
4. Green.
Poison damage.
5. Blue.
Cold damage.
6. Indigo.
Thunder damage.
7. Violet.
Force damage.
8. Special.
Radiant damage.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. #### Ray of Light *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You a flashing bolt which flares into a burst of blinding color when it strikes a creature within range. Make a ranged spell attack against the target. On a hit, roll a d8 to determine which color ray affects it.
1. Red.
The target takes 1d6 fire damage.
2. Orange.
Two targets within 5 feet of each other take 1d6 acid damage.
3. Yellow.
The target takes 1d6 lightning damage, and the target can't take reactions until the start of its next turn.
4. Green.
The target takes 1d6 poison damage instantly, and 1d6 poison damage again at the end of its next turn.
5. Blue.
The target takes 1d6 cold damage and its speed is reduced by 10 feet until the start of your next turn.
6. Indigo.
The target takes 1d6 thunder damage and has disadvantage on the first attack roll it makes before the beginning of your next turn.
7. Violet.
The target takes 1d6 force damage.
8. Special.
Roll twice more, rerolling any 8s, and keep both results. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).