Despite having several interesting dazzler spells to use, Bengei really loves to cast good old Lightning Bolt! She has fried many a critter nice and toasty with that gem.
The campaign is set in Greyhawk and Bengei hails from Keoland, daughter of a jeweler. Below is the dazzler class as written a while back. Apologies for typos... this needs to be edited, I think.
DAZZLER
Requirements:
None
Prime
Requisite: Cha, Int
Hit
Dice: d4
Dazzlers
are Magic-Users whose magic centers on light, color, and auditory
effects. They are sometimes called “light witches”.
RESTRICTIONS
Dazzlers
write their spells in books and on scrolls just like any wizard. They
use the saving throws and attack values of a Magic-User. They have the same weapon and armor
restrictions that a Magic-User has and can use Magic-User scrolls and
magic items.
SPECIAL
ABILITIES
Dazzling
Light: A Dazzler can produce light, as a Light spell,
once per day per level. The radius of this light can be diminished to
that of a candle if desired. Dazzlers may use multiple slots of Light
spells in order to produce alternate effects.
# of
Light slots
|
Effect
|
|
2
|
Colorful
patterns may be drawn in the air.
|
|
4
|
Patterns
drawn in the air dazzle
onlookers within 30' for 1 round if they fail to save vs. Spells.
|
|
6
|
A
burst of light can be issued that will dazzle
and blind onlookers
within 30' for 1d6 rounds on a failed save vs. Spells.
|
|
8 or
more
|
Any 1
of the following spells may be mimicked: Feeblemind,
True Seeing, Globe
of Invulnerability,
Passwall, Magic
Missile.
|
|
|
|
|
Spellcasting:
A Dazzler may learn and cast spells from their own spell list
using the Magic-User’s spell progression table.
DAZZLER
LEVEL PROGRESSION
|
||
Experience
|
Level
|
Hit
Dice (d4)
|
0
|
1
|
1
|
2,400
|
2
|
2
|
4,800
|
3
|
3
|
9,600
|
4
|
4
|
19,200
|
5
|
5
|
40,000
|
6
|
6
|
80,000
|
7
|
7
|
160,000
|
8
|
8
|
320,000
|
9
|
9
|
440,000
|
10
|
9+1
|
560,000
|
11
|
9+2
|
680,000
|
12
|
9+3
|
800,000
|
13
|
9+4
|
920,000
|
14
|
9+5
|
1,040,000
|
15
|
9+6
|
1,160,000
|
16
|
9+7
|
1,280,000
|
17
|
9+8
|
1,400,000
|
18
|
9+9
|
1,520,000
|
19
|
9+10
|
1,640,000
|
20
|
9+11
|
Dazzler
Spell List
Italicized
spells are Dazzler-specific and are detailed below.
LEVEL
1
Allure
Ball
of Light
Beam
Trick
Charm
Person
Color
Spray
Dancing
Lights
Darkness
Globe
Detect
Magic
Floating
Disc
Hypnotism
Light
Light
Daggers
Lantern
Magic
Aura
Phantasmal
Force
Refraction
LEVEL
2
Blindness
Blur
Detect
Magic
Hypnotic
Pattern
Invisibility
Mirror
Image
Misdirection
Phantasmal
Force, Greater
Ventriloquism
White
Dwarf
LEVEL
3
Comet
Continual
Light (reversible)
Dispel
Phantasm
Hallucinatory
Terrain
Illusionary
Script
Invisibility
10' Radius
Lightning
Bolt
Nondetection
Strobe
Rope
Trick
Spectral
Force
Suggestion
LEVEL
4
Confusion
Drawing
the Darkness
Gazer
Glistening
Guardian
Implant
Emotion
Invisibility,
Greater
Mirror
Shield
Minor
Creation
Phantasmal
Killer
Phantasmal
Monsters
LEVEL
5
Confusion,
Greater
Major
Creation
Maze
Phantasmal
Door
Phantasmal
Monsters, Greater
Project
Image
Shadow
Evocation
Speed
of Light
Summon
Shadow
Wall
of Sun
LEVEL
6
Phantasmal
Monsters, Advanced
Moontrance
Shadow
Evocation, Greater
Spectral
Force, Permanent
Spectral
Force, Programmed
Sunblast
True
Seeing
Veil
LEVEL
7
Astral
Spell
Limited
Wish
Nova
Prismatic
Spray
Prismatic
Wall
Vision
DAZZLER SPELLS
Ball of Light
Level: 1
Duration: 1d4 hours
Range: 0
This spell creates a palm-sized ball of light that the wizard can hold for up to 1d4 hours. The ball casts light like a torch and gives off enough heat to keep a small party relatively comfortable in cold weather. The wizard may also throw the ball at a target, causing it to explode for 1d6+1 points of damage (treat as a thrown axe for range). When cast by a Dazzler of level 7 or higher the ball will float and follow the wizard, obeying their mental command. The ball cannot be thrown on the same round it is created.
Beam Trick
Level: 1
Duration: 1 turn per level
Range: 180’
Using this spell the wizard can transform a visible beam of light into a solid that can be walked upon, climbed, or bumped into. The beam is still transparent and can only be seen by contrast against a darker background or by shining through fog or dust. The beam will be large enough to accommodate one person at a time or a single file line of people walking or climbing up it. The beam can be hidden behind, providing the same cover offered by a low wall.
Comet
Level: 3
Duration: 1 turn/level +1d6 turns
Range: 0
With this spell the Dazzler may fly in the form of a ball of light at a speed of 180’ per round, leaving a sparkling trail and illuminating the darkness in a 60’ radius. The Dazzler may attempt to fly into a target and deal 3d6 points of damage by making a successful ranged attack roll.
Drawing the Darkness
Level: 4
Duration: Permanent
Range: 40’
This spell will remove all magical darkness from a cube of 10’ x 10’ x 10’ per caster level and replace it with magical light as per a Light or Continual Light spell. Any shadow or darkness-based creatures in the area of effect must save vs. Spells or be destroyed. If the save is made, such creatures are forced from the area and must flee to the nearest darkness for 1d6 hours.
Gazer
Level: 4
Duration: 1 round/level
Range: 30’
The Dazzler’s gaze becomes a brilliant weapon of light and any creature meeting the gaze must save vs. Spells or suffer 6d6 points of searing, laser-like damage as well as being rendered permanently blind (save vs. Spells for half damage and to render blindness for 1d6 rounds only). The glare also burns through non-magical locks, doors, and containers in 1d4 rounds, shattering them.
Gleam
Level: 1
Duration: 1 turn per level
Range: 120’
An dirty object, broken or otherwise run down, is made to gleam like a shiny new thing with this spell. Only those with a reason to be suspicious may make a saving throw vs. Spells to see through this illusion. The spell will make broken armor and weapons look not only new, but positively powerful. Likewise, the spell will make a beaten, battered creature appear to be at the height of health and prowess no matter how damaged they really are. The Dazzler may affect an area as large as 10’ x 10' x 10' per caster level. When cast on a broken castle wall, the area affected will appear to be solid and impenetrable. When cast on a door or chest, any would-be burglar will have to save vs. Spells or else find the task of breaking in completely unrealistic.
Glistening Guardian
Level: 4
Duration: 1d6 turns
Range: 90’
The Dazzler fashions a muscled human figure made of light itself. The figure comes to life on the following round and will obey the caster’s every command (verbal or mental within 90’) to the best of its ability. The glistening guardian has an AC 5 and HD equal to the caster’s level +1d4. The creature’s saving throws are the same as the caster. It has a morale score of 12 and can move and fly at 150’ (50’). The guardian can speak and requires no sustenance or rest. It is immune to non-magical weapons but must pass a saving throw vs. Death or be destroyed if within the area of a Darkness spell. When the spell’s duration is up the guardian will disappear. When the spell is cast, an amount of light equal to a torch will be stolen from its source, snuffing it out. If no such source is available the spell will not function.
Glowstone
Level: 1
Duration: 2 turns
Range: Touch
The Dazzler causes a small stone or rock to glow as dimly as a candle or as brightly as 3 torches. The stone’s light penetrates magical darkness. When cast by a Dazzler of level 5 or higher, the stone will reveal invisible creatures or objects and when cast by a Dazzler of level 9 or higher it will reveal secret or hidden doors.
Lantern
Level: 1
Duration: 1 turn/level
Range: Special
The Dazzler uses this spell to create a lantern of magical light that functions exactly like a real lantern but with the added benefit of penetrating magical darkness. The lantern can be freely carried around, set in a specific place, or blown out at will. If anyone other than the caster carries the lantern the duration is reduced by half. Creatures affected by sunlight must save vs. Spells when in the light of the lantern or else be affected as if by sunlight.
Light Daggers
Level: 1
Duration: Special
Range: 90’
The Dazzler casting this spell hurls 1 dagger of light per experience level at a single target dealing 1d4 points of damage per dagger. The daggers cannot miss their mark, though the target may make a save vs. Spells for half damage. The Dazzler may choose to focus the spell into a single light javelin that deals 1d8 points of damage per caster level. However, the javelin of light requires a successful ranged attack roll with a bonus of +2 to hit.
Mirror Shield
Level: 4
Duration: 1 round per level
Range: 0
The Dazzler creates a round shield that reflects all light, lasers, fire, prismatic attacks, and gaze attacks that are aimed at the Dazzler. These attacks are reflected back to their source, causing all explicit effects to the originator. Attacks coming from behind the Dazzler are not reflected if the Dazzler is unaware and unable to turn. This shield also reflects Magic Missiles if sent by a caster of a lower level than the Dazzler.
Moontrance
Level: 6
Duration: 1 round per level
Range: 120’ radius
This spell will make a visible moon utterly transfixing to all creatures within range that see it and that fail to save vs. Spells. Such affected creatures will stop what they are doing and simply stare at the moon for the spell’s duration (similar to a Hold spell). Beings with more HD than the caster’s level may attempt a save each round.
Nebula
Level: 4
Duration: Concentration
Range: 40’
The Dazzler creates a cloud of light composed of thousands of individual candle-like points of light that float about, shimmering. The cloud is up to 100’ in diameter per level of the caster and is centered on any object or person she wishes. Anyone stepping into the nebula is limned in light and easily seen by any creature within visual range. Invisible creatures are visible, things hiding in shadows are no longer hidden, and entities masked by other magical means may also be detected. Likewise, all secret doors and hidden traps may be easily detected.
Nova
Level: 7
Duration: Instant
Range: 40’ radius
This feared spell creates a 40’ blast radius of blinding light in which nearly nothing can survive. All creatures caught in the blast radius of this spell must save vs. Spells or take 1d10 points of damage per level of the caster (save for half). Creatures susceptible to sunlight must save vs. Death or die (save indicates full damage). All creatures caught in the blast who fail the save are blinded for 1d6 days.
Shimmercloak
Level: 3
Duration: 1d6 turns
Range: touch
The Dazzler uses an existing cloak or some other fabric to create a softly glowing, slightly undulating cloak of light. The cloak functions as AC 4 armor and grants its wearer +4 to all saving throws. The soft light illuminates 40’ radius, penetrating even magical darkness. At will, the wearer can pull the light down to that of a mere candle.
A Dazzler of 11th or higher level may create a permanent Shimmercloak magic item with 7 days of work and 5,000 gp worth of components, including a cloak of rare material. Appropriate materials may include silk from giant spiders or the pelts of very rare, magical creatures.
Speed of Light
Level: 5
Duration: 1 round
Range: 500’ per level
The caster of this spell issues a bolt of light that carries their form at light speed to any point within the spell’s range or brings any single item or creature from and to any point within range. This speed is so fast as to be indistinguishable from teleportation.
Strobe
Level: 3
Duration: 1 round per level
Range: 40’
This spell causes a pulsing burst of light to flash on and off and possibly spin or change colors per the Dazzler’s mental command. Those creatures within 40’ of the light who can see it and fail a saving throw vs. Spells are dazzled for 1d6 rounds, unable to look away from the light. Creatures possessing a gaze attack, such as a medusa or basilisk, have a -2 on their saving throw.
Sunblast
Level: 6
Duration: Special
Range: 60’ radius
The Dazzler emits a blinding pulse of sunlight in a 60’ radius. All creatures within this range that are susceptible to sunlight must save vs. Death or die instantly, disintegrated and forever destroyed (save indicates permanent blindness and 1d6 points of damage per level). All other creatures targeted by the Dazzler must save vs. Spells or be blinded 1d6 turns and take 1d6 points of damage per level of the Dazzler. The light from this spell may be blocked by walls, doors, and other solid objects though clothing and armor will have no effect.
Wall of Sun
Level: 5
Duration: 1d6 rounds +1 per level
Range: 20’
The Dazzler creates a wall of fiery sunlight up to 10’ tall and 20’ wide per caster level. The wall radiates heat on the opposite side of the caster up to 40’, dealing 1d4 points of damage per round to all who remain within that range. Touching the wall causes 1d6 points of damage per round per caster level. All creatures susceptible to sunlight will be affected by the wall as if looking into the sun. The wall illuminates an area of 40’ radius per caster level. The wall is only partially solid and any creature attempting to break through it can do so in 2d4 rounds (taking damage each round). Non-magical missiles will burn up when coming in contact with the wall. The wall can be curved or straight.
White Dwarf
Level: 2
Duration: 1 turn per level
Range: 120’
When cast on a living creature smaller than the caster, this spell causes the target to glow brightly with white light and illuminate an area 60’ in radius. This light is not damaging or blinding but is soft and comfortable and impossible to hide. Even if the creature takes cover behind a wall the outline of the creature will still be visible to all within 60’. If the creature becomes invisible while affected by this spell the glow can still be seen even if the physical form of the creature cannot.