Post by Ava on Sept 14, 2011 14:56:09 GMT -5
Current prototype of the light type (already seen by modmins)
Illumination
Prerequisites: None
Activation Cost: none
The Zanpakuto shines with brilliant light, illuminating the area around it as per the effects of the Daylight spell, except that it does not dispel magical darkness. This ability may be taken multiple times, each time allows it to dispel one step of magical darkness (i.e. darkness, deeper darkness,and the Darkness Zanpakuto ability) and increases the level of full illumination and dim illumination by 10. You may activate or suppress this ability as a free action.
Blinding Flash
Prerequisites: None
Activation Cost: 2 SEP
Your sword gains the ability to create a brilliant flash of light targeting all squares you threaten as a standard action. Those within range must succeed a reflex save (DC 10+1/2 character level+dexterity modifier) or be blinded for 1 round/character level. You may take this ability multiple times, each time either increasing the save DC by 2 or increasing the range by 5 feet, effectively making it a burst effect centered on you.
Improved Blinding Flash
Prerequisites: Blinding Flash
Activation Cost: 3 SEP
The user may use their Blinding Flash ability as part of a standard attack action. They cannot use this ability during a full attack, though it can be used as part of a charge.
Greater Blinding Flash
Prerequisites: BaB 6+ or Flurry of blows, Blinding Flash, Improved Blinding Flash
Activation Cost: No Change
You may use your Blinding Flash as part of a full attack action or a Flurry of Blows, or any other action where you strike an enemy with your zanpakuto. You may only unleash a single flash this way.
Superior Blinding Flash
Prerequisites: Blinding Flash
Activation Cost: Flash cost + 1
Whenever you use your Blinding Flash ability, you use this ability as well. In addition to being blinded, the victim of your Blinding Flash is also stunned for 1 round if they fail their will save.
Reactive Flash
Prerequisites: Blinding Flash
Activation Cost: 3 SEP
Whenever you are struck by a melee attack, You may use your blinding flash as an imidiate action. This is done after the attack is resolved
Faerie Fire:
Prerequisites: Illumination
Activation Cost: None
This functions exactly as the 1st level Druid Spell, except that it can bestow any colour you desire upon the target. It can be taken multiple times, each time increases the target burst by 5 feet, the duration by 1 minute, or allows it to dispel higher level darkness effects.
Dancing Lights:
Prerequisites: Illumination
Activation Cost: 1 per light created
This ability requires a Standard Action and functions as the 0-level spell, except that their duration is equivalent to 1 minute/level. Furthermore, the individual light globes may be up to 50 feet apart from each other, as well as move 100 feet per round.
In addition, the super-charged lights can damage anybody who enters or begins their turn on the same square as them for 1d6 damage unless the target makes a successful reflex save (DC 10+1/2 character level+dexterity modifier) for half damage. Up to 20 lights can occupy one square at a time. You can create 4 lights per use
You may take this ability multiple times, each time allows you to:
Brilliant Energy
Prerequisites: Illumination, one other light ability.
Activation Cost: 3 SEP
As a swift action, you can either give your zanpakuto the Brilliant Energy weapon enhancement, or to remove this ability. This does not count against your weapon's maximum number of enhancements.
You can take this ability multiple times. Each time allows your weapon to effect a type of enemy or item it normally could not (undead, constructs etc)
Sunsword
Prerequisites: Improved Shining Laser, Brilliant Energy
Activation Cost: Equal to shining laser
As long as your brilliant energy ability is active, you can choose to add your Shining Laser damage as bonus damage on Zanpakuto attacks. This lasts until you deactivate Brilliant Energy, or seal your Zanpakuto.
You cannot have both this ability and prismatic blade active at one time
Prismatic Blade
Prerequisites: Sunsword, Prismatic Blast
Activation Cost: 3 sep per round.
As long as your brilliant energy ability is active, you can choose to active this ability as a free action. Until the start of your next turn, Anyone struck by one of your Melee attacks is also hit by a Prismatic Ray
Light Trail
Prerequisites: Illumination, one other light ability
Activation Cost: None
your Zanpakuto gains the ability to leave a trail of light (as per the effects of a Light spell) in every square you move through. You may activate or suppress this ability as a free action, as well as dismiss the light trail you have already left. The light trail lingers in the air for 1 round/character level. You may take this ability multiple times, each time either increases the illumination and dim illumination of the trail by 10 feet, or increase the duration of the trail by 5 rounds by taking the ability additional times.
Improved Light Trail
Prerequisites: Illumination, Light Trail
Activation Cost: 5 sep
Your light trail changes from harmless light to a searing blanket of shining agony. Any creature that moves through, or starts their turn in, one of your light trails suffers 1d6 damage per 2 levels. The victim can make a dc (10 + ½ level + rietsu attribute) reflex save to halve the damage they suffer. They only suffer this damage once per turn regardless of how many times they move through the trial.
This ability can be taken a second time. It increases the damage to 1d6 per character level
Bend Light
Prerequisites: Illumination
Activation Cost: None
This allows you to shape illumination that you produce, allowing you to change the areas of dim and bright illumination as well as designating areas within the light effect that receive no light. Light cannot be bent and shaped past the initial parameters, so 60 feet of bright light and 60 feet of dim light cannot produce any more light than that (although less light may be produced if desired). This ability may be taken twice, the second time allows you to bend and shape light not produced by your Zanpakuto.
Improved Bend Light
Prerequisites: Bend light, Illumination
Activation Cost: 3 SEP
This ability requires you to have taken Bend Light. It allows you to shape your Zanpakuto’s light (or any light if you've taken Bend Light twice) into a Minor Image. This ability can be taken a second type; it instead creates a Major Image. The caster level for these effects is assumed to be ½ caster level.
Greater Bend Light
Prerequisites: Bend light, Illumination, Improved Bend Light
Activation Cost: 3 per image
When you use your bend light ability, you can create an additional image. This ability may be taken multiple times. Each time allows you to create another image.
Rapid Bend Light
Prerequisites: Bend Light
Activation Cost: same as bend light + 1
You can Bend Light as a move action instead of a Standard Action. You cannot use this ability at the same time as Greater Bend Light.
Shining Laser
Prerequisites: Bend Light, Improved Bend Light
Activation Cost: 2 sep
As a standard action, you may focus any bright light you could Bend into a ranged touch attack (30 ft) dealing 2d8 damage. This ability can be taken multiple times, each time increasing the damage by 2d8 (maximum 6d8) and the cost by 1 sep, or the range by 10 ft.
Improved Shining Laser
Prerequisites: BaB 6+ or Flurry of Blows, Shining Laser, three other light type abilities
Activation Cost: 2 per attack made
As a full round action, you may fire a number of shining lasers equal to your number of attacks, or the number of attacks in your flurry of blows ability. Each of these lasers uses the same modifiers as the respective attack
Color Spray
Prerequisites: Dancing Lights
Activation Cost: 1 sep
As per the spell. DC 10 + ½ Level + Intelligence.
Improved Color Spray
Prerequisites: Color Spray.
Activation Cost: As Color Spray
When using your sword's color spray, the HD lists change too:
Prismatic Blast
prerequisites: None
Activation cost: 7 SEP
Your Zanpakuto gains the ability to use Prismatic ray, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu stat)
Prismatic Spray:
Prerequisites: Prismatic Blast
Activation Cost: 11 sep
Your Zanpakuto gains the ability to use Prismatic Spray, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu stat)
Prismatic Wall:
Prerequisites: Prismatic spray, 3 other light type abilities
Activation Cost: 13 sep
Your Zanpakuto gains the ability to use Prismatic Wall, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu stat) You may only have one Prismatic wall or sphere activate at a time
Prismatic Sphere
Prerequisites: Prismatic wall, 5 other light type abilities
Activation Cost: 15 SEP
Your Zanpakuto gains the ability to use Prismatic Wall, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu stat). You may only have one Prismatic wall or sphere activate at a time
Prismatic Burst
Prerequisites: Prismatic Wall
Activation Cost: 10 SEP
Your Prismatic Sphere ruptures and bursts, the fragments striking everyone nearby with chaotic concequences. You can only use this ability if you have a Prismatic Sphere or wall. This is a standard action that provokes an attack of opportunity. If you control a prismatic wall, this attack is a line of the same width, If you control a Prismatic Sphere, this is a burst attack originating from the walls.
Prismatic Burst's range is equal to (½ caster level + the number of walls remaining) * 5 ft. each creature struck suffers the effect of a Prismatic Spray
Your prismatic sphere/wall is destroyed as a result of this ability
Improved Rainbow
Prerequisites: Colour spray
activation cost:[/b[ none
Increase the save DC of your colour spray and prismatic spray (and subsequent) Zankaputo abilities by 2. this ability can be taken multiple times. It's effects stack
I took the liberty to anticipate (probably totally wrongly ) some questions:
so, why couldn't you just have done an analysis like everyone else?
Simple. The previous light type was rediclously top heavy. Some of the abilities would never be used except in a pure flavour situation*, whilst some of the others could quite eiasly outnuke almost anything else, depending on the level** as such, I was a bit aggressive in cuts and rewrites of some effects.
Those costs look a little high?
Not really, all the abilities that emulate spells have the cost at 2 levels (7th to 5th etc) lower than the spell itself, which to me felt fair. It means you don't get super-magic power for next to nothing, but it's still cheaper to use your swords power than your own for basic effects. This can be changed however.
So, what have you actually changed?
*Blinding flash required 3 abilities to actually work (otherwise you gave up attacking altogether) had a very easy save, and didn't actually do much. Bestow illumination worked the same as faire fire but you needed to touch them. Oh, and you needed prismatic spray (7th level) to get prismatic ray (5th level) which was dumb. Radiant laser was a weaker version of the Generic spirit blast etc
**prismatic sphere/wall at lower levels (and bodyslamming people with the sphere at any level, not that even at level 20 a prismatic sphere is hard to get around, just less annoying) – abusing light trial so every square the target can move into is full of it for 5ish rounds, causing level d6 damage to them all. And you can do this at the same time as bodyslamming them with the above prismatic sphere.
Illumination
Prerequisites: None
Activation Cost: none
The Zanpakuto shines with brilliant light, illuminating the area around it as per the effects of the Daylight spell, except that it does not dispel magical darkness. This ability may be taken multiple times, each time allows it to dispel one step of magical darkness (i.e. darkness, deeper darkness,and the Darkness Zanpakuto ability) and increases the level of full illumination and dim illumination by 10. You may activate or suppress this ability as a free action.
Blinding Flash
Prerequisites: None
Activation Cost: 2 SEP
Your sword gains the ability to create a brilliant flash of light targeting all squares you threaten as a standard action. Those within range must succeed a reflex save (DC 10+1/2 character level+dexterity modifier) or be blinded for 1 round/character level. You may take this ability multiple times, each time either increasing the save DC by 2 or increasing the range by 5 feet, effectively making it a burst effect centered on you.
Improved Blinding Flash
Prerequisites: Blinding Flash
Activation Cost: 3 SEP
The user may use their Blinding Flash ability as part of a standard attack action. They cannot use this ability during a full attack, though it can be used as part of a charge.
Greater Blinding Flash
Prerequisites: BaB 6+ or Flurry of blows, Blinding Flash, Improved Blinding Flash
Activation Cost: No Change
You may use your Blinding Flash as part of a full attack action or a Flurry of Blows, or any other action where you strike an enemy with your zanpakuto. You may only unleash a single flash this way.
Superior Blinding Flash
Prerequisites: Blinding Flash
Activation Cost: Flash cost + 1
Whenever you use your Blinding Flash ability, you use this ability as well. In addition to being blinded, the victim of your Blinding Flash is also stunned for 1 round if they fail their will save.
Reactive Flash
Prerequisites: Blinding Flash
Activation Cost: 3 SEP
Whenever you are struck by a melee attack, You may use your blinding flash as an imidiate action. This is done after the attack is resolved
Faerie Fire:
Prerequisites: Illumination
Activation Cost: None
This functions exactly as the 1st level Druid Spell, except that it can bestow any colour you desire upon the target. It can be taken multiple times, each time increases the target burst by 5 feet, the duration by 1 minute, or allows it to dispel higher level darkness effects.
Dancing Lights:
Prerequisites: Illumination
Activation Cost: 1 per light created
This ability requires a Standard Action and functions as the 0-level spell, except that their duration is equivalent to 1 minute/level. Furthermore, the individual light globes may be up to 50 feet apart from each other, as well as move 100 feet per round.
In addition, the super-charged lights can damage anybody who enters or begins their turn on the same square as them for 1d6 damage unless the target makes a successful reflex save (DC 10+1/2 character level+dexterity modifier) for half damage. Up to 20 lights can occupy one square at a time. You can create 4 lights per use
You may take this ability multiple times, each time allows you to:
- Increase the movement speed of each light by 25 feet
- Increase the maximum distance between the lights by 50 ft
- Increase the reflex DC by 2
- create another light per use
Brilliant Energy
Prerequisites: Illumination, one other light ability.
Activation Cost: 3 SEP
As a swift action, you can either give your zanpakuto the Brilliant Energy weapon enhancement, or to remove this ability. This does not count against your weapon's maximum number of enhancements.
You can take this ability multiple times. Each time allows your weapon to effect a type of enemy or item it normally could not (undead, constructs etc)
Sunsword
Prerequisites: Improved Shining Laser, Brilliant Energy
Activation Cost: Equal to shining laser
As long as your brilliant energy ability is active, you can choose to add your Shining Laser damage as bonus damage on Zanpakuto attacks. This lasts until you deactivate Brilliant Energy, or seal your Zanpakuto.
You cannot have both this ability and prismatic blade active at one time
Prismatic Blade
Prerequisites: Sunsword, Prismatic Blast
Activation Cost: 3 sep per round.
As long as your brilliant energy ability is active, you can choose to active this ability as a free action. Until the start of your next turn, Anyone struck by one of your Melee attacks is also hit by a Prismatic Ray
Light Trail
Prerequisites: Illumination, one other light ability
Activation Cost: None
your Zanpakuto gains the ability to leave a trail of light (as per the effects of a Light spell) in every square you move through. You may activate or suppress this ability as a free action, as well as dismiss the light trail you have already left. The light trail lingers in the air for 1 round/character level. You may take this ability multiple times, each time either increases the illumination and dim illumination of the trail by 10 feet, or increase the duration of the trail by 5 rounds by taking the ability additional times.
Improved Light Trail
Prerequisites: Illumination, Light Trail
Activation Cost: 5 sep
Your light trail changes from harmless light to a searing blanket of shining agony. Any creature that moves through, or starts their turn in, one of your light trails suffers 1d6 damage per 2 levels. The victim can make a dc (10 + ½ level + rietsu attribute) reflex save to halve the damage they suffer. They only suffer this damage once per turn regardless of how many times they move through the trial.
This ability can be taken a second time. It increases the damage to 1d6 per character level
Bend Light
Prerequisites: Illumination
Activation Cost: None
This allows you to shape illumination that you produce, allowing you to change the areas of dim and bright illumination as well as designating areas within the light effect that receive no light. Light cannot be bent and shaped past the initial parameters, so 60 feet of bright light and 60 feet of dim light cannot produce any more light than that (although less light may be produced if desired). This ability may be taken twice, the second time allows you to bend and shape light not produced by your Zanpakuto.
Improved Bend Light
Prerequisites: Bend light, Illumination
Activation Cost: 3 SEP
This ability requires you to have taken Bend Light. It allows you to shape your Zanpakuto’s light (or any light if you've taken Bend Light twice) into a Minor Image. This ability can be taken a second type; it instead creates a Major Image. The caster level for these effects is assumed to be ½ caster level.
Greater Bend Light
Prerequisites: Bend light, Illumination, Improved Bend Light
Activation Cost: 3 per image
When you use your bend light ability, you can create an additional image. This ability may be taken multiple times. Each time allows you to create another image.
Rapid Bend Light
Prerequisites: Bend Light
Activation Cost: same as bend light + 1
You can Bend Light as a move action instead of a Standard Action. You cannot use this ability at the same time as Greater Bend Light.
Shining Laser
Prerequisites: Bend Light, Improved Bend Light
Activation Cost: 2 sep
As a standard action, you may focus any bright light you could Bend into a ranged touch attack (30 ft) dealing 2d8 damage. This ability can be taken multiple times, each time increasing the damage by 2d8 (maximum 6d8) and the cost by 1 sep, or the range by 10 ft.
Improved Shining Laser
Prerequisites: BaB 6+ or Flurry of Blows, Shining Laser, three other light type abilities
Activation Cost: 2 per attack made
As a full round action, you may fire a number of shining lasers equal to your number of attacks, or the number of attacks in your flurry of blows ability. Each of these lasers uses the same modifiers as the respective attack
Color Spray
Prerequisites: Dancing Lights
Activation Cost: 1 sep
As per the spell. DC 10 + ½ Level + Intelligence.
Improved Color Spray
Prerequisites: Color Spray.
Activation Cost: As Color Spray
When using your sword's color spray, the HD lists change too:
- 5 HD lower then user: unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, then stunned for 1 round.
- 4 HD lower of equal to HD: Blinded and Stunned for 1d4 rounds, then stunned for 1 round.
- Higher then HD: Stunned for 1 round.
Prismatic Blast
prerequisites: None
Activation cost: 7 SEP
Your Zanpakuto gains the ability to use Prismatic ray, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu stat)
Prismatic Spray:
Prerequisites: Prismatic Blast
Activation Cost: 11 sep
Your Zanpakuto gains the ability to use Prismatic Spray, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu stat)
Prismatic Wall:
Prerequisites: Prismatic spray, 3 other light type abilities
Activation Cost: 13 sep
Your Zanpakuto gains the ability to use Prismatic Wall, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu stat) You may only have one Prismatic wall or sphere activate at a time
Prismatic Sphere
Prerequisites: Prismatic wall, 5 other light type abilities
Activation Cost: 15 SEP
Your Zanpakuto gains the ability to use Prismatic Wall, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu stat). You may only have one Prismatic wall or sphere activate at a time
Prismatic Burst
Prerequisites: Prismatic Wall
Activation Cost: 10 SEP
Your Prismatic Sphere ruptures and bursts, the fragments striking everyone nearby with chaotic concequences. You can only use this ability if you have a Prismatic Sphere or wall. This is a standard action that provokes an attack of opportunity. If you control a prismatic wall, this attack is a line of the same width, If you control a Prismatic Sphere, this is a burst attack originating from the walls.
Prismatic Burst's range is equal to (½ caster level + the number of walls remaining) * 5 ft. each creature struck suffers the effect of a Prismatic Spray
Your prismatic sphere/wall is destroyed as a result of this ability
Improved Rainbow
Prerequisites: Colour spray
activation cost:[/b[ none
Increase the save DC of your colour spray and prismatic spray (and subsequent) Zankaputo abilities by 2. this ability can be taken multiple times. It's effects stack
I took the liberty to anticipate (probably totally wrongly ) some questions:
so, why couldn't you just have done an analysis like everyone else?
Simple. The previous light type was rediclously top heavy. Some of the abilities would never be used except in a pure flavour situation*, whilst some of the others could quite eiasly outnuke almost anything else, depending on the level** as such, I was a bit aggressive in cuts and rewrites of some effects.
Those costs look a little high?
Not really, all the abilities that emulate spells have the cost at 2 levels (7th to 5th etc) lower than the spell itself, which to me felt fair. It means you don't get super-magic power for next to nothing, but it's still cheaper to use your swords power than your own for basic effects. This can be changed however.
So, what have you actually changed?
- Blinding Flash: the improved versions of this retain their AoE effect automatically, without having to buy Blinding flash twice as much (effectivley) to do so. I also changed superior blinding flash to increase the save DC, rather than making it retain a pathetic ammount of the AoE
- Fairy Fire: I cut bestow illumination, because this does the same effect and has range, so it's a net gain. Kept this free because making something light up does not deserve a cost
- Light Trail: made it so the damage can only be applied to someone once a turn, so anyone with flight can't make an inescapable doom-box around the opponent. Also clarified the ability, since it was a bit all over the place
- Radiant Laser: base damage is increased to 2d8 to match Spirit Blast. A few minor tweaks and stuffs
- Prismatic X: colour spray is no longer a prerequisites. Don't know why, but it felt like it'd make more sense. Prismatic blast is now the first one in the chain, since it's a single target touch attack with a save, as opposed to a cone with a save. Mobile sphere is gone, because the power was stupid and overly abusable. No-one deserves to be able to move around with an invincibly sphere surrounding them, ever (prismatic sphere prevents everything from getting inside – that + movement equals broken to fudge).
Prismatic burst now states it destroys the sphere, instead of making your prismatic sphere's range equal to 60ft instead of 10ft, and the range of the doom is level based. It also now works like a larger prismatic spray as opposed to removing everything in 60ft from existance unless they passed a will save, obscene damage if you don't, and takes an action.
Lastly, as well as general clarifications, I added two new abilities: - Prismatic blade for people who like hitting stuff, and reactive flash so it can pretend to be defensive at times and make people sorry for attacking.
*Blinding flash required 3 abilities to actually work (otherwise you gave up attacking altogether) had a very easy save, and didn't actually do much. Bestow illumination worked the same as faire fire but you needed to touch them. Oh, and you needed prismatic spray (7th level) to get prismatic ray (5th level) which was dumb. Radiant laser was a weaker version of the Generic spirit blast etc
**prismatic sphere/wall at lower levels (and bodyslamming people with the sphere at any level, not that even at level 20 a prismatic sphere is hard to get around, just less annoying) – abusing light trial so every square the target can move into is full of it for 5ish rounds, causing level d6 damage to them all. And you can do this at the same time as bodyslamming them with the above prismatic sphere.