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InformationEdit

A Lumomancer is a practitioner of light based magic who blinds and confuses their foes by twisting, manipulating and creating light around them. Versatile and accomplished with illusionary magic, they can leave their foes disorientated and confounded, before striking them down with focussed beams of burning light.

The Lumomancer masters various spectrums of light to create different effects on themselves and their allies. They are even capable of combining the primary colors in order to make more powerful spell effects, drawing properties from all the original enchantments to create a new iridescence.


Lumo med


StrategyEdit

  • By using a Globe of Refraction to bounce their Scorching Beams, a Lumomancer can damage enemies from a very long distance, and even around corners.
  • Staggering the casting of illumination spells as he builds them up will let a Lumomancer make the most of the duration refreshment they provide.
  • While Brilliant Light will still affect you, there is little loss to casting it point blank and hitting yourself with it.
  • Using Lightspeed Charge followed by Luminescent Palm can be very effective against enemy caster, but is also highly risky if the caster is surrounded by their allies.


Perks Edit

  • When casting the Flare spell, Lumomancers also cause the target to suffer -2 AC for the duration.
  • The spell Light has double duration when cast by a Lumomancer.
  • The Displacement spell increases concealment by 10% when cast by a Lumomnacer, bringing it to 80%
  • The effects of Color Spray last an extra 2 rounds when cast by a Lumomancer

SpellsEdit

A Lumomancer has 18 spells unique to the sorcerer theme. The spells are designed in such a way that it is possible to have a level 10 character who only uses spells (excluding cantrips) within the Lumomancer theme. Many of the spells have synergies with one another, which means they can work better together than intermixing with spells outside of the theme.


CantripsEdit


Illumination, Green

Caster Level(s): Sorcerer 0
Innate Level: 0
School: Illusion
Descriptor(s):
Range: Touch
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: 5 Minutes
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

Illuminates the target with green light. They gain 10% bonus movement speed and can pass through other creatures.

Illumination spells can combine with existing illumination on the target to create a more powerful effect. Regardless of whether a new effect is created or not, an illumination spell will always refresh of the duration of illumination on the target.


Incandescent Soul

Caster Level(s): Sorcerer 0
Innate Level: 0
School: Abjuration
Descriptor(s):
Range: Touch
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: 20 Seconds / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

Infuses the target with protective light for a short duration. During this time they are immune to all ability draining effects.


Level 1Edit


Illumination, Blue

Caster Level(s): Sorcerer 1
Innate Level: 1
School: Illusion
Descriptor(s):
Range: Touch
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: 10 Minutes
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

Illuminates the target with blue light. They gain 6 plus half the caster's level in spell resistance.

Illumination spells can combine with existing illumination on the target to create a more powerful effect. Regardless of whether a new effect is created or not, an illumination spell will always refresh of the duration of illumination on the target.


Brilliant Light

Caster Level(s): Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s):
Range: Medium
Components: Verbal, Somatic
Area of Effect / Target: Huge
Duration: 10 + (3 x Caster Level) seconds
Additional Counter Spells:
Save: Fort Negates
Spell Resistance: Yes

Causes a bright burst of light in the target area, hampering the vision of nearby creatures for a short period time. If they fail a fortitude save, they suffer a percentage chance to miss physical attacks of 12 + Caster Level. This spell also removes any darkness effects in the area.


Lambent Shield

Caster Level(s): Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Range: Touch
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: 24 Hours
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The target creature gains damage resistance 15/- against negative and positive energy. The spell ends after absorbing 50 points of damage. If the target is illuminated when the spell is cast, they instead gain 20/ damage resistance and the spell will absorb up to 60 points of damage.


Brilliant Gaze

Caster Level(s): Sorcerer 1
Innate Level: 1
School: Divination
Descriptor(s):
Range: Personal
Components: Verbal, Somatic
Area of Effect / Target: Caster
Duration: 1 Minute / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The caster's eyes glow with power, giving a bonus to spot of 5 plus the caster's level. In addition, the caster becomes immune to blindess effects and confounding lights for the duration of the spell.


Scorching Beam

Caster Level(s): Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s):
Range: Long
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The caster's shoots a highly focussed beam of light from their hand to the target creature, doing 1d8 plus the caster's level in fire damage. If this spell hits a target with a globe of refraction, the damage is doubled and hits the closest enemy in line of sight of the target.


Level 2Edit

Illumination, Red

Caster Level(s): Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Range: Touch
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: 15 Minutes
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

Illuminates the target with red light. They gain 10 plus the caster's level percent concealment. Empowering this spell has the same effect as extending it.

Illumination spells can combine with existing illumination on the target to create a more powerful effect. Regardless of whether a new effect is created or not, an illumination spell will always refresh of the duration of illumination on the target.


Globe of Refraction

Caster Level(s): Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Range: Touch
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: 1 Minute / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

Creates a globe around the target which distorts vision to the creature inside it. The target gains a 25% concealment bonus against ranged attacks. If the target is illuminated, the concealment bonus is 40% instead. Empowering this spell increases the effect by 50% of the original value (So, 40% concealment would become 60%). Maximising this spell grants 100% concealment against ranged attacks.


Dazzling Facade

Caster Level(s): Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Range: Touch
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: 1 Minute / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

Causes the target creature to shimmer with light, distracting nearby combatants. The target gains a 25% concealment bonus against melee attacks. If the target is illuminated, the concealment bonus is 40% instead.


Luminescent Palm

Caster Level(s): Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s):
Range: Touch
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The caster's palm glows with a burning hot luminescence. If the caster makes a successful touch attack, the target creature will take 4 plus d4 per caster level positive energy damage. Undead creatures will suffer double damage. Using extend spell with this ability increases the damage by 25%.


Blazing Lance

Caster Level(s): Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Range: Personal
Components: Verbal, Somatic
Area of Effect / Target: Caster
Duration: 1 Minute / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The caster summons a blazing lance of light into their hand, which deals 2d6 positive energy damage on hit and has a +2 to hit bonus. The lance cannot be dropped or given to another character.

Level 3Edit

Confounding Lights

Caster Level(s): Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s):
Range: Medium
Components: Verbal, Somatic
Area of Effect / Target: Huge
Duration: 3 Seconds / Level
Additional Counter Spells:
Save: Fortitude Negates
Spell Resistance: Yes

The caster projects a sudden burst of flashing lights at the target location. Any creatures caught in the area of effect must make a fortitude save or be stunned. Empowering this spell will increase the duration by 10 seconds per level, maximising by 20 seconds.


Flustering Flickers

Caster Level(s): Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s):
Range: Medium
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: 10 Seconds / Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The caster attempts to distract the target creature by making it see constant flickers of light around it, causing it to suffer 30% spell failure and a -4 penalty to attack rolls for the duration of the spell.


Lightspeed Charge

Caster Level(s): Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s):
Range: Medium
Components: Verbal, Somatic
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The caster rushes to the target creature fast enough that it appears instantaneous, enough to run across water, or even thin air. After the caster arrives, their movement speed retains a 50% bonus for 10 seconds. If the target creature is not illuminated, they are knocked down for 5 seconds and suffer 35% positive energy damage vulnerability for 60 seconds. If this spell is empowered or maximised, the vulnerabilities are increased to 50% and 60% respectively.

Level 4Edit

Shimmering Shield

Caster Level(s): Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Range: Personal
Components: Verbal, Somatic
Area of Effect / Target: Caster
Duration: 2 minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Yes

The caster summons a powerful shield of light around themselves. They become immune to both positive and negative energy damage, death spells, and necromancy spells of level 5 or lower.


Mass Prismatism

Caster Level(s): Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s):
Range: Area
Components: Verbal, Somatic
Area of Effect / Target: Colossal
Duration: 15 Minutes
Additional Counter Spells:
Save: Harmless
Spell Resistance: Yes

The caster summons an intense double rainbow all the way across the sky. The caster and all allies in the same area as the caster are imbued with a random illumination color.

Illumination spells can combine with existing illumination on the target to create a more powerful effect. Regardless of whether a new effect is created or not, an illumination spell will always refresh of the duration of illumination on the target.

Level 5Edit

Blinding Effusion

Caster Level(s): Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s):
Range: Long
Components: Verbal, Somatic
Area of Effect / Target: Huge
Duration: 8 Seconds
Additional Counter Spells:
Save: Fortitude
Spell Resistance: Yes

The caster calls down a blinding beam of light to the target location. All creatures in the area of effect take d6 positive energy damage per level of the caster and must make a fortitude save to avoid being blinded for 8 seconds. Extending this spell doubles the length of the blindess effect.

TriviaEdit

Lux, the League of Legends Champion, could be described as a Lumomancer.

It is possible that the Mass Prismatism spell was inspired by the double rainbow song.

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