Wizard
Base Class: Wizard

Luxmancers use the environment, no, light or lack of it and weaponize it.

Luxmantic Mage

Beginning when you select this school at 2nd level, the GP and time you must spend to copy a luxmantic spell into your spellbook is quartered. You also learn the light cantrip if you don't know it already, and gain access to the Luxmancy spell list.

 

Luxmancy Spell List: 

Cantrip:


Arrow Of Light 

Transmutation Cantrip

1 Action

Sight 60ft

V, S

Instantaneous

You point a finger or some other method of taking aim at a creature within sight. A fast thin bolt of energy darts from your finger to the target dealing 1d4 damage. You must be able to make out the details of the creature to be able to hit it.

 

 Blessing Of Light

Evocation Cantrip

1 Bonus Action

Touch

V

Instantaneous

Any items you wield in your hands become illuminated in light and deal extra 1d6 radiant.

 

Butterflies Light 

Abjuration Cantrip

1 Bonus Action

5ft

V

1 Hour

When you begin to use magic, and cast this spell. Small Butterflies made of Fire would start to surround you, this would give you +1 AC, unless at 18 AC, or Higher AC. This would also seem to inspire others. Giving 2 others Inspiration, this would also act as a Bright Light letting you see in darkness for 10 Feet, but -1 Intimidation, and -2 Stealth. As you cant be Stealthy when light is all around you, or intimidating when there are Butterflies, especially ones made of Magical Fire.

 

1st Level:

 

Arcane Light

1st Level Evocation

1 Action

Touch

V, M* * - (a blue gem worth at least 10 gp, which the spell consumes)

8 Hours

An object you touch emits a blueish light, illuminating around it like a torch for the duration and revealing magic. Any object infused with magic, like a magic item or an enchanted door, starts shimmering with faint blue sparkles when within range of the spell that everyone can see. This spell does not reveal invisible or ethereal creatures.



Blade Of The Quarter Moon

1st Level Conjuration

1 Bonus Action

Self

V, S, M*  - (Something silver worth at least 1 GP held or worn on the caster’s hand for the duration of the spell.)

The caster of this spell conjures in their hand a weapon of translucent silvery light. It can take the appearance of any simple melee weapon.  Regardless of the shape chosen, the weapon does 1d8 Radiant damage. The weapon has no weight and proficiency with the weapon type is not necessary.

Fiends and undead take an additional 1d4 damage. Shapeshifters must make a constitution save against the caster's Spell DC. On a failed save, they revert to their normal form and cannot change forms until the beginning of their next turn.

At Higher Levels:

  • Blade of the Half Moon: When you cast this spell at 3rd level, it can take the appearance of any simple or martial melee weapon of a size up to, but not including heavy, and the damage increases to 2d8. Fiends and undead take an additional 1d8 damage instead of 1d4.
  • Blade of the Full Moon: When you cast this spell at 6th level, it can take the appearance of any melee weapon, and the damage increases to 3d8 + your spellcasting ability modifier. Fiends and undead take double damage.



2nd Level:

 

 Sunlight Spear

2nd Level Evocation

1 Action

120ft

V, S

1 Round

You throw a spear of lightning toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 lightning damage and 2d4 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d8 for each slot level above 2nd.

 

 

Starchain

2nd Level Evocation

1 Action

60ft

V, S, M* - (a short length of silver chain worth 25 gp)

1 Minute

A chain made from starlight shoots forth from your hand, wrapping around a target within range. The target must make a Strength saving throw or take 3d8 Radiant damage and be restrained. At the start of each of the creature's turns it takes an additional 1d8 Radiant damage. It can repeat the saving throw at the end of each of it's turns, ending the effect on a success.

 

3rd Level:

 

Dawn Nova

3rd Level Evocation

1 Action

150ft (20ft sphere)

V, S, M*  - (a shard of sunstone)

Instantaneous

A bright streak flashes from your two fingers to a point you choose within range and then erupts with a chiming crash into an explosion of consecrated sunlight. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. If fiends or undead are in the blast zone, they take 2d8 extra radiant damage regardless if they succeed the save. 

The light spreads around corners. It leaves behind a dim glow of sunlight in the area of effect for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. If a spell slot of 5th level or above is used, the 2d8 damage to fiends and undead becomes 4d8 and includes aberrations.

 

Light Lance

3rd Level Evocation

1 Action

Self (70ft ->)

S, M*  (A silver pole with a vial filled with citrine and goshenite on the tip.)

Instantaneous

A lance of light forms in a line 70 feet long and 5 feet shoots out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.

 

4th Level:

 

Light Show

4th Level Evocation

1 Action

120ft (60ft sphere)

V, S

3 Rounds

Choose a point within range to cast this spell. Radiant light bursts forth from the point, causing the following effects:

  • All creatures in a 10 foot radius around the point are blinded and have to make a Constitution saving throw, getting stunned for one round and taking 3d6 radiant damage on a failed save, and taking half damage and not being blinded on a successful one.
  • All creatures in a 20 foot radius around the point have to make a Constitution saving throw, getting deafened for one round and taking 2d6 radiant damage on a failed save, and taking half damage and not be deafened on a successful one.
  • All creatures in a 30 foot radius around the point have to make a Constitution saving throw, getting blinded for one round and taking 1d6 radiant damage on a failed save, and taking half damage and not be blinded on a successful one.

All creatures that enter the spell's area for the first time or who start their turn in the area are subjected to the above effects. The effects lessen every round after the first, with all damage that each radius does lowered by 1d6 per round. After your second turn after you cast this spell, the stunned effect is replaced with "the creature's movement speed is reduced by 20 feet". You may end this spell early on your turn with a bonus action.

Healing Light

At second level, you gain the ability to cast a new spell, Healing Light, twice a day. It does not consume a spell slot. The number of times it is able to be cast at will increases is by 1 per two levels.

Healing Light

2nd Level Evocation

60ft Range, instantaneous

You shed a bright light from your hand. A creature of your choice that you can see within range regains hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 

Light Bomb

At 6th Level, you gain the ability to use this feature once per long/short rest.

When using this feature, select your target (object, creature, or space) within 60 feet of you. Any creature within a 20-foot radius must make a Constitution saving throw or be blinded for two rounds and take 3d6 radiant damage. Upon a successful save, you take half damage and are not blinded.

Empowered Luxmancy

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard luxmancy spell you cast. 

Light Absorption/Light Expulsion

 You can absorb the light within a 60ft radius of you and heal yourself for 3d10 health and deal 1d12 necrotic damage to anyone in the space. The area will stay dark for two rounds. You can reverse this, and dealing 1d10 (+1 per person!) necrotic damage to yourself and healing those around you for 3d10 health.