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Here's something I've been working on for several months - a 3.5e prestige class for the Radiant Shamans of the Shadow Elves, and a new spell selection of divine Radiance Magic. The PrC is actually best applied to the highest level Radiant Shamans; the lower-level 'Radiant Shamans' are simple clerics of Rafiel.

A few design notes, and explanations of changes from the GAZ13 material:
- The PrC requirements aren't set in stone ATM; they currently require a 12th-level minimum PC with at least one level of cleric of Rafiel. (The 'Shadow Elf' domain is something pulled from the Mystara 3E team's files.) I considered requiring 'cast divine spells of x level' as a prerequisite, but decided against it; a Cle1/Exp11 who wants only one level of this PrC in order to be able to craft soul crystals should feel free. So should the druid who manages to acquire domain access through divine favour. Not to mention the interesting results possible when a Mystic Theurge character adopts this class...
- Soul Crystals, in this write-up, are treated as a variant Pearl of Power rather than a new magical item that holds 'x number of souls'. I see this as providing a clearer distinction between Rafiel's gift of Radiance manipulation and that of the Glantrian mages; it also allows a DM in a Shadow Elf campaign to provide a low-level soul crystal to a promising PC and have it see use. Backtracking to an 'x number of souls' system should be a simple rewrite for DMs who want to stay closer to the source material.
- The new Radiant Shaman spells are MUCH different from the GAZ13 material; the spells in GAZ13 were pretty much carbon copies of the GAZ3 stuff, which is IMHO boring, unfair and a cop-out. I've created new spells that IMHO are more suited for priests and provide the Radiant Shaman with a more unique flavour.

Radiant Shaman prestige class

by Libramus

Hit Die: d6

Requirements:
- Concentration 15 ranks, Knowledge (Religion) 15 ranks
- Access to the Shadow Elf spell domain
- Special: Must own a soul crystal of at least 5th level or higher

Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int). 2+Int skill points/level.

Level BAB Fort Ref Will Abilities
1 +0 +2 +0 +2 Craft Soul Crystal, Radiance Invocation V, +1 level of divine spellcasting class
2 +1 +3 +0 +3 Radiance Invocation VI, +1 level of divine spellcasting class
3 +1 +3 +1 +3 Radiance Invocation VII, +1 level of divine spellcasting class
4 +2 +4 +1 +4 Radiance Invocation VIII, +1 level of divine spellcasting class
5 +2 +4 +1 +4 Radiance Invocation IX, +1 level of divine spellcasting class

Weapon and Armour Proficiency: A Radiant Shaman gains no additional proficiency with any weapons or armour.

Craft Soul Crystal: A Radiant Shaman may attune a discovered soul crystal, fully awakening its power to fuel divine spells and the special spells of the Radiant Shamans. Soul Crystals are considered holy by all shadow elves, and are never given to any member of any other race. Most never leave the Temple of Stars.

An unattuned soul crystal seems to be an iridescent, many-faceted gemstone, of value between 100 and 5,000 gp but otherwise unremarkable. Once attuned by a Radiant Shaman, however, it changes both in appearance and function. A strange, multicoloured inner glow seems to spring from the crystal's depths, constantly dancing through its facets, and the crystal becomes functionally identical to a _Pearl of Power_ which can only be used to recall divine spells. Soul crystals are also often necessary to assist in the casting of Radiance invocations.

Crafting a soul crystal is identical, in game terms, to crafting any other sort of magic item - the crafter identifies the final power level of the soul crystal, spends XP and gold relative to the crystal's final "market price", and spends time to attune the item. The crystal's intrinsic value is assumed to be part of the gp cost in creating the item in this case. If the crafter already possesses a soul crystal, he or she can count its value against the final crafting cost; if not, buying an appropriate soul crystal is subsumed into the creation process.

Soul crystals can never be exposed to the light of the sun. Any crystal touched by the sun's light crumbles to dust within seconds. Even if precautions are taken - such as only going aboveground after nightfall, or keeping the soul crystal in an enclosed container - the crystal will crumble within 1d4 hours. The powers of an attuned crystal are instantly suppressed as soon as its bearer travels to the surface, as well. All the above effects are applied if a soul crystal leaves Mystara by any means, unless the destination is an Outer Plane aligned with the Sphere of Energy.

A radiant shaman wishing to advance in the prestige class must craft or otherwise acquire additional soul crystals. The character must possess a 6th-level soul crystal before acquiring his or her third level in the prestige class, and a 7th-level soul crystal before acquiring his or her fifth level in the prestige class.

Radiance Invocation: In addition to the spells available to a normal divine caster, Radiant Shamans gain access to many additional unique spells. These spells are added to the character's normal divine caster list. One level of spells is added for each level the character possesses in the Radiant Shaman class.

RADIANT SHAMAN SPELLS

- 5th Level:

Crystalline Endurance: Grants fast healing to bearers of soul crystals
Radiant Reverence: Affected character gains defensive bonuses and immunities, but cannot move or attack
Radiant Warding: Area-effect sanctuary that requires Will saves for each attack
Voice of the Shamans: Allows scrying/communication through soul crystals

- 6th Level:

Imbue Soul: Target gains temporary HP
Influence Soul: As Suggestion, but negates magical bonuses to target's save
Magic Negation: Cancels or counterspells magic spells and effects
Pattern of Souls: Pattern effect that causes fear and nausea
Stone Tell: Talk to natural or worked stone

- 7th Level:

Crystalline Blessing: Grants morale bonuses to bearers of soul crystals
Radiant Glyph: Improved Glyph of Warding can damage and fatigue intruders
Shield of Souls: Grants shield bonus to AC, protection from Force effects
Soul Incarnation: Temporarily raise a target, with no level loss
Soul's Reproach: Suppresses target's spell resistance

- 8th Level:

Radiant Barrier: Existing nonmagical wall gains antimagic protection
Radiant Pattern: Pattern effect that blinds/dominates and damages undead
Radiant Visage: Long-duration Change Self and protection from magical divination
Wisdom of the Ancestors: Gain +8 to skill checks or use of one feat

- 9th Level:

Crystalline Ward: Grants spell turning to bearers of soul crystals
Greater Magic Negation: Cancels or counterspells magic spells and effects
Radiant Wrath: Fire multiple energy blasts that can hold and sicken
Transcend Life Force: Achieve immortality

CRYSTALLINE ENDURANCE
Conjuration (Healing)
Level: Radiant Shaman 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. emanation, centred on you
Duration: 1 round/level (D)
Saving Throw: Fort negates (harmless)
Spell Resistance: No

This spell imbues soul crystals with the ability to quickly heal their bearers' wounds. Any character within the spell's area of effect and carrying an undischarged soul crystal gains fast healing as a supernatural ability. The number of hit points healed per round is equal to the soul crystal's level; if a character affected by this spell is carrying multiple soul crystals, the bearer can choose which one to use as the spell's focus. Use of this spell discharges any soul crystal used as a focus.

RADIANT REVERENCE
Enchantment
Level: Radiant Shaman 5
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 willing creature
Duration: 1 minute/level

When you cast this spell, one willing creature becomes imbued with a deep sense of serenity and hope. This enchantment grants the character a +4 morale bonus to AC and saving throws, as well as immunity to poison, disease, fear and paralysis effects. A character affected by this spell cannot move or attack; doing so immediately ends the spell effect. The character can still cast defensive spells, aid allies and take similar actions.

RADIANT WARDING
Abjuration
Level: Radiant Shaman 5
Components: V, S, M, DF
Casting Time: 1 round
Range: Touch
Area: 40 ft. radius emanating from the touched point
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: No

This spell wards an area against enemies of your faith. A character hostile to your faith must make a Will save to enter or pass through the area affected by the spell. Any character attempting to strike or otherwise directly attack a member of your faith inside the spell's effect must make a Will save; if the save fails, the character can't follow through with the attack and that part of its action is lost. (This is similar to a Sanctuary spell effect, except that a successful save doesn't break the spell's effect and a failed save doesn't bar the character from making later attacks.) Area effect spells centred within the spell's effect also require a Will save to follow through.

A character within the ward's effect who attacks enemies directly can be attacked freely with weapons or targeted spells, though area effect spells and attempts to enter the warded space are still limited. If the caster of the Radiant Ward attacks an enemy, the spell is immediately broken.

This spell can be linked to a Hallow effect.

Material component: You scatter ground crystal dust worth at least 200 gp around the area to be warded.

VOICE OF THE SHAMANS
Divination
Level: Radiant Shaman 5
Components: V, S, F
Casting Time: 1 standard action
Range: You
Duration: 10 minutes/level (D)

This spell allows you to speak with another Radiant Shaman who bears a soul crystal. The Shaman must be known to you, and is aware of your presence; words spoken by you will be heard as if you were standing at a distance of 5 ft., and their words will likewise be heard by you. If you cast this spell on a Shaman who has already cast or been targeted by this spell, you can speak to, and be spoken to, both caster and target; this potentially allows for huge communications networks to be formed.

If targeted on a Radiant Shaman who has had their soul crystal stolen, this spell allows you to target a scrying spell on the thief as if you possessed a body part from that character. In this case, the thief does not necessarily know of your action, and a communication channel is not established.

Focus: A Soul Crystal. The crystal is not discharged when the spell is used, and does not need to be charged to be used as a focus.

IMBUE SOUL
Conjuration (Healing)
Level: Radiant Shaman 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

You endow the creature touched with a bit of magical lifeforce. The character gains 10 temporary hit points per Radiant Shaman level you possess.

INFLUENCE SOUL
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Radiant Shaman 6
Components: V, DF

You influence the actions of the target creature with a short statement, as per the Suggestion spell. Since this spell speaks directly to the target's soul and innermost desires, the target's saving throw to negate the effect is made without benefit of competence, insight, luck or resistance bonuses.

NEGATE MAGIC
Abjuration
Level: Radiant Shaman 6

With this spell, you can use the energy of unborn souls to disrupt another's spellcasting or effects. This spell functions as Dispel Magic, except that the maximum caster level on your dispel check is +20 instead of +10. Additionally, if you attempt to use this spell as a counterspell against a spell of 6th level or lower, you are automatically successful; no dispel check is needed.

PATTERN OF SOULS
Illusion (Pattern) [Mind-Affecting]
Level: Radiant Shaman 6
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Colourful lights in a 20 ft. radius spread
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes

You create an ever-changing pattern of eerie, spirit like lights that dance through the air, terrifying creatures within the area of effect. When you cast this spell, you must discharge a soul crystal, of any level. The crystal's power does not recall a spell, but instead increases the Pattern's power; the soul crystal's level adds to your caster level for the purpose of determining the Pattern's strength and ability to pierce spell resistance.

The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 25). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.
- 9 or less: Nauseated for 1d6 rounds, then panicked for 1d6 rounds.
- 10 or more: Panicked for 1d6 rounds.
Sightless creatures are not affected by Pattern of Souls.

Focus: A charged soul crystal. The crystal's power is discharged as described above.

STONE TELL
Divination
Level: Radiant Shaman 6

You gain the ability to speak with stones, as per the druid spell of the same name.

CRYSTALLINE BLESSING
Enchantment (Compulsion) [Mind-Affecting]
Level: Radiant Shaman 7
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. emanation, centred on you
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell imbues soul crystals with the ability to enhance their owners' performance in combat. Any character within the spell's area of effect and carrying an undischarged soul crystal gains a morale bonus to attack rolls, AC, and saves. The morale bonus is dependent on the level of the soul crystal - a base +1, with an additional +1 bonus for every three levels of the soul crystal. (A 1st-level soul crystal would therefore grant a +1 bonus; a 3rd-level soul crystal +2, and a 9th-level soul crystal +4.) If a character affected by this spell is carrying multiple soul crystals, the bearer can choose which one to use as the spell's focus. Use of this spell discharges any soul crystal used as a focus.

RADIANT GLYPH
Abjuration
Level: Radiant Shaman 7

You create a more powerful version of a Glyph of Warding. This spell functions as a normal glyph, but with the following changes:
- Blast Glyph: A blast glyph deals 1d6 force damage per caster level (maximum 15d6) to the intruder and all within 5 feet of him or her. Each affected character may make a Reflex save for half damage, and must also make a Fortitude save or be immediately fatigued. Spell resistance applies against this effect.
- Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centred on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.
- Trap Glyph: When this glyph is triggered, the intruder and all within 5 feet of him or her must make a Will save or be paralysed for 1 hour, as well as cursed to suffer a -4 penalty on attack rolls, saves, ability checks and skill checks. An alarm effect also immediately alerts you when this glyph is triggered.

SHIELD OF SOULS
Abjuration [Force]
Level: Radiant Shaman 7
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A ghostly, tower shield-sized force barrier appears in front of the affected character, providing a +8 shield bonus to AC and negating damage from all types of force effects. Since this is a force effect, the bonus applies against incorporeal attacks. The shield of souls has no armour check penalty or arcane spell failure chance, and cannot be used for cover.

SOUL INCARNATION
Conjuration (Healing)
Level: Radiant Shaman 7
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: See text

This spell functions like Raise Dead, save that no level or Con loss occurs and the effect is only temporary. When you cast this spell, you discharge a soul crystal of at least 3rd level; the subject of the spell is raised from the dead for 1 hour per power level of the soul crystal. At the end of this time, the character's soul departs once again; if the character is killed before the spell's duration ends, the soul is lost and nothing less than a Miracle or Wish can return the character to life.

SOUL'S REPROACH
Necromancy
Level: Radiant Shaman 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: No
Spell Resistance: Yes

You fire an ephemeral, multicoloured beam at the target. If you succeed in a ranged touch attack, the target creature' spell resistance is suppressed for the duration of the spell.

RADIANT BARRIER
Abjuration
Level: Radiant Shaman 8
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Part of one wall or other inanimate object, maximum of one
10-ft. cube/caster level
Duration: 1 minute/level (D)
Saving Throw: None (object)
Spell Resistance: Yes (see text)

You enclose part or all of a single wall, building or other inanimate object or structure within a softly glowing field which hovers just above the object's surface. This field permeates the object with antimagic, making it immune to most magical effects, including spells, spell-like abilities and supernatural abilities. Existing magical effects on the object are suppressed, as do new effects which attempt to affect or interact with the object. All normal rules and conditions of an Antimagic Field apply.

The maximum area you can affect with this spell is one 10-ft. cube per caster level. If you target this spell on an object or structure larger than this, only part of the structure is enclosed within the barrier; you may shape the spell as desired, as long as the entire spell is contiguous. You can target a large structure with two or more castings of this spell; the spell effects merge seamlessly. This spell affects only the object or structure itself; spaces within the object, or portals opened within a wall, are not enclosed in the antimagic effect.

RADIANT PATTERN
Illusion (Pattern) [Mind-Affecting]
Level: Radiant Shaman 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Colourful lights in a 20 ft. radius spread
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes

You create an ever-changing pattern of majestic, multicoloured light that almost seems to evoke the direct power of the Immortals. This effect both blinds and awes When you cast this spell, you must discharge a soul crystal, of any level. The crystal's power does not recall a spell, but instead increases the Pattern's power; the soul crystal's level adds to your caster level for the purpose of determining the Pattern's strength and ability to pierce spell resistance.

The spell affects a total number of Hit Dice of living creatures equal to your caster level (maximum 30). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.
- 7 or less: Blinded for 2d6 rounds and compelled (by you) for 2d6 turns. Compelled creatures will remain in place, taking no action, until they receive orders from you or the effect expires.
- 8 or more: Blinded for 2d6 rounds.
Sightless living creatures are not affected by Pattern of Souls. If any undead creature is present in the spell's area of effect, they take 2d6 sacred damage for each round they remain within the area of effect. This does not reduce the number of HD that can be affected by the blinding and compulsion effect of the spell, and can continue to take effect from round to round.

Focus: A charged soul crystal. The crystal's power is discharged as described above.

RADIANT VISAGE
Illusion (Glamour)
Level: Radiant Shaman 8
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You create a glamour that surrounds the target, providing all the bonuses of both Disguise Self and Nondetection. In addition, the target receives a +8 bonus to saves against effects that attempt to read her thoughts or reveal lies that she speaks. When you cast this spell, you must discharge a soul crystal, of any level; the glamour persists for one day per power level of the crystal.

Focus: A charged soul crystal. The crystal's power is discharged as described above.

WISDOM OF THE ANCESTORS
Transmutation
Level: Radiant Shaman 8
Components: V, S, M, DF
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level

You tap the spirit knowledge of a long-dead shadow elf, gaining near-superhuman skill in a single area. You may choose to either gain a +8 competence bonus to three skills of your choice for the duration of the spell, or else gain the special benefits of any one feat for the spell's duration. You may choose any feat allowed in the campaign for purposes of this spell, even if you don't normally meet its requirements.

Material Component: A special (nonmagical) potion concoction, made of slug milk, lemon, and holy water; preparing this potion costs 100 gp.

CRYSTALLINE WARD
Abjuration
Level: Radiant Shaman 9
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. emanation, centred on you
Duration: 1 round/level (D)
Saving Throw: Fort negates (harmless)
Spell Resistance: No

This spell imbues soul crystals with the ability to quickly heal their bearers' wounds. Any character within the spell's area of effect and carrying an undischarged soul crystal gains fast healing as a supernatural ability. The number of hit points healed per round is equal to the soul crystal's level; if a character affected by this spell is carrying multiple soul crystals, the bearer can choose which one to use as the spell's focus. Use of this spell discharges any soul crystal used as a focus.

Focus: A charged soul crystal. The crystal's power is discharged as described above.

GREATER NEGATE MAGIC
Abjuration
Level: Radiant Shaman 9

With this spell, you can use the energy of unborn souls to disrupt another's spellcasting or effects. This spell functions as Dispel Magic, except that the maximum caster level on your dispel check is +30 instead of +10. Additionally, if you attempt to use this spell as a counterspell against a spell of 9th level or lower, you are automatically successful; no dispel check is needed.

RADIANT WRATH
Evocation [Force]
Level: Radiant Shaman 9
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Effect: See text
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

You gain the ability to fire blasts of radiant energy at your foes. When you cast this spell, you must discharge a soul crystal; you may fire one blast for every level that the soul crystal possesses. You fire a maximum of one blast per round, as a standard action; you may choose not to fire a blast on a given round if you choose.

To target an enemy with this spell, make a ranged touch attack. Success deals 10d6 damage to the target; the target must also make a Fortitude save or be both sickened and paralysed for 1 round/caster level.

TRANSCEND LIFE FORCE
Universal
Level: Radiant Shaman 9
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

This powerful spell allows you to attempt to achieve Immortality under the patronage of Rafiel. This spell basically functions as a plot point; your DM will determine exactly what quests, favours, and other conditions apply for this spell to succeed.

Focus: A 9th-level Soul Crystal, which is discharged when casting this spell. If a quest or trial is required to achieve Immortality, the soul crystal will remain discharged until the trial is complete.