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Hardlight Spells 2

Comments from the Author: This is the second in a series on hardlight spells from the upcoming revision of Dark Matter. Hardlight is the most versatile material in any sci-fi 5E setting, and these new spells help you make the most of it!

Hardlight Frame

5th-level conjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (an emerald ring worth 30 gp)
Duration: Concentration, up to 10 minutes

Plates of shimmering compressed light swarm your body, landing in the precise positions to form an intricate suit of power armor. For the duration, you gain the following benefits:
      Size. Your size becomes Large, if it was smaller.
      Hardlight Armor. The frame provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). If you are using a shield, you can apply the shield’s bonus as normal.
      Temporary Hit Points. At the start of each of your turns, you gain 10 temporary hit points. These hit points last until the spell ends.
      Mighty. You have advantage on Strength checks and saving throws.
      Integrated Battlefists. The armor has two integrated battlefists. You have proficiency with these weapons. When you attack with them, you make a melee spell attack against a target within 10 feet of you. On a hit, the battlefists deal force damage equal to 2d8 + your spellcasting ability modifier.

Extra Attack. You can attack twice, instead of once, when you take the Attack action on your turn. 

Hardlight Gauntlet

3rd-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S, M (an emerald ring worth 30 gp)
Duration: Instantaneous

You conjure a scintillating gauntlet composed of compressed energy and unleash a barrage of strikes. Make three melee spell attacks against a single target. On the first hit, the target takes 1d12 force damage, on the second hit, it takes 2d12 force damage, and on the third hit, it takes 3d12 force damage.
      At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can make 1 additional attack; the fourth hit deals 4d12 force damage. If you cast this spell using a spell slot of 7th level or higher, you make 2 additional attacks; the 5th hit deals 5d12 force damage.

Hardlight Spikes

2nd-level conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an emerald ring worth 30 gp)
Duration: Concentration, up to 10 minutes

Foot-long spikes of compressed light jut out from a surface you choose within range. The spikes cover a 20-foot square area on the surface, wrapping around the surface’s contours. This area becomes difficult terrain for the duration. If a creature falls prone on the spikes, lands on them, or is forcibly moved into them, the creature takes 3d8 force damage.
      If the surface is moved more than 10 feet, the spell ends.
      At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Orbital Hardlight Cannon

9th-level conjuration

Casting Time: 1 action
Range: 500 feet
Components: V, S, M (an emerald ring worth 30 gp)
Duration: Concentration, up to 3 rounds

You focus an aurora of light into an immense hardlight construct: an orbital cannon positioned 1 mile above your head. The cannon fires a blinding beam of energy, which lands in a 15-foot radius, 1-mile high cylinder centered on a point within range.
      When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is scorched by the beam’s energy, and it must make a Dexterity saving throw. It takes 20d10 radiant damage on a failed save, or half as much damage on a successful one. The spell ignites flammable nonmagical objects in the area that aren’t being worn or carried.
      On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

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