|

Deities: Mothra Leo
Granted Powers: Cast all [light] type spells at +1 caster level.
Free weapon focus (ray) feat
Radiance domain spells
| 1. Color Spray |
Knocks unconscious, blinds or stuns 1d6 weak creatures |
| 2. Light bolt |
Beams of concentrated light damages enemies |
| 3. Searing Light |
Ray deals 1d8/two levels, more against undead |
| 4. Radiant swords |
Caster conjures shafts of pure light that can
be used like swords or thrown as a ranged attack |
| 5. Prismatic Beam |
Ray inflicts varied effects on creature struck |
| 6. Prismatic Spray |
Rays hit subjects with variety of effects |
| 7. Omni Light Bolt |
Powerful beams of light rain down from the sky,
damaging and blinding foes |
| 8. Prismatic Wall |
Wall's colors have array of effects |
| 9. Exodus |
Caster creates an intense burst of pure light,
healing and refreshing his allies while damaging and weakening
his foes |
New Spells
Exodus
Conjuration (Good) [Light]
Level: Radiance 9
Components: V, S, DF, M
Casting time: Full round
Range: Personal
Area: 40ft burst
Duration: Instantaneous
Saving Throw: Fort partial (see text)
Spell Resistance: No
One
of the most powerful spells in existence, Exodus is one of the most
feared weapons of Leo's priests. The priest spends an entire round
literally praying for Leo to send a single shard of his radiant
light, which the priest then focuses through his body in a powerful
and deadly burst of dazzling white brilliance. Because this spell
is so powerful, Leo priests are reluctant to use it frivolously;
as such actions might bring their lord's wrath down upon their heads.
This
spell's effects depend on the nature of the creatures caught in
it. Those who are allies with the priest are warmed and comforted
by the light, while it heals their wounds and refreshes their bodies.
All creatures allied with the priest who are in the burst are healed
for 10d6 points of damage, and are refreshed as though they had
rested (not slept) for nine hours. All allies are also cured of
all their ailments, as though they were subject to a heal
spell. The caster receives none of the healing benefits of this
spell
Foes
of the priest do not fair so well. To them, the light is bright,
hot, and painful. All creatures hostile towards the priest who are
caught in the burst take 10d6 points of divine damage. Also, the
searing radiance instantly exhausts any creature that takes damage.
A successful fortitude save reduces the damage to half, and only
fatigues the creature. Regardless, the creature is also blinded
for 1d4 rounds.
Upon
completing the spell, the caster is staggered for 1d4 rounds. This
spell can never be placed on a scroll or in a wand.
Martial
components: A piece of flawless jacinth, worth 8,000 gp.
Light Bolt
Evocation [light]
Level: Clr3, Radiance 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Effect: 1 Ray/four levels
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Upon
completing this spell, you can fire brilliant beams of pure light
from your hands. You can create 1 ray for every four levels caster
levels, will a maximum of five rays. All rays must be aimed at enemies
that are within 30ft. of each other. To hit with a ray, you must
make a ranged touch attack. If the beam hits, it inflicts 1d6+1
points of force damage per two caster levels (max 5d6+5).
Omni Light Bolt
Evocation [Light]
Level: Radiance 7
Components: V, S, Df, M
Casting time: 1 action
Range: Medium (100ft. + 10ft./level)
Area: 40ft. spread
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
Bearing
little resemblance to the lesser Light Bolt spell, Omni Light Bolt
is a powerful spell that allows the caster to call down a hail of
deadly beams from the sky. All creatures within the spread take
1d6 points of force damage per level (max 15d6) as thin beams of
light bombard them. Also, creatures in the spread are also blinded
for 1d6 rounds. A successful reflex save reduces the damage to half
and negates the blindness.
A
blind creature, in addition to the obvious effects of being blind,
a blinded creature suffers a 50% miss chance in combat (all opponents
have full concealment), loses any Dexterity bonus to AC, grants
a +2 bonus on attackers' attack rolls, moves at half speed and suffers
a -4 penalty on most Strength and Dexterity based skills.
Martial
components: A transparent prism and a dart
Prismatic Beam
Evocation
Level: Sor/Wiz 6, Radiance 5
Components: V, S
Casting time: 1 action
Range: Close (25ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes
The
simplest of the prismatic spells that a spellcaster can use, this
spell creates a thin beam of rainbow light that causes a great variety
of effect, depending on the color of the beam when it hits the target.
To hit with the beam, the caster must make a ranged touch attack.
If the creature struck by the beam has less than 8HD, it is automatically
blinded (see above) for 2d4 rounds. Roll on the following table
to determine the color of the beam when it strikes the target.
| 1d8 |
Color of Beam |
Effect |
| 1 |
Red |
20 points fire damage (Reflex Half) |
| 2 |
Orange |
40 points acid damage (Reflex Half) |
| 3 |
Yellow |
80 points electricity damage (Reflex half) |
| 4 |
Green |
Poison (Kills; Fortitude partial, take 20 points of damage
instead) |
| 5 |
Blue |
Turned to stone (Fortitude negates) |
| 6 |
Indigo |
Insane, as insanity spell (Will negates) |
| 7 |
Violet |
Sent to another plane (Will negates) |
| 8 |
Struck by two colors simultaneously; roll again
twice, ignoring any "8" result |
Radiant Swords
Conjuration (good) [Light]
Level: Pal 4, Radiance 4
Components: V, S, Df
Casting time: 1 action
Range: Short (25 feet + 5ft./2 caster levels)
Effect: Two swords formed of pure light energy
Duration: 2 rounds + 1 round/caster level (see below)
Saving Throw: None
Spell Resistance: No
Often used by Leo's paladin followers, as well as
his priests, Radiant Swords is a very special spell. Calling upon
the inner power of the caster, this spell manifests her honor and
courage as two sword shaped beams of pure, sacred light. These blades,
made up of the very soul stuff of the caster, are deadly weapons
against the forces of evil.
Once the spell is completed, a pair of glowing swords
constructed of pure light materialize in each of the caster's hands.
While she wields the swords, the caster attacks proficiently, as
if she has the appropriate feats. If the caster has any feats that
improve her use of swords, such as improved critical or weapon focus,
she may apply them to the use of these magical weapons. The caster
cannot pass these weapons off to another character.
While the spell is in effect, the caster can fight
with both swords simultaneously or one at a time. If she uses both
simultaneously, she suffers the normal penalties for using two weapons,
though because the blades are made of weightless energy, they are
both considered light weapons. Again, feats that affect fighting
with two weapons also apply to this spell's effect.
In combat, the caster can either attack with the
swords in melee, or throw them at an opponent. If used to strike
a foe in melee, the swords bypass normal armor, as if they were
brilliant energy weapons (pg. 186 DMG), inflicting 3d4 points of
damage. Because they are merely energy, they do not apply the caster's
strength bonus to the attack or damage rolls. Instead, these weapons
use the caster's charisma bonus for attacks and damage rolls, as
they are manifest from the caster's spirit. These weapons are considered
+2 weapons for overcoming damage reduction, and are considered blessed
for the purpose of creatures vulnerable to blessed and holy weapons.
The weapons last for the duration of the spell.
If thrown, the caster must make a ranged touch attack
to hit with the sword thrown. The caster can only throw one sword
per round, regardless of the number of attacks she has and must
hit with a ranged touch attack. If the sword hits, it explodes in
a burst of holy energy, dealing 4d6 points of damage. Creatures
struck by the sword are also blinded for 1d4 rounds with no saving
throw. As with using the sword in melee, the character's charisma
bonus is used for determining the attack bonus on the ranged touch
attack. Once a sword has been thrown, it doesn't re-manifest in
the caster's hand. If the caster throws both swords, the spell ends
prematurely.
Using this spell is taxing on the caster. Each round
that the caster maintains this spell, she must sacrifice a small
portion of her life energy to do so. Essentially, for every round
the caster maintains the spell, she takes one point of subdual damage.
The subdual damage heals normally when the spell ends. The spell
ends if the caster falls unconscious due to the subdual damage.
|