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.