Deities: SpaceGodzilla
Granted Powers: You gain the No Breath special quality. You do not need to breath, and are immune to gas based attacks that require a Fortitude saving throw. You can also exist in an airless environment, such as underground or underwater with no penalty.

Corona Domain Spells
1. Shocking Grasp Touch deals 1d8+1/level points of electrical damage
2. Hypnotic Pattern Fascinates 2d4+1/level of creatures
3. Lightning Bolt Stroke of lightning deals 1d6/level electrical damage
4. Wall of Lightning Deals 2d6+1/level electrical damage and stuns those who pass through it
5. Telekinesis Lifts of moves 25lb./level at long range
6. Chain Lightning Forked stroke of lighting deals 1d6/level electrical damage and arcs off secondary bolts
7. Corona Bolt A bolt of crimson lightning deals 1d6/level points of electrical damage and ignores obstacles
8. Corona Storm Area is filled with crimson lightning, dealing 1d6/level electrical damage
9. Big Bang Call down a massive burst of energy from the sky, dealing damage over a large area.

New Spells

Big Bang
Evocation [force]
Level: Corona 9
Components: V, S, F, Xp
Casting Time: Full Round
Range: Long (400ft. + 40ft./level)
Area: 200ft. spread
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes

        The most powerful spell granted by the demon god Space Godzilla, Big Bang is a spell that creates nothing short of utter desolation in the area it targets. When completed, an immense flash of white light shoots down from the sky and strikes the target area with a deafening blast of force and burning radiance. All creatures caught within the spread take 1d10/level points of force damage (max 20d10) from the blast. Also, creatures of huge size or smaller are thrown back 1d10x10 feet, taking 1d6 points of damage for every 10ft. traveled, and are considered knocked prone. A successful Reflex save reduces the damage to half and negates the knockback. Creatures reduced to -10 hit points by this spell are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell.

        Structures within the area of the blast fare just as poorly against the force of this spell. All objects within the blast take 5d10+10 points of force damage, and ignores hardness. Objects destroyed by this spell are blasted into dust and can be recovered only through a wish or miracle spell.

        Focusing such intense power does have its toll on the caster however. After using the spell, the caster takes 1d8 points of temporary Strength and Dexterity damage, and is considered Fatigued for 1d4 minutes.

        Focus: A crystal harvested from one of Space Godzilla's crystal matrixes, worth 10,000 gp.

        Xp cost: 500

Corona Bolt
Evocation [electrical]
Level: Corona7, Sor/wiz 7
Components: V, S, F/DF
Casting Time: 1 action
Range: Short (25ft.+5ft./level)
Target: One creature within range that the caster can see
Duration: One round/level (max 10)
Saving Throw: Fortitude half
Spell Resistance: Yes

        This spell was designed by worshipers of Space Godzilla to mimic their god's breath weapon. So long as the spell is in effect, the caster can fire a ribbon-like bolt of crimson lightning from her hand. The bolt arcs towards one target within range, and unerringly strikes it, inflicting 1d6/level points of electrical damage (max 20d6) to the target. A successful fortitude save reduces the damage to half. This spell completely ignores cover, so long as the target doesn't have 100% cover, unless the caster knows where the target is. It cannot be used to target a general creature. Thus, the caster couldn't choose to target the commander of an enemy unit unless he knew exactly who the commander was.

        Each round, for as long as the spell lasts, the caster can throw another bolt of energy as a standard action, and can chose a different target each round or strike the same opponent.

        Arcane Focus: A small piece of rock crystal

Corona Storm
Evocation [electrical]
Level: Corona 8, Sor/wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Personal
Area: 50ft. burst
Duration: Instantaneous
Saving Throw: Reflex partial (see below)
Spell Resistance: Yes

        Upon completing the final words to this spell, a sphere of crimson lightning bolts erupts from your body, raking all creatures within the area of effect with lethal electrical energy. All creatures, except for you, in the blast take 1d6/level points of electrical damage and are stunned for 1 round afterwards. Creatures who make a successful Reflex save take half damage and are not stunned.

        Creatures wearing predominantly metal armor or wielding a metal weapon of at least medium size receive a -2 resistance penalty to their saves, due to the fact that metal attracts the lightning bolts.

Material components: A piece of metal that has been struck by natural lightning.

Wall of Lightning
Conjuration [electrical]
Level: Corona 4, Drd 4, Sor/wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100ft.+10ft./level)
Effect: An interwoven sheet of lightning bolts up to 20ft. long/caster level or a ring of electrical energy with a radius of 5ft./2 caster levels, either form 20ft high.
Duration: Concentration +1 round/level
Saving Throw: See text
Spell Resistance: Yes

        A sheet of glowing blue energy springs into existence when this spell is cast. Like the more common wall of fire spell, the caster can select a side of the wall to sends forth small arcs of electrical energy. Those within 10ft. of the wall take 2d4 points of electrical damage as small bolts of electricity strike them, while those wearing metal armor take 2d6 points of damage. Any creature foolish enough to walk into the wall is fiercely electrocuted, taking 2d6 points of electrical damage +1 point/level (maximum +20), while creatures wearing metal armor take 2d8 points of electrical damage +2 points/level (max +40). In either case, the creature must make a fortitude save or be thrown back 5ft. and staggered for 1 round.

        If you evoke this spell so that it appears where there are creatures, each creature takes damage as if she passed through it. A successful Reflex save allows the creature to dodge out of the way. (If the creature ends up on the electrical side of the wall, she is still struck by the bolts of electricity the wall emits.)

        This wall is particularly susceptible to being grounded. If any 5ft. section of wall is doused with at least 10 gallons of water or more in a round, that length shorts out and vanishes.

Arcane Material Components: A piece of electrum and some iron shavings.