Radiation Domain

The power of the atom is yours to command as you sicken your enemies and decimate the battlefield with nearly unrivaled destructive force.

Radioactive Flash (Sp): At first level, you gain the ability to emit a brief burst of radiation at your enemies in a flash of pale blue light. The attack can effect any single creature within 30 feet as a ranged touch attack, dealing 1d8 points of radiation damage +1 point for every 2 cleric levels that you possess. This ability can be used a number of times per day equal to 2 + your wisdom modifier.

Radiation Resistance (Ex): Your affinity for radiation grants you a level of immunity to its baleful effects. At 6th level, you gain resistance to radiation 10. This resistance increases to 20 at level 12. At 20th level, you are immune to radiation.

Domain Spells: 1st – Radioactive Grasp, 2nd – Burst of Radiance, 3rd – Irradiate, 4th – Aura of Doom, 5th – Radiation Shield, 6th – Antilife shell, 7th – Radiation Blast, 8th – Fallout, 9th – Power word, Kill


Radioactive Grasp
School evocation (radiation); Level Sorcerer/Wizard 1
Domain Radiation 1
Casting Time 1 standard action
Components V,S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

A successful melee touch attack deals 1d6 points of radiation damage per caster level (maximum 5d6) as your hand is engulfed by blue fire.


Radiation Shield
School evocation [fire or radiation]; Alchemist 4, Bloodrager 4, Magus 4, Sorcerer/Wizard 4, Summoner 3, Unchained Summoner 4;
Domain Radiation 5
Casting Time 1 standard action
Components V, S, M (petrified wood or granite)
Range personal
Target you
Duration 1 round/level

This spell envelops the caster in pulsing blue light which radiates from within. This light damages all creatures that attack the caster with deadly radiation and protects the caster from other radiation attacks or fire attacks depending on whether you choose plasma or flames for the Radiation Shield.

Any creatures striking you with a hand held weapon or natural attack deals normal damage, but takes 1d6 points of radiation damage + 1 per caster level (maximum +15). This damage is either radiation (if you choose plasma shield) or fire damage (if you choose fire shield). If the attacker has spell resistance, it applies to the this effects. Attacks made by melee weapons with reach are not subject to this damage.

The light radiating from you shines most brightly from your eyes, mouth and nails as it shimmers beneath your skin. It raises the light within 10 feet of you by one step.

Plasma Shield: The light is a pale blue color, slowly pulsing beneath your skin. You take half damage from Radiation attacks. If a radiation attack allows a save for half damage, you take no damage on a successful saving throw.

Fire Shield: The orange light radiating from you rises and glows like a bonfire within your body, protecting you from fire damage. You only take half damage from fire-based attacks. If such an attack allows a reflex save from half damage, you take no damage on a successful saving throw.


Radioactive Blast
School evocation (radiation)
Level Sorcerer/Wizard 7
Domain Radiation 7
Casting Time 1 Standard Action
Components V,S,M (Petrified wood)
Range Medium (100 ft. + 10 ft./level)
Area 5 ft. wide beam emanating from the caster's mouth
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

With a flash of radiation from your body, you emit a blast of searing radiation as a line of blue plasma from your mouth. All targets within the beam take 1d6 radiation damage per level (maximum 20d6) and are stunned for one round by the power of the blast. A successful reflex save halves the damage and negates the stun effect.


School conjuration (creation) [radiation]
Level sorcerer/wizard 8, summoner 6;
Domain radiation 8
Casting Time 1 standard action
Components V,S
Range long (400 ft. + 40 ft./level)
Area cloud spreads in 20 ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Reflex half; Fortitude partial (see spell)
Spell Resistance no

Perhaps the deadliest effect of radiation is it's ability to spread via the wind and the terrible secondary effects of radiation poisoning. Fallout creates a cloud of roiling, billowing smoke and ash which covers everything that it touches. The smoke obscures all sight as a fog cloud does, while the ash cloud deals 6d6 radiation damage to everything within the cloud on your turn each round. All targets can make a reflex save each round for half damage.

As with a cloudkill spell, the smoke and ash move away from you at a speed of 10 feet per round. Figure out the smoke's spread each round based on it's new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainders spread thereafter.

Further proof of the deadly nature of radiation, all creatures caught within the ash cloud must make a Fortitude save or suffer the effects of radiation poisoning. The Fortitude DC for this spell is set by the caster's level, not the standard save DC for radiation. The strength of this radiation is determined by your caster level, as with the spell Irradiate.

If strong winds are present, deadly effects of the fallout can be spread even farther. For every step of wind above normal, the cloud of fallout spreads an additional 5 ft (to a maximum 40 feet wide and 40 feet tall in a powerful storm).

Radiation Blessing (Warpriest class)

Radiation Strike (minor): At 1st level, a Warpriest with the Radiation Blessing may touch one weapon and cause it to emit radiation for 1 minute. During that time, the weapon emits a hazy aura of pale blue light that deals an additional 1d4 points of radiation damage. This energy damage doesn't stack with any additional radiation damage special abilities applied to the weapon.

Radiation Poisoning (major): At 10th level, your control over the sickening effects of radiation has given you the capability to sicken your foes. The warpriest may shine a blast of radioactive light on a single target within 30 feet. The target must succeed on a fortitude saving throw equal to 10 + ½ your warpriest level + your constitution modifier. This effect lasts for 1 minute.

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