Noctis Vigil
2012-08-17, 01:02 AM
Light Domain
Granted Power: You may cast the spell Light at-will. Additionally, all spells with the [Light] descriptor are cast at +1 caster level.
Spells:
Level 1: Nimbus of Light (SpC)
Level 2: Glowing Orb (SpC)
Level 3: Wall of Light (SpC)
Level 4: Divine Sunlight
Level 5: Starlight Aura
Level 6: Brilliant Blade (SpC)
Level 7: Starcloud
Level 8: Brilliant Aura (SpC)
Level 9: Sunheart
Divine Sunlight
Evocation [Light]
Level: Clr 5, Drd 5, Pal 4, Light 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions exactly as the spell Daylight, except that every creature in the sunlight gains fast healing equal to the caster's Wisdom modifier. This is a positive energy effect, so undead take damage equal to the caster's Wisdom modifier instead.
Starlight Aura
Evocation [Light]
Level: Clr 6, Drd 6, Light 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: Fortitude partial
Spell Resistance: No
You cast the spell, and motes of blue-white light that twinkle like stars burst into existence around you, hovering just off your skin and equipment and casting light like a torch. These motes swirl around you, throwing off your foe's aim. Any foe who attacks you takes a -5 penalty to hit you for the duration of the spell. Further, the motes flash with light when foes hit you. Any foe who hits you with a melee attack must make a Fortitude save or be blinded for a number of rounds equal to your Wisdom modifier. On a successful save, they are instead dazzled for 1d4 rounds.
Starcloud
Evocation [Light], [Cold]
Level: Clr 8, Drd 8, Light 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 100 foot radius area
Duration: 10 min./level (D)
Saving Throw: Fortitude partial
Spell Resistance: No
Upon casting this spell, a swarm of lights bursts from your fingertips and fills the designated area, filling the area with a cold blue light. These lights swarm inside this area, moving around as if alive, perfectly illuminating everything inside the cloud. As such, all shadows (either normal or magical) are eliminated inside the area of the spell. Further, the brilliance of the light dazzles everything inside the cloud for as long as it remains in the cloud. The stars are also cold to the touch, and radiate chill into creatures that pass through the cloud. Anything inside the cloud takes 1d6 cold damage for every three levels the caster has per round. The caster of the spell is immune to both the dazzling and the cold effects of this spell.
Sunheart
Evocation [Light], [Healing]
Level: Light 9, Sun 9
Components: V, S, DF, F/M (see text)
Casting Time: 1 standard action
Range: Touch
Target: One diamond sphere touched
Duration: 1 min./level (D)
Saving Throw: Fortitude Half
Spell Resistance: No
You pray over the sphere of diamond in your hand, and channel the full radiance of the sun and the positive energy plane through it. The orb glows as per the Daylight spell, save that the light shines out to 100 feet, and everything inside the light becomes immune to negative energy effects in all forms (including death affects, energy drain/damage, and negative levels), is cured of all forms of status ailments they may be suffering from at the start of each round (including diseases, poisons, fatigue/exhaustion and petrification), and is treated as if they had fast healing equal to twice your caster level. As an additional effect, at any time during the spell's duration effect all creatures within the light of the spell as if they had had Resurrection cast on them; however, this effect both ends the spell immediately and consumes the diamond sphere focus.
Focus/Material Component: An perfect sphere of the purest diamond worth at least 25,000 gold.
Granted Power: You may cast the spell Light at-will. Additionally, all spells with the [Light] descriptor are cast at +1 caster level.
Spells:
Level 1: Nimbus of Light (SpC)
Level 2: Glowing Orb (SpC)
Level 3: Wall of Light (SpC)
Level 4: Divine Sunlight
Level 5: Starlight Aura
Level 6: Brilliant Blade (SpC)
Level 7: Starcloud
Level 8: Brilliant Aura (SpC)
Level 9: Sunheart
Divine Sunlight
Evocation [Light]
Level: Clr 5, Drd 5, Pal 4, Light 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions exactly as the spell Daylight, except that every creature in the sunlight gains fast healing equal to the caster's Wisdom modifier. This is a positive energy effect, so undead take damage equal to the caster's Wisdom modifier instead.
Starlight Aura
Evocation [Light]
Level: Clr 6, Drd 6, Light 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: Fortitude partial
Spell Resistance: No
You cast the spell, and motes of blue-white light that twinkle like stars burst into existence around you, hovering just off your skin and equipment and casting light like a torch. These motes swirl around you, throwing off your foe's aim. Any foe who attacks you takes a -5 penalty to hit you for the duration of the spell. Further, the motes flash with light when foes hit you. Any foe who hits you with a melee attack must make a Fortitude save or be blinded for a number of rounds equal to your Wisdom modifier. On a successful save, they are instead dazzled for 1d4 rounds.
Starcloud
Evocation [Light], [Cold]
Level: Clr 8, Drd 8, Light 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 100 foot radius area
Duration: 10 min./level (D)
Saving Throw: Fortitude partial
Spell Resistance: No
Upon casting this spell, a swarm of lights bursts from your fingertips and fills the designated area, filling the area with a cold blue light. These lights swarm inside this area, moving around as if alive, perfectly illuminating everything inside the cloud. As such, all shadows (either normal or magical) are eliminated inside the area of the spell. Further, the brilliance of the light dazzles everything inside the cloud for as long as it remains in the cloud. The stars are also cold to the touch, and radiate chill into creatures that pass through the cloud. Anything inside the cloud takes 1d6 cold damage for every three levels the caster has per round. The caster of the spell is immune to both the dazzling and the cold effects of this spell.
Sunheart
Evocation [Light], [Healing]
Level: Light 9, Sun 9
Components: V, S, DF, F/M (see text)
Casting Time: 1 standard action
Range: Touch
Target: One diamond sphere touched
Duration: 1 min./level (D)
Saving Throw: Fortitude Half
Spell Resistance: No
You pray over the sphere of diamond in your hand, and channel the full radiance of the sun and the positive energy plane through it. The orb glows as per the Daylight spell, save that the light shines out to 100 feet, and everything inside the light becomes immune to negative energy effects in all forms (including death affects, energy drain/damage, and negative levels), is cured of all forms of status ailments they may be suffering from at the start of each round (including diseases, poisons, fatigue/exhaustion and petrification), and is treated as if they had fast healing equal to twice your caster level. As an additional effect, at any time during the spell's duration effect all creatures within the light of the spell as if they had had Resurrection cast on them; however, this effect both ends the spell immediately and consumes the diamond sphere focus.
Focus/Material Component: An perfect sphere of the purest diamond worth at least 25,000 gold.