rferries
2017-10-11, 02:27 AM
Positive Energy Aura, Minor
Evocation [Light]
Level: Sor/Wiz 5, Sun 5
Components: V, S, M
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You call upon the energies of the Positive Energy Plane, enchanting a building or site with the minor positive-dominant planar trait. The area becomes characterised by a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the area. All living individuals in the area gain fast healing 2 as an extraordinary ability, whereas all undead creatures take 2 points of damage for each round of exposure.
Focus
Diamond dust scattered over the area (worth at least 1,000 gp).
Corona
Evocation [Light]
Level: Sor/Wiz 6, Sun 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level
Saving Throw: Reflex negates and Reflex half; see text
Spell Resistance: Yes
You enchant an amulet or crown with the power of the sun, causing it to radiate bright light and harm creatures around you.
The item radiates a daylight effect, save that the light is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
At the end of each of your turns, each creature within 5 feet of the item (other than its bearer) is affected as if struck by a sunbeam spell.
You may remove or don the item as you wish (or even give it to another creature), and the spell effect is always centred around it. A creature cannot wear another magic item in the same body slot while it is wearing the item.
Corona dispels any darkness spells of less than 6th level in its area.
Focus
A golden sunburst amulet set with a gem enchanted with continual flame, or a circlet of the same make (worth 135 gp in either case).
True Sunburst
Evocation [Light]
Level: Sor/Wiz 9, Sun 9
Components: V, S, F
Casting Time: 1 standard action
Range: 80 ft.
Effect: 80-ft.-radius emanation, centered on you
Duration: 10 min./level
Saving Throw: See text
Spell Resistance: Yes
A globe of searing radiance surrounds you and moves with you. Creatures within 80 feet of you are dazzled and must succeed on a Fortitude save each round or be permanently blinded. This is treated as a gaze attack (though you cannot take a standard action to target a creature with the effect). The area is as bright as daylight, with dim light extending for a further 80 feet beyond the area.
At the end of each of your turns, all other creatures in the area take 6d6 points of damage (or half damage on a successful Reflex save). A creature to which sunlight is harmful or unnatural takes double damage.
An undead creature caught within the globe instead takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the sunburst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Greater sunburst automatically counters and dispels any darkness and negative energy effects within its area (even supernatural abilities or areas with the negative-dominant planar trait).
Focus
A large diamond enchanted with continual flame (worth at least 5,000 gp).
Evocation [Light]
Level: Sor/Wiz 5, Sun 5
Components: V, S, M
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You call upon the energies of the Positive Energy Plane, enchanting a building or site with the minor positive-dominant planar trait. The area becomes characterised by a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the area. All living individuals in the area gain fast healing 2 as an extraordinary ability, whereas all undead creatures take 2 points of damage for each round of exposure.
Focus
Diamond dust scattered over the area (worth at least 1,000 gp).
Corona
Evocation [Light]
Level: Sor/Wiz 6, Sun 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level
Saving Throw: Reflex negates and Reflex half; see text
Spell Resistance: Yes
You enchant an amulet or crown with the power of the sun, causing it to radiate bright light and harm creatures around you.
The item radiates a daylight effect, save that the light is the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
At the end of each of your turns, each creature within 5 feet of the item (other than its bearer) is affected as if struck by a sunbeam spell.
You may remove or don the item as you wish (or even give it to another creature), and the spell effect is always centred around it. A creature cannot wear another magic item in the same body slot while it is wearing the item.
Corona dispels any darkness spells of less than 6th level in its area.
Focus
A golden sunburst amulet set with a gem enchanted with continual flame, or a circlet of the same make (worth 135 gp in either case).
True Sunburst
Evocation [Light]
Level: Sor/Wiz 9, Sun 9
Components: V, S, F
Casting Time: 1 standard action
Range: 80 ft.
Effect: 80-ft.-radius emanation, centered on you
Duration: 10 min./level
Saving Throw: See text
Spell Resistance: Yes
A globe of searing radiance surrounds you and moves with you. Creatures within 80 feet of you are dazzled and must succeed on a Fortitude save each round or be permanently blinded. This is treated as a gaze attack (though you cannot take a standard action to target a creature with the effect). The area is as bright as daylight, with dim light extending for a further 80 feet beyond the area.
At the end of each of your turns, all other creatures in the area take 6d6 points of damage (or half damage on a successful Reflex save). A creature to which sunlight is harmful or unnatural takes double damage.
An undead creature caught within the globe instead takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the sunburst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Greater sunburst automatically counters and dispels any darkness and negative energy effects within its area (even supernatural abilities or areas with the negative-dominant planar trait).
Focus
A large diamond enchanted with continual flame (worth at least 5,000 gp).