Creamsteak
Explorer
Spell compendium has some other spells in a similar vein:
[sblock=Light of Lunia]LIGHT OF LUNIA
Evocation [Good, Light]
Level: Celestia 1, cleric 1, sorcerer/
wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target and Effect: You and up to
two rays; see text
Duration: 10 minutes/level (D) or
until discharged; see text
Saving Throw: None
Spell Resistance: Yes; see text
The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radiance and ends the spell.
LIGHT OF MERCURIA
Evocation [Good, Light]
Level: Cleric 2, sorcerer/wizard 2
This spell functions like light of Lunia, except that the radiance created is golden. Your light rays deal 2d6 points of damage, or 4d6 points of damage against undead and evil outsiders.
LIGHT OF VENYA
Evocation [Good, Light]
Level: Cleric 3, sorcerer/wizard 3
This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 3d6 points of damage, or 6d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 1d6 points of damage + your divine spellcaster level (maximum 1d6+10) to a living, non-evil creature.
[/sblock][sblock=Nimbus of Light]NIMBUS OF LIGHT
Evocation [Light]
Level: Cleric 1, Purification 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until
discharged (D)
The nimbus of light around you glows like a lantern, providing bright illumination in a 30-foot radius (and shadowy illumination for an additional 30 feet) from you. As a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. You must succeed on a ranged touch attack with the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not.[/sblock]
Those might also be worth mentioning for comparison.
Also: Eww, I don't like the Light of Venya. It's just odd. You add "your divine spellcaster level" instead of your caster level (I guess to make it weaker for Sor/Wiz), but because you fire two bolts it's really +2 per divine caster level. So at 10th caster level it heals 2d6+20 (27 average) only affecting non-evil characters. Whereas a cure serious (same level) would only heal 22.5, and is touch range. Just awkward overall.
[sblock=Light of Lunia]LIGHT OF LUNIA
Evocation [Good, Light]
Level: Celestia 1, cleric 1, sorcerer/
wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target and Effect: You and up to
two rays; see text
Duration: 10 minutes/level (D) or
until discharged; see text
Saving Throw: None
Spell Resistance: Yes; see text
The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radiance and ends the spell.
LIGHT OF MERCURIA
Evocation [Good, Light]
Level: Cleric 2, sorcerer/wizard 2
This spell functions like light of Lunia, except that the radiance created is golden. Your light rays deal 2d6 points of damage, or 4d6 points of damage against undead and evil outsiders.
LIGHT OF VENYA
Evocation [Good, Light]
Level: Cleric 3, sorcerer/wizard 3
This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 3d6 points of damage, or 6d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 1d6 points of damage + your divine spellcaster level (maximum 1d6+10) to a living, non-evil creature.
[/sblock][sblock=Nimbus of Light]NIMBUS OF LIGHT
Evocation [Light]
Level: Cleric 1, Purification 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until
discharged (D)
The nimbus of light around you glows like a lantern, providing bright illumination in a 30-foot radius (and shadowy illumination for an additional 30 feet) from you. As a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. You must succeed on a ranged touch attack with the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not.[/sblock]
Those might also be worth mentioning for comparison.
Also: Eww, I don't like the Light of Venya. It's just odd. You add "your divine spellcaster level" instead of your caster level (I guess to make it weaker for Sor/Wiz), but because you fire two bolts it's really +2 per divine caster level. So at 10th caster level it heals 2d6+20 (27 average) only affecting non-evil characters. Whereas a cure serious (same level) would only heal 22.5, and is touch range. Just awkward overall.
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