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Celestial Brilliance

Yes, we've already HR'd Celestial Brilliance to be 10 min/level, I think. Even then it's insane.

I forget about the fast healing, but you're right, even at 2d6 per round, it would have still fried it over time.

I'm not sure I know what you guys mean by line of effect versus line of sight?


And as for the vampire - it was actually a former PC (player dropped out for personal reasons), so I turned her into a vampire. She was leading them into a trap (they didn't know she was a vampire), but the sorcerer is sort of like a paladin (PrC I devised called Arcane Paladin) found out with a detect evil, and ensnared her before she knew what hit her. He told the other party members to look away since she attempted to dominate him through the sphere (I figured a gaze attack would work from the sphere outwards, just like light would work outwards-inwards), but he was immune due to a magic item he had. So, the party members all looked away while the sorcerer watched slowly while their former best friend died. I told him that he had to endure the most gut-wrenching, painful thing he had ever witnessed, but his decision was right - she was a vampire, and if she had a chance, she would have fled - to fight them another day.
 

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ORS is like a spherical wall of force that can be affected by dispel magic. Damaging effects don't go through it and despite its name the Celestial Light spell applies damaging energy along with its illumination. The illumination would pass through the ORS but the damage wouldn't.
 

Line of Sight requires simply that you see your target.

Line of Effect requires that the path to your target be unobstructed.

So a sheet of glass would block line of effect but not line of sight. Similarly a Wall of Force being transparent would block line of effect but not line of sight.

Make sense?
 

Yea, that makes sense.

But, I guess vampires would still be a special case in regards to this, though, right? That is, even if the damage didn't penetrate the globe, the sunlight still would, so that would still render them incapacitated to some degree.
 


Hypersmurf said:
2.278 damage per round, actually.

Remember, 3-5 is not -2 damage, it's 0...

-Hyp.
Huh? Wouldn't the average damage work out to be slightly less than 2 per round? On any turn that you roll a 3 the vampire heals 2 of the damage you already dealt it. On a turn you roll a 4 the vamp heals 1 of the previous damage. Every so often the vampire will catch up on its healing by one or two points.
 

James McMurray said:
Huh? Wouldn't the average damage work out to be slightly less than 2 per round? On any turn that you roll a 3 the vampire heals 2 of the damage you already dealt it. On a turn you roll a 4 the vamp heals 1 of the previous damage. Every so often the vampire will catch up on its healing by one or two points.

Ignore me - I was thinking Energy Resistance, not Fast Healing.

It does work out to 2 per round, since effectively "negative damage" in a round is possible. The "catching up" is balanced by the rounds that you deal 11 or 12 damage with the Celestial Brilliance.

-Hyp.
 

It's from the BoED with an obscene range and a duration of 1 day/level. I have a cleric who was using it in the last dungeon we were in. But if I remember right, it's 1d6 vs. undead and 2d6 vs. evil outsiders.

I have to agree with the wall of force logic; that is blocks the effect but not the light. I mean, would you allow a sunburst to affect a vampire in a wall of force? I would guess not.
 

It is the mirror image of the BoVD spell Damning Darkness. Both are incredibly nasty (Damning Darkness does 2d6 damage per round to good creatures and acts as the deeper darkness spell). Either their durations should be changed or they should only deal their damage to [Good] and [Evil] creatures instead of Good and Evil. The latter makes them still useful as long term light sources, but greatly weakens their combat value.
 


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