Not a big preference for me, so let's just go with your second table there.
Are we done with the mechanical parts of these?
Spell Level | Damage |
0 | 1d3 |
1st | 1d4 per caster level (max 5d4) |
2nd | 1d4 per caster level (max 10d4) |
3rd | 1d6 per caster level (max 10d6) |
4th | 1d6 per caster level (max 15d6) |
5th | 1d6 per caster level (max 15d6) |
6th | 1d6 per caster level (max 20d6) |
7th | 1d6 per caster level (max 20d6) |
8th | 1d8 per caster level (max 20d8) |
9th | 1d8 per caster level (max 25d8) |
Spell Level | Direct Damage | Exposure Damage |
0 | 1d3 | 1 point per round |
1st | 1d4 per caster level (max 5d4) | 1d2 points per round |
2nd | 1d4 per caster level (max 10d4) | 1d4 points per round |
3rd | 1d6 per caster level (max 10d6) | 1d6 points per round |
4th | 1d6 per caster level (max 15d6) | 1d8 points per round |
5th | 1d6 per caster level (max 15d6) | 1d10 points per round |
6th | 1d6 per caster level (max 20d6) | 1d12 points per round |
7th | 1d6 per caster level (max 20d6) | 2d6 points per round |
8th | 1d8 per caster level (max 20d8) | 2d8 points per round |
9th | 1d8 per caster level (max 25d8) | 3d6 points per round |
Well, I was originally in favor of just doing one-off damage (roughly speaking), so I'll go for version #1. It just seems a little simpler to adjudicate.
If we stick to that, it looks like we're done with the mechanical stuff. Seem right to you?
We've still got to decide on the energy resistances, but I think that's the only mechanical aspect to sort out once we've finished with the Susceptibility to Darkness.
Ooops. Yes, that progression looks fine to me.
Incidentally, I think I'd prefer the save against the flash to be a Fort save, rather than a Ref save, but I guess I'm not too bothered either way.
Moving to tactics, the original text says they prefer their ranged attacks: While radiance quasi-elementals are capable melee combatants, they prefer to stay at a distance and strike at foes using their beam attacks, changing energy types as necessary if some opponents exhibit a resistance to a certain kind of energy. Against larger groups, the quasi-elementals will often attempt to disable multiple enemies with their flash.
Looks good to me!
Description: A bright, spinning ball of multi-colored energy.