Light Blast
Evocation [Light]
Level: Sor/Wiz 3, Cleric 4
Componants: V, S, M/DF
Casting Time: 1 action
Range: Medium (100'+10'/level)
Effect: 10' radius burst
Duration: Instantaneous and see text
Saving Throw: Reflex halves and see text
SR: Yes
A sphere of light and vaporizing heat explodes soundlessly around the point that you designate. Those within 10 feet of the blast suffer 1d6 damage per caster level (max 10d6) and are infused with light, acting as if affected by the Fairy Fire spell for 1 round per level. Those who succeed at a Reflex save take only half damage from the blast, and are not infused with ligh. The blast illuminates out to 1000 feet for an instant, and the target 10' sphere continues shed light for 10 minutes.
If this spell is cast by a cleric, Undead in the area take an extra 1 point of damage per die, even if they succeed at their Reflex save.
Arcane Material Componant: A pinch of quartz sand.
Aura Infusion
Evocation [Light]
Level: Sor/Wiz 2, Cleric 2
Componants: V, S, M/DF
Casting Time: 1 action
Range: Medium (100'+10'/level)
Target: living creature or undead
Duration: Concentration, max 2 rounds + 1 round/level
Saving Throw: Will Negates
SR: Yes
Aura Infusion pours light into a subject, making them glow and heating their body. The spell lasts for as long as you concentrate, but ends if the subject ever moves out of range. The longer you maintain concentration, the greater the effect of the spell.
round 1: The target sheds light in a 15' radius.
round 2: The target sheds light in a 30' radius, and takes 1 point of damage.
round 3: The target sheds light in a 60' radius, and takes 1d4 points of damage.
round 4: The target sheds light in a 120' radius, and takes 1d6 points of damage.
rounds 5+: The target sheds light in a 240' radius, and takes 1d8 points of damage.
Evocation [Light]
Level: Sor/Wiz 3, Cleric 4
Componants: V, S, M/DF
Casting Time: 1 action
Range: Medium (100'+10'/level)
Effect: 10' radius burst
Duration: Instantaneous and see text
Saving Throw: Reflex halves and see text
SR: Yes
A sphere of light and vaporizing heat explodes soundlessly around the point that you designate. Those within 10 feet of the blast suffer 1d6 damage per caster level (max 10d6) and are infused with light, acting as if affected by the Fairy Fire spell for 1 round per level. Those who succeed at a Reflex save take only half damage from the blast, and are not infused with ligh. The blast illuminates out to 1000 feet for an instant, and the target 10' sphere continues shed light for 10 minutes.
If this spell is cast by a cleric, Undead in the area take an extra 1 point of damage per die, even if they succeed at their Reflex save.
Arcane Material Componant: A pinch of quartz sand.
Aura Infusion
Evocation [Light]
Level: Sor/Wiz 2, Cleric 2
Componants: V, S, M/DF
Casting Time: 1 action
Range: Medium (100'+10'/level)
Target: living creature or undead
Duration: Concentration, max 2 rounds + 1 round/level
Saving Throw: Will Negates
SR: Yes
Aura Infusion pours light into a subject, making them glow and heating their body. The spell lasts for as long as you concentrate, but ends if the subject ever moves out of range. The longer you maintain concentration, the greater the effect of the spell.
round 1: The target sheds light in a 15' radius.
round 2: The target sheds light in a 30' radius, and takes 1 point of damage.
round 3: The target sheds light in a 60' radius, and takes 1d4 points of damage.
round 4: The target sheds light in a 120' radius, and takes 1d6 points of damage.
rounds 5+: The target sheds light in a 240' radius, and takes 1d8 points of damage.