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Night (A d20 Modern/Future Campaign Setting)
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<blockquote data-quote="kronos182" data-source="post: 5493370" data-attributes="member: 6668634"><p>During some battles against large groups of the undead, the Knights with their magic casting Magus Knights sometimes need to bring out the heavy hitting spells. These spells are powerful incantations, but require time to cast. With proper planning, a group of battle priests or Magus Knights begin casting their incantations shortly before the main forces engage the undead, but this is not always the case. </p><p>When they know they are going to use incantations, they try to keep them well protected, sometimes on an open bed armoured truck to provide them some extra protection. </p><p>Incantations are not used too often due to the risk to the casters, but many Knights will gladly lay down their lives if these potent spells can be cast properly.</p><p></p><p>One of the more common incantations in use by the Knights is the Sunburst. Blasting the undead in a holy light to cleanse the world of the stench of their evil.</p><p></p><p><span style="font-size: 15px">Sunburst</span></p><p></p><p>Evocation (light)</p><p>Skill Check: Knowledge (arcane lore) DC 34, 6 successful;</p><p>Failure: Two consecutive failed skill checks;</p><p>Components: V, S, F</p><p>Casting Time: 10 minutes (minimum);</p><p>Range: 200 ft</p><p>Target: 80 ft radius burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex partial (DC 18 + caster's Cha modifier); see text</p><p>Spell Resistance: Yes</p><p></p><p>While casting the Sunburst incantation, all casters are in a trance where they glow slightly with a holy light, providing light in a 5 foot radius around them. At the end of the incantation, the primary caster points at the location he wishes the spell to affect while shouting "Let there be Holy light!"</p><p>Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. </p><p>An undead creature caught within the globe takes 17d6 points of damage, or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light (such as vampires) if it fails its save.</p><p>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.</p><p>Sunburst dispels any darkness spells within its area.</p><p><em>Note</em>: If a member of the church, such as a priest, or a divine spell caster assists or is the caster, add +2 to the Reflex DC and caster level check against any spell resistance checks.</p><p><em>Arcane Material Component</em>: A piece of sunstone and a naked flame and holy symbol made of silver.</p><p><em>Focus</em>: Holy symbol made of silver.</p><p><em>Failure</em>: Spell deals damage to casters and casters are blinded for 6 rounds.</p></blockquote><p></p>
[QUOTE="kronos182, post: 5493370, member: 6668634"] During some battles against large groups of the undead, the Knights with their magic casting Magus Knights sometimes need to bring out the heavy hitting spells. These spells are powerful incantations, but require time to cast. With proper planning, a group of battle priests or Magus Knights begin casting their incantations shortly before the main forces engage the undead, but this is not always the case. When they know they are going to use incantations, they try to keep them well protected, sometimes on an open bed armoured truck to provide them some extra protection. Incantations are not used too often due to the risk to the casters, but many Knights will gladly lay down their lives if these potent spells can be cast properly. One of the more common incantations in use by the Knights is the Sunburst. Blasting the undead in a holy light to cleanse the world of the stench of their evil. [SIZE="4"]Sunburst[/SIZE] Evocation (light) Skill Check: Knowledge (arcane lore) DC 34, 6 successful; Failure: Two consecutive failed skill checks; Components: V, S, F Casting Time: 10 minutes (minimum); Range: 200 ft Target: 80 ft radius burst Duration: Instantaneous Saving Throw: Reflex partial (DC 18 + caster's Cha modifier); see text Spell Resistance: Yes While casting the Sunburst incantation, all casters are in a trance where they glow slightly with a holy light, providing light in a 5 foot radius around them. At the end of the incantation, the primary caster points at the location he wishes the spell to affect while shouting "Let there be Holy light!" Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 17d6 points of damage, or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light (such as vampires) if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells within its area. [I]Note[/I]: If a member of the church, such as a priest, or a divine spell caster assists or is the caster, add +2 to the Reflex DC and caster level check against any spell resistance checks. [I]Arcane Material Component[/I]: A piece of sunstone and a naked flame and holy symbol made of silver. [I]Focus[/I]: Holy symbol made of silver. [I]Failure[/I]: Spell deals damage to casters and casters are blinded for 6 rounds. [/QUOTE]
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