Casting as a Cantrip: You touch a small object and cause it to glow and cast light in a 10-foot radius like a candle. A sword would be too large for this, but a dagger or a stone would not. This glow last for 10 minutes per rank of your mana progression tree. You can expend 1 more mana point at the end of this time to extend it for an extra 10 minutes.
Expending 3 mana points: The object you touch can be small or medium in size. The object can be carried by other people or placed around a room to provide light without the smoke and heat of a torch. This object will cast light in a 20-foot radius like a torch. This glow will last for 10 minutes per rank of your mana progression tree. You can expend 3 more mana points at the end of this time to extend it for another 10 minutes per rank. Instead of only using 3 mana points you can use 4 on the first casting to create a floating ball that will hover over your shoulder. It will have all the same properties and time constraints as if you had placed the glow on an object.
Expending 6 mana points: It removes the need for the material and divine focus, but adds a somatic component. Casting in this way creates a globe of light that hovers 10 to 50 feet off the ground, decided by the caster at the time of casting. The globe is stationary and sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the caster chooses instead of creating light, they can
create darkness using this many mana points. The darkness is generated by a globe like the daylight version, but it can only be placed 5 to 15 feet off the ground and the area is only a 20-foot radius. Either version of casting for 6 mana points will last 10 minutes per rank of your mana progression tree. You can expend 1 more mana point at the end of this time to extend it for an extra 10 minutes.
After some time playing with creating light as bright as daylight you learn to practically bring the sun into the room, casting the spell using 15 mana points creates a burst of sunlight that causes a globe of searing heat and radiance to explode silently from a point the character selects. All creatures in the globe are blinded and are dealt 3d6 points of damage. (A successful Reflex save negates the blindness and reduces the damage by half (DC 10+mana tree rank)). In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills. Creatures to whom sunlight is harmful or unnatural take double damage.
Undead creatures caught within the globe are dealt 1d6 points of damage per Mana tree rank (maximum 25d6), or half damage if a Reflex save is successful (DC 10+mana tree rank). In addition, the burst results in the destruction of undead creatures specifically affected by sunlight if they fail their saves.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures just as if they were undead creatures.
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