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Brian Hill edited this page Oct 5, 2026 · 1 revision

Sun

SUN
  Granted Power: You can perform a Greater Turning, wherein all creatures that would normally be frightened are destroyed outright instead. A Greater Turning costs three times as much mana as a normal turning.
Offered By: Hesani.
Sun Domain Spells:
  1: Call Light (Evocation) [Light]
Level: Druid 1, Priest 1, Sun 1, Bard 1, Mage 2, Paladin 1
Mana: 1. Base Success: 95%.
  This spell can be cast in one of two forms:
   Standing Radiance: This versions of the spell creates a globe of sunlight 50 feet (5 squares) in radius. Hiding within the area is impossible, and creatures can see within the area given line of sight and basic sight range, even if it exceeds the range of their personal light sources. The target area remains lit for the duration and afflicts light-averse creatures with -4 penalities to attack and defense rolls, and disperses any existing globe of shadow if cast into its area of effect.
   Portable Globe: Creates a mote of magical light that functions like a torch and provides illumination out to 40 feet (4' squares). The light mote travels with you and cannot be dropped or placed in a container.
  2: Heat Metal (Arcana) [Fire]
Level: Druid 2, Sun 2
Mana: 5. Base Success: 75%.
  Heats all the metal items a target carries, causing fire damage and often inspiring non-immune targets to drop loose metal items. Each round, metal armour, boots and clothes cause 2d4 points of fire damage. Other worn metal items (e.g., bracers, amulets, gauntlets, girdles) cause 1d4 points of fire damage. Note that this spell does not benefit from the Maximize Spell or Empower Spell metamagic feats.
  3: Searing Light (Evocation) [Light]
Level: Priest 4, Sun 3
Mana: 7. Base Success: 90%.
  Projects a blast of searing light that, with a ranged attack roll, inflicts 1d8 / 2 levels (max 5d8) to living creatures, 1d6/level (max 10d6) to undead, and 1d6 / 2 levels (max 5d6) to constructs. The blast will also dispel areas of magical darkness it comes in contact with, including globe of shadow, deeper darkness and animate shadows.
  4: Dispel Fatigue (Theurgy)
Level: Priest 4, Sun 4
Mana: 12. Base Success: 95%.
  Casting this spell revitalizes the caster, granting them 1d4 fatigue points, plus one per two levels, up to a maximum of their normal maximum fatigue points.
  5: Fire Shield (Evocation) [Fire]
Level: Mage 4, Sun 5, Retribution 4
Mana: 35. Persistant. Base Success: 100%.
  Envelops you in a shroud of flames with give you cold resistance (12 + [caster level / 2]) and inflicts 1d8+caster level (max 1d8+15) points of fire damage on anyone who attacks you in melee. Your carried equipment is protected as well.

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