Light Sphere
From Titan's Teeth
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You may create and manipulate light.
Glow
As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this.
Reducing this light is also a free action.
As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this.
As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.
Darkness Effects
Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.Base Talents
Light Talents (Light)
These talents add additional effects to your glow ability. You may only apply the benefits of one (light) talent to any individual glow effect. While you may only apply one such talent to an individual glow effect, areas of bright light from different glow effects can overlap.
When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.
Beacon of Hope
When you place a glow effect on a creature, you may choose to grant that creature a +1 morale bonus on saves against fear. This bonus increases by 1 for every 5 caster levels possessed.
You may spend a spell point to create bright light that empowers those within it. All creatures within the area of bright light gain a +1 morale bonus on saves against fear, +1 per 5 caster levels.
Blinding Light
When you cause a creature to glow, you may choose to make that target dazzled, giving it a -1 penalty to attack rolls and Perception checks.
You may spend a spell point to create bright light that blinds the glowing target and all creatures within the area of bright light.
All creatures must make a Fortitude save or be blinded for 1 round. They must make this saving throw each round they are within this area. Creatures who succeed at their saving throw are still dazzled for that round.
Bound Light
You may create bright light that binds the glowing target inside a prison of light.
The target is entangled and must pass a Fortitude save each round or also be staggered for that round.
In addition, the target must pass a magic skill check to use any form of dimensional travel, such as the dimension door spell or the teleport ability from the Warp sphere.
Encompassing Light
You may create bright light that encompasses the glowing creature, allowing it to function as if it were larger than it is.
The glowing creature deals damage and gains reach as if it were 1 size category larger than it is. This improves to 2 size categories at 10th caster level.
Guiding Light
When you cause a creature to glow, you may choose to grant all creatures a +1 circumstance bonus to attack rolls against that target.
When causing that creature to shed bright light, you may increase this bonus by 1, +1 per 5 caster levels.
This has no effect on other creatures within the area of bright light.
Hypnotic Pattern
You may spend a spell point when creating bright light to fascinate creatures.
All creatures within this area of bright light that can see become fascinated (Will negates) for as long as they remain within this area of bright light. These targets take no action on their turn but to stare into the light, and suffer a -4 penalty to all Perception checks.
A target is allowed a new saving throw each round to throw off the effect, and on a successful save, may make their actions as normal. Once a target has saved against this effect, they are immune to the effect for the rest of its duration.
Hostile action taken against a hypnotized target automatically breaks the effect, as if the target had succeeded at their saving throw. If the target was already in combat when this ability is used, they gain a +2 bonus to their initial saving throw.
Repelling Light
You may spend a spell point to create light that repels unwanted creatures.
Choose one creature type. In the case of humanoids and outsiders, you must instead choose one subtype.
Any creature of this type or subtype within the area of bright light must pass a Fortitude save or be unable to move closer to the source of the light. Affected creatures may move sideways or backwards, but cannot move closer, although the source of the light may move closer to them.
Creatures who make their saving throw but remain within the area of bright light must make a new saving throw every round to avoid being affected.
If a creature enters this area of bright light (or if the source of bright light moves close to them), they must immediately save or be affected.
Revealing Light
You may spend a spell point to create bright light that reveals all invisible creatures and objects.
These creatures and objects lose all the benefits of invisibility for as long as they are within the area of bright light.
Searing Light
You may create bright light that burns creatures in its area.
All creatures in the area suffer 1 point of fire damage per caster level per round they are within this area of bright light. Undead, oozes, and creatures harmed by daylight take 2 points of fire damage per caster level.
Lights Talents (Alternate Effects)
Area Glow
You may spend a spell point to create an eruption of light, causing all creatures and objects within a 10 ft +5 ft per 5 caster levels radius centered within range to glow.
You needn’t make a ranged touch attack against any creature within this area. Making targets glow brightly must still be done individually.
Dancing Lights
You may create a glow effect without the need for a creature or object.
This allows you to create a floating ball of light that may fly up to 60 ft per round and may be directed as a free action. You may give these lights simple commands, such as following a creature you can see or traveling in a specified pattern.
Glory
As a free action you may cause any glow placed on yourself or an item in your possession to shed bright light in a 5 ft. radius, activating the effects of (light) talents and other abilities that require bright light.
You do not need to concentrate to maintain this smaller area of bright light, nor do you need to spend a spell point. You may still follow the normal rules for causing your glow effects to shed bright light in order to shed bright light in a larger area.
If you have multiple glow effects that could benefit from this talent, you may only cause one of them to shine bright light this way, but may switch which one Glory affects as a free action once per turn.
An item that leaves your possession (such as by being thrown or disarmed) loses the benefits of this talent until you recover it.
Light Talents (Nimbus)
You may only apply a single (nimbus) talent to a glow at a time but may switch between them and the normal area of your glow as a free action, though any (light) talents affect only one area in a round.
Illuminate
When causing an object to shed normal light or bright light, you may focus this light into a cone as a free action, doubling the affected distance. For normal light this creates a 40 ft cone, while bright light creates a 60 ft cone + 5 ft per caster level. This also doubles the distance to which light is increased one step to a maximum of normal light.
Returning the effect to normal is also a free action.
You may change the light’s direction as a free action, but for the purpose of (light) talents you may only affect one area per round.
Weird Radiance
When causing a glow effect to shed normal light or bright light, you may shape this light into strange shapes as a free action. It illuminates an area that you form of a number of 5 ft. cubes, with each cube placed adjacent to the target of the glow or another cube.
For normal light you may place up to 20 5 ft. cubes, and with bright light you may place up to 30, plus another for each 2 caster levels you possess. The light 20 ft. away from any square of this area (or 30 ft. + 5 ft. per 2 caster levels away if shedding bright light) is increased by one step to a maximum of normal.
With the Intensity Control talent you may add an additional 5 ft. cube per 5 ft. of radius you would add to your area, and increase or decrease the radius in which light is increased by 10 ft.
You may change the light’s area or return it to its normal area as a free action, but for the purpose of (light) talents you may only affect one area per round.
Light Talents (Modifiers)
Lasting Light
When you produce a glow, it lasts for 10 minutes per caster level instead of 1 minute per caster level.
Spending a spell point to make bright light self-sustaining still only lasts for 1 minute per caster level.
Light Link
You always know the direction and distance to any creature or object under the effect of your glow. This has no effect if the creature or object is on another plane.
Ranged Light
You may target creatures and objects within Long range rather than Medium range when applying a glow, and when causing a glowing object to shed normal or bright light.
Light Talents (Restricted, Light)
These talents cannot be picked by default.
Irradiance
Your glow sheds ionizing radiation along with visible light. When you cause a target to glow you may choose to make it sickened, giving it a -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
By spending a spell point to create bright light you can increase the intensity of the radiation. All creatures in the area of this bright light must make a Fortitude save or be nauseated for one round. They must make this saving throw each round they are within this area. Creatures that succeed on their saving throw are still sickened for that round.
Advanced Talents
Light Talents (Light)
Daylight
Prerequisite: 10th caster level or higher. When causing an object to shed bright light, you may spend 2 additional spell points to cause the object to shed bright light for a 2 mile radius and normal light for 5 miles beyond that.