Tuesday, May 19, 2009

Sun's Radiance Domain


Worshippers: Sun, Fire
Class Skill: Intimidate, Sense Motive
Weapons: Dart, Javelin, Sling
Armor: Light
Granted Power: Your perfectly tanned skin never sunburns; you automatically succeed Fortitude Saves against heat caused by natural weather. Once per day, you can cast Eyebite.

Sun’s Radiance Domain Spells
  1. Produce Flame: 1d6+1/ level (max. +5); touch or thrown attack.
  2. Flame Blade: Touch attack deals 1d8+1/two levels damage (max. +10).
  3. Fireball: 1d6 damage per level, 20-ft. radius
  4. Sunstroke: Ray attacks induce sunstroke, 4d4 nonlethal damage and fatigue.
  5. Shining Sands: Affects and reflects sunlight, blinding foes.
  6. Fire Seeds: 4 Fruit seeds or 8 dried berries become grenades (1d6/ level) and bombs (1d8+1/level).
  7. Firestorm: Deals 1d6/level fire damage (max. 20d6).
  8. Sunburst: Blinds all within 10ft., deals 6d6 damage.
  9. Blazing Wreath: Shrouds you in elemental flame.

Produce Flame
Evocation [Fire]
Level
: Drd 1, Fire 2
Components: V, S
Casting Time: 1 Standard Action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1min/ level
Saving Throw: None
Spell Resistance: Yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 40 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.


Flame Blade
Evocation [Fire]
Level
: Drd 2
Components: V, S, DF
Casting Time: 1 Standard Action
Range: 0 ft.
Effect: Sword-like flame
Duration:1 min/ level (D)
Saving Throw: None
Spell Resistance: Yes
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a sword. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
The spell does not function underwater.


Fireball
Evocation [Fire]
Level: Sor/ Wiz 3
Components: V, S,
Casting Time: 1 Standard Action
Range: Long (440 ft. + 40 ft./ level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, fist-sized ball streaks from the pointing hand and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the ball through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the fireball strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Shining Sands
Transmutation
Level
: Wiz 6, Sun 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./lvl)
Target: Area within range (see text)
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell can only be cast outside, in sand, during the daytime. The shining sands spell causes every single grain of sand within range to rotate slightly so as to reflect sunlight to your convenience, and to the great inconvenience of your foes. This spell can be cast one of two ways:

  • Reflected Outward. You designate a central 20-foot radius area where you and your allies can stand. Any creature outside your circle is blinded for 1 round every time that they attempt to look in your direction.
  • Reflected Inward. You designate a central fixed spot within range. This spot becomes the center of the spell range, and every grain of sand directs sunlight towards that location. Thus, any creature within the area of effect would be blinded no matter what direction they were facing, but you and your allies could watch them (and target them with missile fire) with no risk of getting the sun in your eyes.
Sunstroke
Evocation
Level:
Fire 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. / level)
Target: 1 creature within range
Duration: 1 round/level
Savings Throw: Fortitude halves
Spell Resistance: Yes
Casting this spell allows you to fire rays of brilliant sunlight that cause the creatures struck by the rays to overheat as if suffering from sunstroke or fever. With a ranged touch attack, each sunray strikes for 4d4 nonlethal damage and causes the target to become fatigued. A successful Fortitude save halves the damage and negates the fatigue. Constructs and other creatures not afflicted by heat or nonlethal damage are unaffected, except for undead, who suffer real damage from the sun rays.
This spell can only be cast in the sunlight.

Fire Seeds
Conjuration (creation) [Fire]
Level
: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Targets: Up to four fruit seeds or up to eight dried berries
Duration: 10 min./ level, or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No
Depending on the version of fire seeds you choose, you turn fruit seeds into splash weapons that you or another character can throw, or you turn dried berries into bombs that you can detonate on command.

  • Fruit Seed Grenades
    As many as four seeds turn into special splash weapons that can be hurled as far as 40 feet. A ranged touch attack roll is required to strike the intended target. Together, the fruit seeds are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the seeds as you wish.
    Each seed explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.

  • Dried Berry Bombs
    You turn as many as eight dried berries into special bombs. The dried berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each dried berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.
Material Component:The fruit seeds or dried berries.

Fire Storm
Evocation [Fire]
Level
: Clr 8, Drd 7, Fire 7
Components: V, S
Casting Time: 1 round
Range: Medium (100 + 10 ft./ level)
Area: Two 10-ft. cubes per level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).

Sunburst
Evocation [Light]
Level
: Drd 8, Sor/Wiz 8, Sun 8
Components: V, S, M/DF
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Area: 80-ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
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 1d6 points of damage per caster level (maximum 25d6), 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 if it fail 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 of lower than 9th level within its area.
Material Component: A piece of sunstone and a naked flame.

Blazing Wreath
Transmutation
Level
: Fire 9
Components: V, S
Casting Time: 1 free action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Like fire shield, this power shrouds your body in flames that cause damage opponents daring or stupid enough to attack you in melee. The following benefits apply:

  • You illuminate a 100-foot radius area as if by the daylight spell.
  • Any creature within 10 feet of you takes 2d8 fire damage.
  • Any creature that strikes you with an unarmed attack or with a natural weapon is instantly set on fire (see the DMG for rules about catching fire).
  • The flames provide you with Damage Resistance 15/magic, and any non-enchanted weapon that hits you but fails to damage you is incinerated if it fails a Reflex save.
  • The flames grant you total immunity to fire, electricity, cold, and poison.
  • Poison of any kind is effectively neutralized as it passes through the flame, so you are also unable to use poison on your own weapons.
  • Your movement creates a wall of fire as per the spell but this wall of fire lasts the entire duration of the blazing wreath spell.