Light
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Spheres of Power
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You may create and manipulate light.

Glow [Core]

As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.

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.

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The Illuminator's Handbook
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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.

When you create a glow you may cause it to shed bright light as part of the same action, but otherwise follow the normal rules for causing a glow to shed bright light.

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.

Some talents are designated (light), which 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.

Light talents listed with the (lens) tag are talents that do not create light, but instead bend it or alter its properties. The caster may place a lens as a standard action on any target within the same range as their glow. This requires a melee or ranged touch attack on unwilling targets. A lens lasts as long as you concentrate, but you may spend a spell point to allow a lens to remain for 1 hour per caster level without concentration.

Some Light talents are designated (nimbus), which notes a talent that alters the area of light shed by your glow effects, changing the area in which light is increased as well as where the effects of (light) talents are applied. 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. The Illuminate talent is considered a (nimbus) talent.


Light Sphere Talents

Area Glow [Core]

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.

Bend Radiance

You may bend the light produced by your glows, allowing you to create spaces untouched by their light. When you cause a glow to shed normal or bright light, you may choose a number of 5 ft. cubes in the area of light it produces, up to a maximum of one 5 ft. cube per odd caster level. These cubes do not need to be contiguous. The selected area is unaffected by your glow; its light level does not change, and it is not subject to the effects of any (light) talents applied to the glow. If the glow moves, this omitted area moves with it. You may alter what areas are affected and unaffected by your light as a free action.

Black Light

As a free action you may cause any glow within your range to shed non-visible light. While shedding non-visible light, a glow does not outline a creature with light, impose a Stealth penalty, or increase light levels within its radius. However, (light) talents applied to the glow still function as if it was shedding light in its normal area.

A glow shedding non-visible light functions normally in even magical darkness and does not hinder the function of magical darkness in the same area. No magical skill check is made when a glow under the effects of Black Light interacts with magical darkness.

Dancing Lights [Core]

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.

Doubled Nimbus

By increasing the casting time of your glow by one step or by spending a spell point you may apply two (nimbus) talents to a single glow effect, causing it to shed light in the area defined in both (nimbus) talents. Alternatively, you may choose to apply a single (nimbus) talent while also shedding light in the normal radius of your glow, or apply a single (nimbus) talent twice. Creatures in overlapping areas are still only affected by (light) talents and other effects of your glow once.

Dual Light

By spending a spell point you can simultaneously apply two (light) talents you possess to your glow. You may even apply the same (light) talent twice, though this is not always beneficial. The effects of each talent is resolved separately. If the (light) talents you apply have spell point costs each cost must be paid, although other costs (such as for metamagic or maintaining bright light without concentration) are only incurred once.

This talent may not be used in conjunction with the Daylight advanced talent.

Flare

As a swift action you can expend one of your glow effects within range of your glow ability, causing it to blaze up momentarily before dying completely, ending the effect. The target of the glow effect takes 1d4 untyped damage per odd caster level, while all creatures within 5 ft. of the target take half that damage. Affected creatures may attempt a Reflex save for half damage. If the target of your glow is Large or larger, choose one of its squares and the secondary damage affects creatures within 5 ft. of that square.

Flash

You may choose to apply the effects of (light) talents at any point during your turn as a free action instead of only at the end of your turn. You may still only apply the effects of (light) talents once per round.

As a swift action you may spend a spell point to apply the effects of a (light) talent an additional time in a single round. This additional application may be activated separately from any other application of your (light) talents. This allows your (light) talent to affect a different area if the glow has moved or the area of its light has changed, but does not let you affect any given area more than once per round.

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.

Intensity Control

You may add up to 10 ft. from the radius of your normal and bright light, as well as the distance to which light is increased by one step, or subtract any distance from the radius of your light. If you possess talents that would alter the area of your light such as the Illuminate talent, this increased or decreased radius is added in before the area is multiplied. You may alter the area of your light as a free action, but for the purpose of (light) talents you may only affect one area per round.

Alternatively, so long as you do not apply any (light) talents to your glow, you may increase the radius of your normal light to 40 ft. and the radius of your bright light to 60 ft. + 5 ft. per caster level, and change the distance to which light is increased to the same amount.

You may not alter the area of bright light shed by the Glory talent with Intensity Control.

Lasting Light [Core]

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 [Core]

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.

Lingering Glow

When you cause one of your glow effects to shed bright light by concentrating on it, you may choose for it to continue shedding bright light for two rounds even after you stop concentrating.

Ranged Light [Core]

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.

Solar Strike [Apoc]

When you hit a creature with an attack, you may use a swift action to make it glow. As part of this action, you may spend a spell point to make the creature glow brightly instead.

Style

Your glows may be composed of multiple colors, allowing you to outline or highlight specific portions of a glowing object or create art. When you cause your glow to shed light, you may also create patterns and different colors in the light it sheds, casting intricate designs on surfaces. These patterns may be highly detailed and complex, though creating art of high craftsmanship requires you to succeed on an appropriate Craft check, usually Craft (Art). You determine and create the pattern as part of making the glow or light, but may change it as a free action once per turn.

As a standard action you can cause one of your glows that is shedding light to stain a surface with its light, painting its current pattern on any portion of the glow’s area. The ability to stain a surface is an instantaneous effect, so the resulting stain is non-magical and functions as a mundane dye that cannot be dispelled, though it may be cleaned off or painted over. Unwilling targets may make a Reflex save to avoid being stained, and a 5 ft. cube may be cleaned of these stains with a full minute of work.

If you also possess the Dancing Lights talent, you may alter the shape and appearance of your light. It may be as large as a full 5 ft. cube, or as small as a mote of dust, though its size has no impact on the light it sheds. Regardless of how intricate or well shaped your Dancing Light is, it is impossible to mistake as anything other than a magical light.


Lens Talents

Aiming Scope (lens)

The target of this lens fires with more precision. They treat targets of their ranged attacks as being one range increment closer for all effects, such as when determining penalties for firing at a longer range. In addition, they gain a +1 competence bonus to all ranged attack rolls.

For every ten caster levels you possess, the target ignores an additional range increment and their competence bonus to ranged attack rolls increases by 1.

Chameleon (lens)

You can cause light and color to shift around a target, granting it the ability to blend in with its surroundings. The target gains a circumstance bonus to Stealth checks equal to your casting ability modifier. An object hidden in this way requires a Perception check to notice (DC 10 + the object’s size modifier + your casting ability modifier). In addition, the target gains the ability to hide even while being observed, though the target must move no more than half its speed each round to use this benefit.

Dim Light (lens)

You cause a target to suffer no ill effects from light. The target of this (lens) talent is immune to the negative effects of your glows, including the effects of any (light) talents applied to them. It also gains no visibility related penalties from your glows, acting as if they did not exist in the area.

Halo Effect (lens) [Apoc]

You may place a lens upon a creature that subtly controls light around them. This is a powerful aid to communication, and can be used to communicate basic ideas and emotions to anyone who can see the creature. In addition, the creature gains a +2 circumstance bonus to bluff and diplomacy checks against creatures that can see them with conventional or low-light vision, with a +1 increase every 4 caster levels. At the GM’s discretion, this bonus may also apply to certain types of performance checks as well.

Infravision (lens)

You may slightly shift the spectrum of light, granting the target the ability to see heat. This allows them to ignore the miss chance for less than total concealment on living creatures. In addition, the target is capable of tracking living creatures by the heat they leave in their tracks. So long as the trail is no more than an hour old, the ground condition is never treated as worse than soft ground (DC 10), though strong temperature conditions (such as winter snow or a desert noon) can negate this benefit.

Obscure (lens)

You allow light to partially pass through your target and move in strange ways around them, making it difficult to perceive their exact position. Once per round when the target is attacked, but before the attack is rolled, they can choose to have the attacker roll twice and take the lower result. For every ten caster levels you possess you may cause this to happen an additional time per round.

Opponents that rely solely on non-visual senses (such as blindsight) or that cannot see the target ignore this penalty.

Periscope (lens)

By altering the path of light you can see from unusual positions. You may place and see from a sensor in any unoccupied space within your range that you can draw an unobstructed line to. This line may have one angle of up to 90 degrees, plus an additional angle of up to 90 degrees per ten caster levels you possess, but must otherwise be straight, and have a length no longer than the range of your (lens) talents. You may see from the position of the sensor as if you stood in the space it occupies. These sensors can be detected (Perception DC 20 + your caster level) and dispelled.

Telescope (lens)

You give the target the ability to magnify incoming light, granting them a circumstance bonus to sight-based Perception checks equal to your casting ability modifier. In addition, the DC for the target’s sight-based Perception checks increases by +1 per 50 ft. instead of +1 per 10 ft.

In addition, the target may focus on a specific sight as a full-round action, making a Perception check as if intentionally searching for stimulus. The DC for that Perception check increases by +1 per 100 ft. instead of +1 per 10 ft.


Light Talents

Beacon of Hope (light) [Core]

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 (light) [Core]

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 (light) [Core]

You may spend a spell point to create a 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.

Disorienting Patterns (light)

You may create bright light that covers an area in confusing colors and designs. All squares in the area of this bright light become are considered difficult terrain, counting as two squares when determining how far a character moving through the area can move.

By spending a spell point you can make the patterns of the bright light even more intricate and confusing. Each round a creature is within the area, it must make a Will save or fall prone.

Blind creatures (or creatures that have closed their eyes) and creatures that do not rely on sight are immune to the effects of this talent.

Encompassing Light (light) [Core]

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, and 3 size categories at 20th caster level.

Fenestrate (light) [Apoc]

You can create bright light that makes everything and everyone within the area of the bright light translucent enough that they can be seen through. This includes creatures, objects, structures, and even the ground itself. Objects are not invisible, however, and seeing through them is difficult. Objects that grant cover still grant concealment, but any creature using such an object to hide receives a -10 penalty to their Stealth. Magical fog effects are countered by this Light talent the way magical darkness can be countered by Light talents. Effects based on light (such as most Light sphere abilities) can pass through to affect other objects, but other effects are still stopped by solid objects.

This light can be placed on a single structure to make it translucent. If the structure larger than the area of the glow, then only part of the structure is made translucent.

Flicker (light)

You may create bright light that partially assimilates a glowing creature, allowing them to momentarily shed their physical form. A creature under this effect can choose to move through solid objects as long as there are no factors that block normal sight (such as concealment from darkness or fog). This allows them to pass through transparent barriers like glass or through impossibly small gaps (such as a keyhole).

Guiding Light (light) [Core]

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 (light) [Core]

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.

Inner Sun (light) [Apoc]

You grant a creature that you have caused to glow brightly a weapon of light they may wield as a weapon. The weapon can be shaped into any melee weapon the holder is proficient with as a swift action, and initially appears as whatever weapon they choose. On a hit, does an additional 1d4 fire damage + 1d4 damage for every 4 caster levels that you possess.

The weapon can not harm invisible or translucent enemies or structures, and passes through them harmlessly. At the GM’s discretion, creatures that are reflective can also have a 50% miss chance against attacks with this weapon. If the creature deliberately lets go of the weapon, it disappears. Otherwise, the creature can not be disarmed.

Irradiance (light)

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.

Lure Light (light)

You may create an area of bright light that lures creatures towards it. All creatures in the area of your light must make a Will save or be compelled to move towards the source of the glow on their turns. An affected creature capable of movement must make at least one move action towards the source of the glow each turn, and cannot intentionally move away from it unless they must backtrack to get closer to it. A creature may attempt a new Will save each turn they are in the light of the glow, and after successfully saving once they are immune to your use of this talent for 24 hours. If a creature is in the area of multiple Lure Lights, they move towards the closest, or towards the glow of their choice if they are equidistant. A creature will not intentionally harm themselves when moving towards a lure. They will not throw themselves off cliffs or into lava to pursue a glow, though they will move as close as possible without risking themselves.

The effect of this (light) talent is considered a mind-affecting effect.

Precious (light) [Apoc]

You may spend a spell point to create bright light on an object 2 or more sizes smaller than yourself, that compels those who see it to try and acquire it. Those who see the targeted object spend their turn frantically trying to acquire the precious object.

They will not automatically become violent, and affected creatures will not attempt to acquire the precious object if attempting to do so would be obviously fatal, would inflict serious injury upon them, or be against their alignment or nature.

They will not ignore enemies either, but their priority will be to acquire the precious object. They will try to acquire the object by direct and immediate means (not by bribery) and they won’t stop just if they lose sight of the object. A creature might attack someone to acquire the object, but only if it is someone they might consider attacking anyways, and most likely they will try to grab the object and run rather than fight in a prolonged conflict.

If the creature manages to acquire the precious object, they hold it in their hands and admire it as a standard action on their turn, doing whatever is required to keep it other than letting it go.

Each creature gets a Will save to negate the effect when they first see the precious object, and a new save whenever they spend a standard action admiring the object. You are immune to this effect, but your allies are not.

This is a mind-affecting compulsion effect.

Repelling Light (light) [Core]

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 (light) [Core]

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.

Revelation (light) [Apoc]

You may place a glow on a source of written information, such as a book, to cause it to reveal any information deliberately recorded in it. Anyone who takes even a moment to examine the light (a free action) can read the entire body of work, regardless of length, damage to the text or language barriers - the observer does not even need to be able to read. Even erased text can be read.

If information is recorded with a magical protection that prevents detection or understanding, the caster may make a Magic Skill Check against the Magic Skill Defence of the caster to determine if the information can be detected or understood. Once absorbed, the information can be retained as reading any other book can, and for a period of 1 hour after reading, the information remains especially clear. During this time, any creature making a knowledge check on a topic relevant to the written work receives a +2 circumstance bonus to the check, with +1 increase every 4 caster levels.

This ability may be used on objects with no visible writing, in order to reveal hidden messages. The light can allow a person to read a magical scroll, but does not necessarily allow them to cast or copy it. Observing the light does not trigger magical effects that occur in response to an object being read.

Searing Light (light) [Core]

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.

Shining Arsenal (light) [Apoc]

You may place a glow on a weapon, a piece of armor or a shield. When placed on a weapon, it does full damage to incorporeal creatures. If placed on a shield or piece of armor, you may apply its full bonus to AC against the melee attacks of incorporeal creatures.

In addition, you can use this ability to duplicate the effect of any single metal or material, chosen when this ability is used. The glowing object does not gain the material properties of the material, but creatures vulnerable to the material you have selected are vulnerable to a weapon made of the material as well.

Sunstroke (light)

When you place a glow effect on a creature, you may choose to deal it 1d4 nonlethal damage per odd caster level. The creature takes this damage each round the glow is in effect. A successful Fortitude save negates the damage for that round, while two consecutive Fortitude saves ends the effect.

If you cause this glow to shed bright light, the target also becomes fatigued the next time they take nonlethal damage from this effect. If they are already fatigued, they instead become exhausted. This fatigue or exhaustion cannot be recovered from until the target has been healed of the nonlethal damage taken from this effect.

Visual Overload (light)

When you cause a creature to glow, you may spend a spell point to overwhelm the target of the glow with visual stimulation. The target must make a Will save each round the glow is in effect on them or be staggered for one round. When causing a glow to shed bright light the target must make a Will save every round the bright light persists or become dazed for one round instead of staggered.

Two consecutive successful Will saves against the glow ends the effect.


Nimbus Talents

Beam (nimbus)

When you cause a glow effect to shed normal or bright light, you can focus this light into a line as a free action, quadrupling the affected distance. For normal light this creates a 10 ft. wide, 80 ft. long line, while bright light creates a 10 ft. wide line with a length of 120 ft. + 10 ft. per caster level. This also quadruples the distance to which light is increased one step to a maximum of normal light, creating a 20 ft. wide and 160 ft. long line of increased light for normal light, and a line of increased light for bright light that is 20 ft. wide and has a length of 240 ft. + 20 ft. per caster level. You may change the direction the line projects from the glow as a free action.

Illuminate (nimbus) [Core]

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.

Wiki Note: The Illuminate talent was originally untagged. Nimbus talents appear in The Illuminator's Handbook, and the tag was applied there.

Trail (nimbus)

When causing a glow effect to shed normal or bright light, as a free action you may cause it to trail light behind it rather than radiate light normally. The glow sheds normal or bright light in any square it passes through during the round, and 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. If you return the light’s area to normal or change between (nimbus) talents, any trail left behind is removed.

Weird Radiance (nimbus)

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.


Advanced Life Talents

Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.


Archetypes Specializing in Light

-Glass-Eye Gunmage

The Glass-Eye Gunmage is a Gunslinger who knows how to use (lens) talents to improve their aiming abilities.

-Radiant Protean

The Radiant Protean is a Shifter who can use bioluminescence to hide and intimidate their foes.

-Sun Warrior

The Sun Warrior is a Mageknight whose mastery of light allows them to help their allies and harm their foes.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 The casting time increases by 2 steps.
2 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
3 The caster makes a single magical skill check against all Dark sphere effects and effects with the dark descriptor within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
4 All hostile creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level.
5 All allied creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level.
6 The caster is bathed in intense light, taking caster level/2 points of fire damage each round for 1d6 rounds. Any creature attempting to target the caster with an attack during this duration must succeed on a Reflex save or be blinded until the start of their next turn. Creatures with closed eyes or that do not rely on sight are unaffected when targeting the caster.
7 Creatures with the light blindness universal monster ability have the penalties from any light source originating from the caster for doubled for 1 minute per caster level.
8 The effect fails and the action is lost. Spell points or spell slots are not lost.
9 The caster becomes afraid of the light, taking a -2 penalty on saves against fear effects while in areas with greater than dim light for 1 hour per caster level.
10 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
11 For 1 minute per caster level, the light levels within medium range of the caster are increased by 2 steps.
12 For 1 minute per caster level, the light levels within medium range of the caster are decreased by 2 steps.
13 A flash blinds the caster for 1 round.
14 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
15 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
16 (Combat) The caster is dazed for 1 round.
17 Roll twice and take both results. Ignore any results of this entry. If both rolls are this entry, there is no effect.
18 All creatures within close range must succeed on a Reflex save or glow brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level.
19 All active glow effects within long range of the caster shed light for half their normal radius for 1 minute per caster level.
20 Effect receives a +2 bonus to caster level.
21 All allied creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level.
22 The target is surrounded by strobing lights, causing all creatures within 5 ft. + 5 ft. per 5 caster levels to succeed on a Fortitude save or be sickened for 1d4 rounds.
23 For 1 round, any weapon or natural weapon wielded by hostile creatures within medium range gain the brilliant energy weapon special ability.
24 The effect has a 50% chance each round of functioning or not functioning. This has no effect on duration.
25 All creatures within close range must succeed on a Reflex save or glow brightly and be trapped per the Bound Light talent for 1 round per caster level.
26 The light levels around the target in a 5 ft. + 5 ft. per 5 caster level radius are decreased by 2 steps to a maximum of total darkness for 1d6 rounds. This decrease overrides any increase from your glow.
27 (Combat) The caster is stunned for 1 round.
28 All active glow effects within long range of the caster shed light for double their normal radius for 1 minute per caster level.
29 Flickering motes appear out to the caster’s glow range for caster level minutes. These motes are too small to increase light levels, but are distracting, imposing a -4 penalty on all vision-based Perception checks.
30 The caster is unable to perceive changes in light level resulting from his own light effects for 10 minutes per caster level. If the caster would have suffered penalties for low light level without their light effect, they still suffer them.
31 (Combat) The caster is nauseated for 1 round.
32 A beacon of bright magical light shines down on the caster for as long as he concentrates, levitating the caster up or down at the rate of 10 ft. each round.
33 The effect fails and the action is lost. Spell points or spell slots are lost.
34 All creatures that are not blind within close range of the caster are sickened by strobing lights for 1d4 rounds.
35 For 1 round, any weapon or natural weapon the caster wields gains the brilliant energy weapon special ability.
36 All allied creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
37 All hostile creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
38 A beacon of bright magical light shines down on the caster for 1 round, blinding anyone who looks upon them for 1 minute (a successful Fortitude save negates this effect).
39 The light levels around the target in a 5 ft. + 5 ft. per 5 caster level radius are increased by 2 steps to a maximum of bright light for 1d6 rounds. This increase stacks with any increase from your glow.
40 All mundane light sources within close range of the effect cease to affect illumination levels until outside that range.
41 A glow that is glowing brightly and is affected by every (glow) talent the caster possesses appears centered on the caster and follows the caster at a rate of 20 ft. per round, plus 5 ft. per 2 caster levels. Effects resolve as if the caster were hostile. This effect persists for 1 round per caster level.
42 The radius of your light and bright light decrease by 5 ft. per round for 2d6 rounds to a minimum of 5 feet.
43 The caster’s eyes momentarily glow brightly for 1 round granting the benefits of True Seeing for the duration.
44 All creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
45 All creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
46 Creatures sensitive to bright light (such as those with the light blindness universal monster ability) are unaffected by an light source originating from the caster for 1 minute per caster level.
47 The target is surrounded by pulsating lights, causing all creatures within 5 ft. + 5 ft. per 5 caster levels to succeed on a Will save or be fascinated for 1d4 rounds.
48 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
49 All creatures and objects within range of your glow are stained a random color per the Style talent.
50 All hostile creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
51 All mundane light sources within close range of the caster increase their light level by 1 step for 1 round, but are then extinguished.
52 The caster emits an aura of hypnotic light per the Hypnotic Pattern talent for 1 minute per caster level. The caster automatically fails his save against this effect.
53 The casting time decreases by 2 steps.
54 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
55 The caster is exhausted.
56 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
57 The caster’s eyes glow brightly for 1 hour granting the see In darkness ability for the duration.
58 The caster is stained a random color per the Style talent.
59 The caster becomes afraid of the dark, taking a -2 penalty on saves against fear effects while in areas with less than normal light for 1 hour per caster level.
60 All creatures within close range of the target gain the light blindness universal monster ability for 1 minute per caster level.
61 The caster loses access to this sphere for 1d6 rounds.
62 All creatures within long range of the caster are dazzled for 1 round.
63 For 1d6 rounds, the caster is surrounded by strobing lights, causing the caster to be sickened.
64 Roll again on the Universal wild magic table.
65 The illumination level in the caster’s space is reduced by 1 step per 5 caster levels for 1 round per caster level. This effect moves with the caster.
66 For 1 minute per caster level, the target gains the See in Darkness universal monster trait.
67 The casting time decreases by 1 step.
68 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
69 The caster gains glows brightly and and is trapped per the Bound Light talent for 1 round per caster level.
70 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
71 A beacon on bright magical light shines down on the caster for as long as he concentrates. Any hostile creature within close range of the caster must succeed on a Will save or become frightened for the duration.
72 All creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level.
73 Effect receives a -4 penalty to caster level (minimum 1).
74 All hostile creatures within close range must succeed on a Reflex save or glow brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level.
75 All creatures within close range of the target must succeed on a Reflex save or be blinded for 1 round.
76 The caster’s eyes glow brightly for 1 round per caster level granting a gaze attack with a range of close, which deals 1d6 points of fire damage per caster level (Fortitude save for half).
77 All allied creatures within close range of the target or center of the target area must succeed on a Reflex save or be blinded for 1 round. They are dazzled for 1 round on a successful save.
78 All creatures within close range of the caster must succeed on a Reflex save or be blinded for 1 round.
79 A stationary pillar of brilliant light appears in the target’s space and follows the target, moving toward him at a rate of 30 ft. + 5 ft. per 2 caster levels, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 round per caster level. The pillar extends 5 ft. per caster level into the air.
80 All allied creatures within close range must succeed on a Reflex save or glow brightly and and be trapped per the Bound Light talent for 1 round per caster level.
81 A glow that is glowing brightly and is affected by every (glow) talent the caster possesses appears centered on the caster’s nearest ally and follows the ally at a rate of 20 ft. per round, plus 5 ft. per 2 caster levels. Effects resolve as if the ally were hostile. This effect persists for 1 round per caster level.
82 All hostile creatures within close range must succeed on a Reflex save or glow brightly and and be trapped per the Bound Light talent for 1 round per caster level.
83 For 1 minute per caster level, the caster treats areas of dim light or darker as if they were solid objects and is unable to enter or pass through such an area, though retains line of effect through such areas.
84 The caster glows brightly and gains the benefits of the Encompassing Light talent for 1 round per caster level.
85 All mundane light sources within medium range of the caster cease to affect illumination levels until outside that range.
86 A stationary pillar of brilliant light appears in the caster’s space and follows the caster, moving toward him at a rate of 30 ft. + 5 ft. per 2 caster levels, passing through solid objects in the shortest possible route. Any creature occupying a space with the pillar of light at the beginning of its turn is blinded until it ends its turn outside the pillar’s space. This effect lasts for 1 round per caster level. The pillar extends 5 ft. per caster level into the air.
87 All unlit mundane light sources (candles, torches, etc.) within close range of the caster become lit for 1 round per caster level (up to their normal maximum duration).
88 The radius of your light and bright light increase by 5 ft. per round for 2d6 rounds.
89 The caster is fatigued.
90 The caster gains the light blindness universal monster ability for 10 minutes per caster level.
91 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
92 All creatures within long range of the target are dazzled for 1 round.
93 Your glow decreases the light level in its area an equal number of steps to that which it would normally increase it. Your bright light functions normally.
94 For 1 round, any weapon or natural weapon wielded by creatures within medium range gain the brilliant energy weapon special ability.
95 The effect doubles in size and effect (bonuses, penalties, damage, etc.) and the save DC, if any, increases by 4, but the effect’s duration is reduced to 1 round.
96 All mundane light sources within medium range of the caster increase their light level by 2 steps for 1 round, but are then extinguished.
97 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
98 All hostile creatures within close range of the caster gain the light blindness universal monster ability for 1 minute per caster level.
99 The caster is surrounded by pulsating lights, causing all creatures within medium range of the caster to succeed on a Will save or be fascinated for 1d4 rounds.
100 The casting time increases by 1 step.

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