Light
Table of Contents
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Ultimate Spheres of Power
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You may create and manipulate light.

Glow

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, and is subject to spell resistance. 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 feet and increasing the light level by one step to a maximum of normal for 20 feet beyond this. Reducing this light is also a free action.

Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must succeed at 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.

Bright Light

As a standard action, you may cause one of your glow effects within medium range to shed bright light. This may be done as part of the same standard action used to cause that object to glow. This produces bright light for 30 feet + 5 feet per 2 caster levels, and increases the light level by one step to a maximum of normal for 30 feet + 5 feet per 2 caster level beyond this. You must concentrate to maintain this effect, but may always spend a spell point as a free action to allow the bright light to continue 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.

Lens

(Lens) effects allow a user of the Light sphere to bend or alter light and its properties. The caster may place a lens as a standard action on any target (or sometimes a space) within the same range as their glow. This requires a melee or ranged touch attack when used on unwilling targets, and is subject to spell resistance. 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.

When you gain the Light sphere, you gain the following lens:

Telescope (lens)

You give the target the ability to magnify incoming light, granting them a circumstance bonus to sight-based Perception checks equal to +2, +1 per 5 caster levels. In addition, the distance at which the DC for sight-based Perception checks increases improves by 10 feet per caster level (normally +1 per 10 feet).

Light Talent Types

Some talents are marked (lens). These give additional lenses.

Light

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 overlap, provided they are augmented by different (light) effects; an area cannot be affected by the same (light) effect from multiple sources simultaneously.

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.

Nimbus

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.


Light Sphere Talents

Area Glow

You may spend a spell point to create an eruption of light, causing all creatures and objects within a 10 feet + 5 feet per 5 caster levels radius centered within range to glow. You do not need to make a ranged touch attack against any creature within this area. You may only make a single target glow brightly as part of applying an area glow chosen after the targets are affected.

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-foot cubes in the area of light it produces, up to a maximum of 1 +1 per 2 caster levels. 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 even in 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

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 feet 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 different (light) talents you possess to your glow. The effect of each talent is resolved separately, and you must pay the spell point costs of each one individually, though other costs (such as for metamagic or maintaining bright light without concentration) are only incurred once.

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 2 caster levels (minimum 1d4), while all creatures within 5 feet + 5 feet per 10 caster levels of the target suffer half this 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 when determining the area of this effect.

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 or creature 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-foot 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.

Instill Glow [instill]

As a standard action you may touch a small container of liquid and instill a lens inside it, which functions as a potion or oil. You must spend a spell point to allow it to endure without concentration. You may also spend a spell point to create an instilled liquid that makes a target glow brightly, and can contain the effects of a single (light) talent you possess. An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible.

You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Intensity Control

You may add up to 10 feet 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 Beam 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 feet and the radius of your bright light to 60 feet + 5 feet 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.

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.

Lingering Glow

When you produce a glow, it lasts for 10 minutes per caster level instead of 1 minute per caster level. When spending a spell point to allow bright light to continue without concentration, it lasts for 10 minutes per caster level instead of 1 minute per caster level.

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.

Mass Lens [mass]

When using a lens, you may spend an additional spell point to affect an additional 1 creature per 2 caster levels (minimum 1) with the same lens at the same time. Each target must be within range. While you may maintain concentration on each lens at the same time, each lens is considered a separate sphere effect. When spending a spell point to allow the lenses to endure without concentration, the duration of each lens is decreased by one step to 10 minutes per caster level.

Ranged Light [range]

You may target creatures and objects within long range rather than medium range when applying a glow or lens, and when causing a glow effect to shed normal or bright light.

Solar Strike [strike]

As a standard action, you may make a single weapon attack in conjunction with making a target glow. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack.

If the target is struck by the attack, it is also struck by the glow. If using a scatter weapon, the blast only applies to a single target, chosen at the time of attack.

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 (painting). 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 attempt a Reflex save to avoid being stained, and a 5-foot 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-foot 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. This does not stack with bonuses from invisibility. 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 cannot move more than 5 feet 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. It suffers no penalties from light sensitivity.

Halo Effect (lens)

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 Perform 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 glow range that you can draw an unobstructed line to. You may see from the position of the sensor as if you stood in the space it occupies, and may shift your perspective to or from that sensor as a free action. These sensors can be detected (Perception DC 20 + your caster level) and dispelled.

Rose-Tinted (lens) [Jester's HB]

The target’s vision is tinted a soft-red. As a standard action, the target of this lens may fire a blinding burst of light as either a 30-foot cone or 60-foot line centered on the target. Creatures caught in the area of effect must succeed at a Reflex save or be blinded for 1 round, and dazzled for one minute. The target must wait at least 1d4 rounds between uses of this ability.

When using this (lens) talent to fire a blinding burst, the target may end this (lens) talent as a free action to cause creatures who fail their Reflex saving throw to also take 1d4 points of fire damage per caster level.


Light Talents

Beacon Of Hope (light)

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 under the effect of a fear effect are allowed a new saving throw at the effect’s original saving throw to end the effect, if one was originally given.

So long as a creature is within this area of bright light, whenever they attempt a saving throw vs. a new fear effect, they may roll twice and take the better result.

Blinding Light (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 succeed at a Fortitude save or be blinded for 1 round. They must attempt 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)

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 succeed at a Fortitude save each round or also be staggered for that round. In addition, the target must succeed at 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 are considered difficult terrain.

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 attempt a Will save or fall prone.

Blind creatures (or creatures that have closed their eyes for at least 1 round) and creatures that do not rely on sight are immune to the effects of this talent.

Encompassing Light (light)

You may spend a spell point to 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 by one size category for every 10 caster levels possessed.

Fenestrate (light)

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 is 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 and its carried equipment, 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), but not objects affected by Fenestrate.

Guiding Light (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, +1 per 10 caster levels. When causing that creature to shed bright light, you may increase this bonus to +2, +1 per 5 caster levels. This has no effect on other creatures within the area of bright light.

Hypnotic Pattern (light)

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)

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, this 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, possibly damaging things on the other side. Targets that are reflective such as a mirror have a 50% miss chance against attacks with this weapon. If the creature deliberately lets go of the weapon, it disappears, but otherwise the creature can not be disarmed.

You may target a weapon to grant it this additional fire damage, as if it were a weapon of light. This extra damage is subject to the same restrictions as a weapon of light (does not affect invisibile or translucent targets, 50% chance of not affecting reflective creatures).

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 succeed at a Fortitude save or be nauseated for one round. They must attempt 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 succeed at 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)

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 will not stop just because 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)

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 succeed at 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 succeed at their saving throw but remain within the area of bright light must attempt 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)

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)

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 attempt a magic skill check against the MSD 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 attempting 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)

You may create bright light that burns targets 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. This does not affect the target of the glow itself.

Creatures who have a glow placed directly upon them (or their equipment) augmented by the Searing Light talent may as a full-round action attempt a Reflex save to extinguish the bright light, causing the glow to shed only normal light for the remainder of the effect and preventing further damage caused by Searing Light.

Shining Arsenal (light)

You may place a glow on a manufactured 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.

If you cause this glow to shed bright light, you can cause the glowing item to duplicate the effect of any single metal or material, chosen when this ability is used. The glowing object counts as a material for weaknesses and damage reduction, but is not otherwise that material.

Sunstroke (light)

When you place a glow effect on a creature, you may choose to deal it 1d4 nonlethal fire damage per 2 caster levels (minimum 1d4). 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 succeed at 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 succeed at 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 cone (doubling the affected distance) or a line (quadrupling the affected distance). This also doubles or quadruples the distance to which light is increased one step to a maximum of normal light. You may change the direction the light projects as well as switch whether the light is a cone, line, or an emanation each once per round as a free action.

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 feet away from any square of this area (or 30 feet + 5 feet 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-foot 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-foot cubes, and with bright light you may place up to 30, plus another for each 2 caster levels you possess. The light 20 feet away from any square of this area (or 30 feet + 5 feet 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-foot cube per 5 feet of radius you would add to your area, and increase or decrease the radius in which light is increased by 10 feet. 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 Light Talents

Advanced talents are part of an optional rule and are only available with GM permission.

Daylight (light)

Prerequisites: Light sphere, caster level 10th.

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.

Diffuse Body

Prerequisites: Light sphere (Flicker (light)), caster level 7th.

Your Flicker talent becomes more nuanced and refined. Rather than allowing someone to simply turn into a single body of light, you give them the ability to split themselves into multiple reflections. When a creature under the effects of your Flicker takes a move action, they may choose to move in two separate directions and end their move in two different locations. When they take their next action or the next time they are attacked or targeted at one of these locations, whichever is sooner, they must decide which of these positions they are actually in.

Everglow

Prerequisites: Light sphere (Lingering Glow), caster level 1st.

By spending a spell point you can make a glow permanent, so long as it is not placed on an unwilling target. This also transfers control over the glow effect to anyone who holds the object, or the creature affected, allowing them to choose when to shed light or to simply glow. They may also turn the glow off completely as a move action, or turn it on again as a standard action.

These permanent glows cannot be caused to shed bright light, and cannot have (light) talents applied to them. Any alterations of the glow’s area or other qualities must be applied and determined when it is made permanent and cannot be changed; a permanent glow may only possess one unchangeable Style that cannot stain its surroundings, and may only have one (nimbus) talent applied, which cannot be changed after the glow is created, though the direction of talents such as Beam can be altered as a free action normally.

Incarnate Glow

Prerequisites: Light sphere (Flicker (light)), caster level 15th.

When using the Flicker (light) talent, you can spend two spell points to more completely assimilate the target, turning them into a form composed of pure light. In addition to the normal effects of the Flicker talent, the target gains the following benefits:

  • Immunity to nonmagical attack forms. Even when attacked with magical abilities and magic weapons, the target takes only half damage from any corporeal source. Corporeal effects that do not deal damage only have a 50% chance of working. Force effects work on the target normally, and the ghost touch special ability can affect the target as if it were incorporeal.
  • The target loses any natural armor bonus it possesses, but gains a deflection bonus equal to your casting ability modifier.
  • The target can move in any direction with its base land speed, effectively gaining a fly speed with perfect maneuverability. In addition, the target passes through water and operates in it as easily as it does in air, becomes weightless and cannot fall or take falling damage.
  • The target moves silently and cannot be heard with Perception checks if it does not wish to be heard. Nonvisual senses such as scent or blindsight are ineffective in regards to the target.

Light Speed

Prerequisites: Light sphere (Flicker (light), Incarnate Glow), caster level 15th.

While a target is under the effects of Incarnate Glow, they can take advantage of their near-light state to move at much greater speeds. Whenever the target takes a move, run, withdraw or 5-foot step action, as long as they move in a straight line and there are no factors that block normal sight (such as concealment from darkness or fog), they may move five times the normal distance they would travel.

In addition, the target may briefly move at light speed. This functions as a single run action, following the normal rules for run and movement, except the target may not pass through factors that block normal sight (such as concealment from darkness or fog), but may otherwise run 100 miles per caster level in a line as part of a single action. After taking this action, the glow and all its effects (including the effects of Flicker, Incarnate Glow, and Light Speed) immediately end.

Prismatic Radiance (light)

Prerequisites: Light sphere (Searing Light (light), Style), caster level 15th.

By spending three spell points to create bright light, you cause your glow to shed a dazzling array of beautiful and deadly colors. Each round a creature is within the area of this bright light, roll 1d8 to determine what effect the light has on them.

Table: Prismatic Radiance
1d8 Color Effect
1 Red 1d4 fire damage per caster level (Reflex half)
2 Orange 1d6 acid damage per caster level (Reflex half)
3 Yellow 1d8 untyped damage per caster level (Reflex half)
4 Green Poison (Frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 2 consecutive Fortitude saves)
5 Blue Dazed for 1d2 rounds (Fortitude negates)
6 Indigo Confused for 1d4 rounds (Will negates)
7 Violet Each round for one minute, 50% chance to take no actions (Will negates)
8 Multicolor Roll twice more, rerolling any further results of 8

Radiation (light)

Prerequisites: Light sphere (Irradiance (light)), caster level 10th.

When you spend a spell point to create bright light with the Irradiance talent, you may spend an additional spell point to create higher energy radiation. Creatures in the area who fail the Fortitude save against nausea also contract low radiation, as described in the Radiation Blast advanced Destruction talent. This cannot stack with itself to increase radiation to higher levels, but can stack with other sources of radiation.

Star Genesis

Prerequisites: Light sphere (Intensity Control), caster level 10th.

When you use the Intensity Control talent you may spend a spell point to increase the radius of your normal and bright light (as well as the distance at which light is increased by one step) by 25 feet + 5 feet per 2 levels instead of just by 10 feet. If you exercise this option, you may also spend an additional spell point when creating bright light to cause the central 30 feet + 5 feet per 2 caster level radius to be equivalent to daylight for all purposes, including for creatures that are damaged or destroyed by such light.


Light Sphere Feats

Afterglow

Prerequisite: Light sphere.

Benefit: When you affect a creature with a positive energy ability (such as with channel energy, fervor, lay on hands, or most Life sphere abilities), you may cause them to glow. You must spend a separate action to cause them to glow brightly.

Aurora (Dual Sphere)

Prerequisites: Light sphere, Weather sphere.

Benefit: When you use control weather, you may also choose to increase the light level by one step in the same area, up to a maximum of normal light. At 10th caster level, you may increase the light level by an additional step. Areas of magical darkness in range of this effect are unaffected, their light levels remaining unchanged.

Beam Propulsion (Dual Sphere)

Prerequisites: Light sphere, Telekinesis sphere.

Benefit: By amplifying and focusing the tiny pressure exerted by light with your powers of telekinesis, you can move a target with the force of light alone. When you cause a target to glow, you may increase the casting time by one step to also lift it with your telekinesis as part of the same action. If using Area Glow, you can lift multiple objects if you also possess Divided Mind. You may concentrate to maintain the bright light of this glow and your telekinesis with a single action.

Bioluminescent Transformation (Dual Sphere)

Prerequisites: Alteration sphere, Light sphere.

Benefit: When you shapeshift a target, you may also cause that target to glow. In addition you may maintain concentration on the shapeshift and the bright light of the glow with a single action. If you apply a (light) talent to a glow created and maintained this way, it counts against the number of traits you may grant with your shapeshift.

Constellation

Prerequisites: Light sphere (Dancing Lights), caster level 5th.

By spending a spell point when you create a glow effect, you may cause it to take the form of a number of motes equal to your caster level. Each of these motes sheds normal light in a 5-foot radius, and light 5 feet beyond that is increased by one step to a maximum of normal. If you cause the glow to shed bright light, then they shed bright light in a 5-foot radius, and increase light 5 feet beyond that by one step to a maximum of normal. Each of these motes acts like a glow effect created with the Dancing Lights talent, except that you may direct and affect all of them as a single glow effect for all purposes.

Overlapping areas of bright light from motes do not stack their effects for purposes other than increasing light level. Special: This is considered a (nimbus) effect. Unlike other (nimbus) effects, Constellation may only be applied when a glow effect is created, and you cannot switch to other (nimbus) talents once it has been applied.

Coronal Shroud (Dual Sphere)

Prerequisites: Light sphere, Weather sphere (at least one (mantle) or (shroud) talent).

Benefit: When you spend a spell point to cause a creature to glow with bright light, you may either choose to have them count as under the effect of your mantle as long as the bright light lasts or choose a type of weather, causing them to count as being under the effect of an additional shroud of that weather type.

Crimson Flash

Prerequisite: Light sphere.

Benefit: During combat, as a swift action, you may spend a spell point to expel a blast of light seen only by one ally that can see you who has not yet acted in combat. That ally may use your current initiative in place of their own as if they had rolled it. If used during a surprise round, that ally is no longer surprised.

Defiant Radiance

Prerequisite: Light sphere.

Benefit: You add +2 to your MSB and MSD for the purposes of Light sphere effects. Double this bonus when attempting an opposed magic skill check against magical darkness effects.

Destructive Radiance (Dual Sphere)

Prerequisites: Destruction sphere, Light sphere.

Benefit: Whenever you use your destructive blast, you can choose to have it take on the properties of light. A destructive blast modified in this way no longer requires line of effect to its targets, but is blocked by factors that affect normal sight (such as concealment). For example, you could fire your destructive blast through a glass window or a barrier, but it would be blocked by opaque walls, fog or darkness.

Flash Warp (Dual Sphere)

Prerequisites: Light sphere, Warp sphere.

Benefit: You can disappear or appear in a flash of brilliant light. When you teleport yourself you may briefly shed bright light as if you were targeted by your glow. You may apply the effects of (light) talents and other Light sphere talents to the glow, paying any costs normally. You choose whether the effects of the glow begin at your starting position or only at your destination, but the effects apply immediately. This glow does not persist beyond a moment, and ends immediately after its effects have been applied.

Hard Light (Dual Sphere)

Prerequisites: Creation sphere, Light sphere.

Benefit: When you create an object, you may make it out of hardened light instead of matter. Objects you create this way naturally shine, shedding bright light as if by your glow effect. Otherwise, an object created out of hardened light has the properties of any one material you can normally create, except that it has half its normal weight.

Illuminated Vigilance (Dual Sphere)

Prerequisites: Light sphere, War sphere.

Benefit: While an ally is within 30 feet of any object that you have caused to glow, you may rally them.

Illustrious Light (Dual Sphere)

Prerequisites: Illusion sphere, Light sphere.

Benefit: Whenever you create a figment or glamer you may, as part of the same action, affect the figment or the creature or object subject to the glamer with your glow. Concentrating on the illusion and concentrating to create bright light can be done with the same action, and spending spell points to cause the illusion to endure without concentration double as spell points spent to cause the bright light to endure without concentration.

Lightshow

Prerequisites: Light sphere, bardic performance class ability.

Benefit: When you activate a bardic performance, you may cause one ally affected by that performance to glow as part of the same beginning action. You may change which ally is affected by this glow each round you maintain your bardic performance.

Luminous Aegis (Dual Sphere)

Prerequisites: Light sphere, Protection sphere.

Benefit: As a swift action, you may make an ally glow if they are bearing an aegis you created. You must use a separate action to make them glow brightly, and the duration of the glow does not change.

Luminous Flame (Dual Sphere)

Prerequisites: Light sphere, Nature sphere ((fire) package).

Benefit: Whenever you use the Create Fire or Alter Fire geomancing ability, you may also cause the fire to glow. You may maintain concentration of this (fire) geomancing ability and the bright light of the glow with a single action.

Photosynthesis

Prerequisites: Con 13, Survival 3 ranks, Light sphere.

Benefit: After a long period of meditation, you have learned how to harness the power of light. If you are in an area of bright light, you can regain hit points equal to your character level as a move action. This ability can only be used once per minute, and can only heal you up to half your normal maximum hit points; any excess healing is lost.

In addition, so long as you spend at least one full hour in an area of bright light you gain all the nourishment you need, and do not need to eat or drink that day.

The benefits of this feat are a supernatural ability.

Searing Brilliance

Prerequisites: Light sphere (Searing Light (light)), caster level 5th.

Benefit: Your Searing Light now deals 1 point of untyped damage per caster level per round in addition to its fire damage. Undead, oozes, and creatures harmed by daylight take 2 additional points of untyped damage per caster level per round instead.

Seraphic Glow

Prerequisites: Light sphere, good alignment.

Benefit: Any evil creature that begins their turn within your glow or enters its area of effect must succeed at a Will save against its DC or be shaken for one minute, even if normally immune to fear or mind-affecting effects. This ability cannot cause a shaken creature to become frightened or a frightened creature to become panicked, but further fear effects can make them frightened or panicked as normal. A creature that succeeds on its saving throw is immune to your seraphic glows for 24 hours.

Sense Light

Prerequisites: Perception 5 ranks, Light sphere.

Benefit: Through intense rituals and training you have become capable of sensing light by touch. By spending a swift action, you retain your normal visual abilities for a round when your eyes are closed, and are immune to the effects of the blinded and dazzled conditions, and all gaze attacks. You do not, however, retain the benefits of sight-based abilities (such as darkvision or low-light vision). You must be in an area of dim or brighter light to gain the benefits of this feat.

The benefit of this feat is a supernatural ability.

Shining Stars

Prerequisites: Light sphere (Dancing Lights, Glory).

Benefit: You may apply the effects of your Glory talent to glow effects you create as Dancing Lights as if they were placed on yourself, though you may still only apply the effects of Glory to a single glow at a time.

Sunlight Strike (Combat)

Prerequisites: Light sphere; Arcane Strike or Imbued Strike.

Benefit: Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you have imbued with your Arcane Strike or Imbued Strike feat, you deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Strength modifier) or become staggered for 1 round. This bypasses the immunity to Fortitude saves usually granted by some creature types.

Twilight Adept (Teamwork)

Prerequisite: Dark sphere or Light sphere.

Benefit: Your Dark sphere talents or abilities continue to function in areas where you or someone else with the Twilight Adept feat cast a Light sphere talent or ability. Your Light sphere talents or abilities continue to function in areas where you or someone else with the Twilight Adept feat cast a Dark sphere talent or ability. The MSD to dispel a Light or Dark sphere effect overlapping in this way is increased by +2. You may choose to have your Dark and Light sphere talents or abilities interact normally if you wish. The light level in overlapping areas defaults to the ambient lighting conditions.

Normal: If a Light sphere effect interacts with a darkness effect (such as from the Dark sphere) or vice versa, the creator of the second effect must succeed at a magic skill check against the creator of the first effect.

Wave-Particle Duality (Dual Sphere)

Prerequisites: Illusion sphere, Light sphere.

Benefit: The light from your bright light becomes a spread rather than an emanation allowing it to move around corners and through tight spaces and small holes as if it was a gas. This light may penetrate areas and containers that are not airtight by spreading at a rate of 1 cube per 3 caster levels each round through cracks in doors, keyholes or other small gaps in construction.


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.

Warrior of Holy Light

The Warrior of Holy Light is a Mageknight who uses the powers of light to smite enemies, with more of a faithful focus than Sun Warriors.


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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