Daylight (Cleric Spell)

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Level: Cleric 3
School: Evocation


Casting Time: Standard Action
Components: V, S


Range: Touch
Target or Area: object or creature touched
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Fortitude partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes


You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of natural daylight for the purposes of creatures that are damaged or destroyed by such light.
If Daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
If Daylight is cast into an area of magical darkness (or vice versa), both effects are temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Alternatively, when casting the spell, the caster may make a melee touch attack against a creature within their reach. Casting Daylight and using it to attack a creature inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of light (energy, uncommon) damage and inflicts Blind to all sight-based senses. Attacking with this spell in this way ends the spell immediately, hit or miss. There is no saving throw against the damage, but after being touched, the target creature is allowed a saving throw as above to reduce the Blind condition to Dazzled. This use of the spell is a spectacular effect, as the creature's eyes or other visual organs light up from the inside like lamps.