The Sphere of Light includes spells that involve manipulation of light and Radiant energies, typically associated with the Empyrean.
Focus: A religious or sacred symbol, a relic, a prism
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: All creatures in a Close-range cone
Defence: Endurance
You raise your hand, snap your fingers, and create a blinding flash of light. Make a Light spell attack check against the Endurance defense of all creatures in the area.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 object of 1 Bulk or less, either unattended or possessed by a willing ally
The touched object begins to glow like a torch, shedding light within close range.
Range: Self
Rote Casting: 1 Action
Duration: 1 Scene
You shed a luminous aura, illuminating a Close-range burst with bright light. You and all allies in this area gain a +1 bonus to Awareness and Investigate checks to detect hidden or undetected creatures, as well as hidden objects, doors, and other features.
Heightened (+1) Increase the bonus to Awareness and Investigate checks by +1.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Armor
You fire a ray of burning sunlight from your weapon. Make a Light spell attack roll against the target's Armor. If you hit, you deal 1d6 fire damage.
If the target is a demon, an undead, or a horror, you deal an additional 1d6 radiant damage.
If you are in an area of bright natural sunlight, increase the size of the damage dice by one step (from d6 to d8)
Heightened (+1) The damage increases by 1d6 fire and 1d6 radiant (or 1d8 of each type of damage in bright natural sunlight).
Range: Self
Rote Casting: 1 Action
Duration: 3 Rounds
Wings of pure light spread out from your back, granting you a Fly Speed equal to your Speed. Your wings cast a bright light in a close-range burst. When this spell's duration would end, if you're still flying, you float to the ground.
Heightened (3rd): The duration increases to 1 minute.
Range: 4 Range
Rote Casting: 1 action
Duration: 1 Scene
Target: A close-range burst
Defence: Willpower
Make a Light spell attack against all creatures in the area of the burst. Creatures you succeed against are limned in a colourful, heatless fire for the remainder of the scene. While under the effect of Faerie Fire, creatures cannot gain Concealment and gain Misfortune on Stealth checks. Invisible creatures in the area lose the benefits of their invisibility and instead are treated as being Concealed for the duration.
Range: 4 Range
Rote Casting: 1 action
Duration: Instantaneous
Target: A close-range burst
Defence: basic Endurance
You create a burst of blinding light. Make a Light spell attack check against the targets' Endurance. If you succeed, the creature is Blinded for 1 round.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
Drawing life force into yourself, you become a beacon of radiant energy. You glow with bright light in a close-range emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4. At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. For every additional 8 points in your luminance reservoir, the radius of your light increases by 1 range.
If an undead or horror damages you with an attack or spell while it's within the area of your light, that creature takes radiant damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round.
You can Dismiss this Spell as a standard action. When you do, you can target a creature within your light and direct the radiant energy into it. The target must be a willing living creature or an undead or horror. This heals a living target or damages an undead or horror target by an amount equal to your luminance reservoir's value. You may only harm horrors with this spell.
When you cast positive luminance, any other positive luminance spell you already had in effect ends.
Heightened (+1) Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1.
Range: 2 Range
Rote Casting: 1 action
Duration: Instantaneous
Target: All creatures in a 2-range line
Defence: basic Dodge
You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 radiant damage to all creatures in a 2-range line. Make a Dodge spell attack against the targets. On a critical success, the targets are blinded for 1 round.
You may take additional actions to Cast this spell, further empowering it.
2 actions: The line is 4 range.
3 actions: The light is bright enough to counteract supernatural darkness and nightmares. Make a Light spell attack roll against a DC equal to 11+the target's ranks in their supernatural skill (Spellcraft, Shroud, Harmony, Potence, etc.)+the ability modifier associated with that skill. On a success, the magical darkness is dispelled. If you succeed against a nightmare, the horror or nethermancer cannot manifest another nightmare for 4 rounds.
6 actions (2 rounds): Increase the radiant damage by +4d4. You enter a shining state for 1 minute, causing you to glow with light, deal 1 radiant damage to all creatures who end their turns in melee with you, and gain Fortune against spells from the Darkness sphere, horror nightmares, shifter Pit gifts, and other darkness-related abilities.
Heightened (+1) Both the initial damage, as well as the additional damage for the 2-round cast, increases by +4d4 radiant damage, and the damage dealt to creatures in your shining state increases by 1.
Range: 4 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Armor
You unleash a beam of blazing light. Make a Light spell attack check against the target's armor. If you hit, the ray deals 5d6 fire damage. If the target is a demon or outsider. All damage from this spell counts as silver for the purposes of weaknesses.
Heightened (+1): For each level you heighten the spell, the fire damage increases by +2d6, and the radiant damage against demons and outsiders increases by +2d6.
Range: 1 Range
Rote Casting: 1 Action
Duration: 1 Minute
You form a wall of brilliant light that obscures creatures. You create a thin wall of light in a straight line up to 2 range long and 1 range high. You must create the wall in an unbroken open space. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Creatures who end their turn adjacent to the wall are dazzled. You may make a Light spell attack check against creatures that move through the wall to deal 2d6 radiant damage as the concentrated light burns them.
Heightened (+1): For each level you heighten the spell, the radiant damage increases by +1d6
Range: Touch
Rote Casting: 1 or 2 Actions
Duration: 1 Minute
Target: 1 willing creature
You wrap the target in armor made of sheets of colored light. The armor sheds bright light in Close range (and dim light for the next 1 Range). Whenever a creature attacks the target and is adjacent to it, the attacker must attempt a Willpower save at the end of its action against a DC equal to 10+your ranks in Light+your Cha modifier.
On a failure, it becomes dazzled until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn.
When you cast the spell, roll 1d8 twice on the table below to see the armor's colors. Each color grants resistance 5 to the indicated damage type. If you roll the same colour, the benefits stack. If you spend two actions to Cast the Spell, roll three times instead.
Red fire
Orange radiant
Yellow electricity
Green acid
Blue cold
Indigo void
Violet arcane
Roll two additional times
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defense: basic Armor
You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a Light spell attack roll against the target's armor. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit.
Red (fire) The ray deals 30 fire damage to the target.
Orange (radiant) The ray deals 40 radiant damage to the target.
Yellow (electricity) The ray deals 50 electricity damage to the target.
Green (acid) The ray deals 25 acid damage to the target, and the target is enfeebled 1 for 1 minute (enfeebled 2 on a critical hit).
Range: 4 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: All creatures in a straight line
Defense: basic Reflex
You fire a beam of blinding light from your outstretched hands. Make a Light spell attack roll against the targets. If you hit, you deal 5d10 radiant damage. On a failed saving throw, the creature becomes dazzled for 1 round, or dazzled for 4 rounds on a critical failure.
You can also use this beam to dispel any supernatural darkness , or to disable nightmares. Make a Light spell attack roll against a DC equal to 11+the target's ranks in their supernatural skill (Spellcraft, Shroud, Harmony, Potence, etc.)+the ability modifier associated with that skill. On a success, the magical darkness is dispelled. If you succeed against a nightmare, the horror or nethermancer cannot manifest another nightmare for 4 rounds.
Range: 2 Range
Rote Casting: 3 Actions
Duration: 1 Minute
Target: A Close-Range Burst
You weave light into a cube of vivid and fantastic patterns. All creatures inside the close-range burst find themselves trapped inside this radiant cage. The walls shed bright light in close range (and dim light out to 1 range) and completely block line of sight; creatures within the cage can't be seen by creatures outside of it, though they can see each other, and creatures outside of it can't see into it. You can Dismiss the spell, and if you Cast the Spell again, your previous hologram cage ends.
Each of the cage's four walls has an AC 10, Hardness equal to your ranks in Light, and HP equal to double your ranks in Light.
The spell is disrupted if any of its walls would pass through a creature when you cast it.
Range: 4 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: Close-range burst
Defense: basic Dodge
You flood the area with the blessed light of the Empyrean, driving away the creatures of the night. Make a Light spell attack check against all the creatures in the area. If you succeed, creatures in the area take 6d8 radiant damage, and also take 1d8 persistent radiant damage.
Creatures who take damage from Scouring Pulse are wreathed in a heatless halo of light for the remainder of the scene. While under the effect of this glow, creatures cannot gain Concealment and gain Misfortune on Stealth checks. Invisible creatures in the area lose the benefits of their invisibility and instead are treated as being Concealed for the duration.