Magic/Spells/Light

Description
This page lists out all spells of the light affinity, this page may have overlap with other pages, but will allow for ease of viewing spells with the associated affinity.

Alter Light
Keywords: Illumination, Evocation

Prerequisites: Dark or Light Affinity (See Text)

Target: Radius (10 feet + 5 feet per two BCB)

Duration: Concentration or 1 Minute per BCB (see description).

Range: Close

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You create a sphere centered anywhere within the range of the spell. Alter light radiates from a central point adjusting the light level depending on the Light Type talent applied to it. You may concentrate on the spell to maintain it, or spend 1 spell point to allow the spell to continue without concentration for 1 minute per BCB.

Special: When you gain this spell, if you don’t already have one, select a single light type talent that you qualify for (if you do not qualify for any light type talents you cannot select this spell). For the purposes of prepared casters this spell does not take a slot to prepare, but also cannot be used without a light type talent prepared, light type talents take up slots as normal.

Darkness
Prerequisite: Alter Light, Dark Affinity

Keywords: Dark

Benefit: You create a sphere of darkness centered anywhere within the range of the spell. Darkness radiates from a central point reducing the light level with bright becoming dim light, and normal & dim becoming darkness. Sources of normal light only produce dim light within a 5 foot radius, and sources of dim light disappear. Multiple castings of darkness do not stack for further reducing the light level of a location.

Daylight
Prerequisite: Alter Light, Light Affinity

Keywords: Light

Benefit: You create a sphere of light centered anywhere within the range of the spell. Daylight radiates from a central point increasing the light level with normal becoming bright light, and dark & dim becoming normal. Multiple castings of darkness do not stack for further reducing the light level of a location.

Mobile Illumination
Prerequisite: Alter Light

Benefit: You may move your areas of alter light up to 25 feet + 5 feet per 2 BCB up to the maximum range of the effect. You may do so as part of maintaining the spell each turn or as a move action.

Intense Alter Light
Prerequisite: Alter Light, Daylight, at least two Improved Daylight or Darkness Talents

Benefit: You may spend an additional spell point when casting alter light to apply two Improved Daylight or Improved Darkness talents to it instead of the usual limit of one. This spell point cost is in addition to any other cost incurred by the chosen Improved Daylight talents. This does not allow you to apply daylight talents to an area of darkness nor may you apply darkness talents to an area of daylight.

Greater Alter Light
Prerequisite: Alter Light, BCB 4th

Benefit: You may spend an additional spell point when creating alter light to increase the radius up to 20 + 5 feet per BCB.

Lingering Alter Light
Prerequisite: Alter Light

Benefit: You may choose to allow a darkness you are concentrating to last an additional two rounds after you cease maintaining it.

Personal Illumination
Prerequisite: Alter Light

Saving Throw: Will(Negates)

Benefit: You may center an area of alter light on a creature or item adjusting the spell to a burst rather than an area, causing it to move with them. This is subject to spell resistance and that creature may choose to attempt a will save to negate the effect initially, and again each round at the end of its turn; a successful save ends this effect immediately.

Selective Alter Light
Prerequisite: Alter Light

Benefit: When creating an area of alter light you select a number of creatures equal to your BCB to be immune to the negative effects from your area of alter light. This does not allow creatures to see in your darkness effect unless they already possess darkvision.

Improved Darkness Talents:
Improved Darkness talents are talents that modify the darkness effects of the alter light spell like other talents, but only a single one may be applied per casting. Multiple castings may overlap for areas of darkness created for the purposes of these talents, though multiple castings of darkness do not stack for further reducing the light level of a location.

Deadly Darkness
Prerequisite: Alter LIght, Darkness

Saving Throw: Reflex

Benefit: You learn to create a darkness that cuts at creatures within. Creatures inside the area of darkness must make a Reflex save at the end of your turns or take 1d6 slashing damage per 3 BCB (minimum 1d6). If a creature enters this area of darkness after it is created, they must immediately save or also suffer this damage. A creature may only be affected by this talent once per round. You may spend 1 spell point as part of casting this ability to change the damage from this talent from slashing to dark damage.

Fearful Darkness
Prerequisite: Alter LIght, Darkness

Saving Throw: Will

Keywords: Fear, Mental

Benefit: You can create a darkness effect that erodes the resolve of those who enter it. You make a will save attack against creatures within this area of darkness. A successful save attack causes creatures to become shaken and remain shaken for 1d4 rounds after leaving the area of darkness. If any creature enters this area of darkness, they must immediately save against your save attack or suffer this penalty. If you succeed by two degrees of success the creature is instead frightened instead of shaken for the same duration.

Hungry Darkness
Prerequisite: Alter LIght, Darkness

Saving Throw: Fortitude

Benefit: You can create a darkness effect that gnaws away at creatures within. You make a fortitude save attack against creatures within this area of darkness. A success causes creatures within to take 1 point of Strength, Dexterity, Constitution, or Wisdom damage (chosen at the time of casting the spell); this damage increases by 1 for every 10 BCB you possess. If you succeed by two degrees of success creatures within take an additional 1d4 ability damage for the chosen ability of this spell. If any creature enters this area of darkness, they must immediately save against your save attack or suffer this damage.

Looming Darkness
Prerequisite: Alter LIght, Darkness

Saving Throw: Will

Keywords: Mental

Benefit: You can create a darkness effect that erodes the resolve of those who enter it. You make a will save attack against creatures within this area of darkness. A success causes creatures to suffer a -1 penalty to all saving throws so long as they remain within this area of darkness. This penalty increases by 1 per 5 BCB. If any creature enters this area of darkness, they must immediately save against your save attack or suffer this penalty.

Thick Darkness
Prerequisite: Alter LIght, Darkness

Benefit: You may spend a spell point to create a darkness with substance that becomes difficult to move through. Creatures move at half their speed through this area, cannot make 5-foot steps, and suffer a -1 penalty to all weapon attacks and damage rolls made within or that pass through this area -1 per 10 BCB. Objects that fall within this area are slowed so that each 10 feet of darkness treats the fall as 5 feet shorter for the purposes of damage.

Improved Daylight Talents:
Improved Daylight talents are talents that modify the daylight effects of the alter light spell like other talents, but only a single one may be applied per casting. Multiple castings may overlap for areas of daylight created for the purposes of these talents, though multiple castings of daylight do not stack for further increasing the light level of a location.

Searing Light
Prerequisite: Daylight Spell

Saving Throw: Reflex(see text)

Benefit: You may spend a spell point to cause your light to shine with such intensity it begins to burn creatures within. Creatures within the area of your daylight take 2 points of light damage per BCB. Creatures who have the personal illumination placed upon them are allowed a full-round action to extinguish the light, requiring a reflex save.

Blinding Light
Prerequisite: Daylight Spell, BCB 8th

Saving Throw: Fortitude Save(see text)

Benefit: You may spend 2 spell points to cause your daylight to blind creatures within its area. When creating an area of daylight, make a single fortitude save attack against all creatures within. On a success, creatures within are blinded for 1d4+1 rounds. On two degrees of success or higher the creatures within are permanently blinded. Failures by less than one degree are blinded for 1 round. Creatures entering the area after the spell is cast may choose to close/avert their eyes upon entering, but are subject to the saving throw if they open their eyes while within the area of daylight.

Cleanse
Keywords: Healing

Prerequisites: Light Affinity or Water Affinity

Target: One Creature

Duration: Instantaneous

Range: Touch

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You may spend a spell point to remove a single Tier 1 condition from a creature touched.

Deep Cleanse
Prerequisite: Cleanse

Benefit: Your Cleanse may remove conditions up to Tier 2.

Special: You may take this talent a second time. If you do, your Cleanse may remove conditions up to Tier 3.

Remove Curse
Prerequisite: Cleanse

Benefit: You may attempt to remove a curse effect from a creature or object within range, making a SPB check (1d20 + SPB) against a DC of 11 + the SPB of the curse. On a success, the effect is dispelled (for temporary effects) or suppressed for 1 minute per BCB (for permanent effects).

Restore Soul
Prerequisite: Cleanse, BCB +5

Benefit: Your Cleanse may remove 1d4 temporary negative levels from the target rather than the normal effect of the spell.

Special: You may take this talent a second time. If you do, you may spend an additional spell point to instead remove all temporary negative levels from the target.

Cure
Keywords: Healing

Prerequisites: Light Affinity or Water Affinity

Target: One Creature

Duration: Instantaneous

Range: Touch

Action: Standard

Saving Throw: none

Spell Resistance: No

Description: You may spend a spell point to restore 1d4 + CAM + BCB hit points to a single creature touched. At 2nd BCB and every BCB thereafter this spell restores an additional 1d4 hit points.

At 10th BCB, you add an additional 1 point of healing to your cures for every 2 BCB you possess.

Greater Cure
Prerequisite: Cure

Benefit: By spending an additional spell point, you may improve the dice of your cure spell from d4s to d6s.

Invigorating Cure
Prerequisite: Cure

Benefit: Any excess healing from your cure spell is not lost, but instead is granted as temporary hit points to the target that last 1 minute.

Life-Saving Cure
Prerequisite: Cure

Benefit: You may use your Cure to restore hit points to a creature that has died from hit point damage within 1 round. If your Cure brings the creature’s hit points above its maximum negative hit points, it returns to life and gains 1 temporary negative level. This temporary negative level fades after 24 hours without the need for a save. If the creature already has any temporary negative levels when it is returned to life by this talent, they become permanent negative levels and the creature gains the temporary negative level from this talent.

Reflexive Cure
Prerequisite: Cure

Benefit: By spending 2 additional spell points, you may cast Cure on yourself as an immediate action when you take damage, or may cast it on an ally within your range when that ally takes damage.

Restore Ability
Prerequisite: Cure

Benefit: Your Cure may remove ability damage rather than restoring hit points, restoring 1d4 ability damage plus an additional 1d4 at 3 BCB and every 3 BCB thereafter. You may assign these dice among multiple ability scores before rolling.

Special: You may take this talent a second time. If you do, you may spend an additional spell point to restore ability drain rather than ability damage.

Decoy
Keywords: Illusion

Prerequisites: Light Affinity

Target: Self

Duration: Concentration or 1 minute per BCB (see description)

Range: Personal

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You create an illusionary copy of yourself which shares your space and mimics your movements for as long as you concentrate, or you may spend a spell point to allow it to continue without concentration for up to 1 minute per BCB. If you move, any copies you have move with you.

Attacks and spells requiring an attack roll targeting you have a chance to target the illusionary copy instead. The copy uses your touch AC, and is destroyed on a successful attack roll against it. At 6 BCB, and every 6 BCB thereafter, an additional copy is created; while concentrating to maintain this spell, you regain 1 copy at the start of your turn if you are below your maximum number of copies (1 + 1 per 6 BCB). Roll for each attack to determine whether the attack is targeting a copy (for example, a 1d4 with 3 copies present). The spell ends when no copies remain, even if you are concentrating to maintain it. Area spells and spells which do not require an attack roll are not affected by your copies, nor do they destroy them.

The attacker must be able to see the illusion to be fooled. If you are invisible or the attacker is blind, the attacker need not roll to determine if it is attacking the copy.

Copy Burst
Prerequisite: Decoy

Benefit: You may spend an additional spell point to fill your copies with volatile magic. When one of your copies is destroyed by a successful melee attack it bursts into a spray of searing light motes which cover the attacker. Make a Reflex save attack, on a success the attacker takes 1 point of light elemental damage per BCB.

Duplicity
Prerequisite: Decoy, Mislead

Benefit: Your illusionary copies can provide flanking as long as the flanked target is not aware of what space your real body occupies. A successful attack against the flanked target, or a successful attack by the flanked target against you, reveals your real body’s location. Directing another copy to move out of your space, or moving to share a space with a copy that had been separated from you (even briefly) can cause a target to lose track of your real body’s location.

Special: Your copies may always provide flanking against creatures of animal intelligence or below. Creatures with special sensory abilities (such as blindsense and tremorsense) are always aware of your real body’s location.

Legion
Prerequisite: Decoy

Benefit: You may spend an additional spell point to increase the starting and maximum number of illusionary copies you may have by 2.

Mislead
Prerequisite: Decoy

Benefit: When you have at least 1 illusionary copy and move on your turn (including a 5-foot-step) you may direct the copy to move up to the maximum distance of that action (for example, twice your movement on a withdraw action) using any movement mode you have available (land, swim, fly, etc.). The copy remains in its space until directed to move again and when not sharing a space with you it does not require attackers to roll to determine whether they target it. Special: If you have more than 1 illusionary copy, you may split any remaining copies you have between yourself and the copy that was directed to move. Copies sharing a space with each other require attackers to roll to determine which copy is being targeted.

Fade
Keywords: Illusion

Prerequisites: Dark or Light Affinity

Target: One Creature

Duration: Concentration or 1 minute per BCB (see description)

Range: Touch

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: The target creature fades into its surroundings, becoming harder to focus on for as long as you concentrate, or you may spend a spell point to allow it to continue without concentration for up to 1 minute per BCB.

Add 10 + your BCB as a circumstance bonus to any of the target’s Stealth skill checks relying on sight.

Blur
Prerequisite: Fade

Benefit: You may spend an additional spell point to cause the target’s visible form to spread out into a cloud of shapes and colors that fills its space and hides its true location. The target gains concealment (20% miss chance + an additional 2% per BCB); attacks and spells requiring an attack roll have a chance to pass harmlessly through a portion of the illusion without hitting the target’s real body. Area spells and spells which do not require an attack roll are not affected by this miss chance.

The attacker must be able to see the illusion to be fooled. If the target is invisible or the attacker is blind, the illusion has no effect.

Vanish
Prerequisite: Fade

Benefit: You may spend an additional spell point to grant the target the Invisible condition. The condition ends immediately after the target casts a spell or directly interacts with another creature, but may be regained by breaking line of sight with a creature that was observing it.

Glimpse
Keywords: Divination; Light, Earth, or Water

Prerequisites: Light, Earth, or Water Affinity

Target: Self

Duration: 1 minute per BCB or until activated(see description)

Range: Personal

Action: Standard

Saving Throw: None

Spell Resistance: No

Description: You may spend a spell point to glimpse into the future, granting you on an attack, skill check, or other action. Additional effects, saving throws, and details are determined by the glimpse type talent applied to this spell when casting. Unless otherwise specified, once the effect has been triggered the spell ends and does not grant the bonus for an additional action.

Special: When you gain this spell, if you don’t already have one, select a single glimpse type talent that you qualify for (if you do not qualify for any wall type talents you cannot select this spell). For the purposes of prepared casters this spell does not take a slot to prepare, but also cannot be used without a glimpse type talent prepared, glimpse type talents take up slots as normal.

Glimpse Danger
Prerequisite: Glimpse

Benefit: You gain a +1 insight bonus to your AC, this bonus improves by +1 for every 10 BCB you possess. When you fail a AC roll you may end this spell to cause all damage from the attack to be treated as if it had rolled minimum damage against you.

Glimpse Failure
Prerequisite: Glimpse

Target: One Creature

Range: Close

Saving Throw: Will negates

Spell Resistance: Yes

Benefit: Make a will save attack against a single creature. If successful before the end of the spell you may choose to have the creature roll twice and take the worse result on a single d20 roll of your choice. This decision must be made before the first roll has been made.

Glimpse Future
Prerequisite: Glimpse

Benefit: You look into the general future to see a series of events. Once during the spell as an immediate action you may apply a 1d6 to a single d20 roll. This bonus improves by +1 for every 5 BCB you possess. You may use this effect one additional time per casting of this spell for every 5 BCB you possess. You must decide to use this ability before the roll has been made.

Special: If you possess the glimpse other talent you may choose to apply this bonus to any creature within your glimpse other range, not just yourself.

Glimpse Hostility
Prerequisite: Glimpse

Benefit: You gain a +1 insight bonus on your next initiative roll; this bonus improves by an additional +1 for every 2 BCB after 1st.

Glimpse Weakness
Prerequisite: Glimpse, BCB 4th

Benefit: You gain a +4 insight bonus on your next critical confirmation roll. When you score a critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.

Glimpse Success
Prerequisite: Glimpse

Benefit: Once before the end of the spell you may decide to roll twice and take the better result on a single d20 roll of your choice. This decision must be made before the first roll has been made.

Glimpse Other
Prerequisite: Glimpse

Target: One Creature

Range: Close

Benefit: You may apply the effects of your glimpse spell to another creature within range rather than yourself.

Greater Glimpse
Prerequisite: Glimpse

Duration: 10 Minutes per BCB or until activated Benefit: You peer even further into the future, allowing your glimpse spell to last 10 minutes per BCB.

Project
Keywords: Illusion

Prerequisites: Light Affinity

Target: One Illusionary Object

Duration: Concentration or 1 minute per BCB (see description)

Range: Close

Action: Standard

Saving Throw: Will (see text)

Spell Resistance: No

Description: You project a simple illusion of light and sound which you may maintain or make alterations to for as long as you continue to concentrate, or you may spend a spell point to allow it to continue without concentration for up to 1 minute per BCB.

This illusion can create a medium sized object or creature (or 2 small sized objects or creatures, or 4 tiny sized objects or creatures, and so on) somewhere within range, with limited ability to move. The illusion remains in the space it was created but may move around within it to seem more realistic (such as a chicken pecking at the ground). You may command the illusion to move up to 30 feet as a move action (if you created multiple creatures or objects that were not part of a grouping, such as a swarm, you must command each separately). The maximum size of the illusion increases to large (or 2 medium sized, and so on) at 4 BCB, and by an additional size category every 4 BCB thereafter.

Illusionary creatures can be given simple behaviors to repeat, or can repeat up to a single sentence, and both of these patterns can be set to activate on a trigger (such as someone entering a room). Illusionary objects can appear lifelike but are restricted to simple designs such as a tree, rock, or building, and don’t cast shadows.

You may see through your own illusions, but other creatures cannot unless they first recognize them as fake. A creature that successfully saves against an illusion sees it as a hazy representation of what it was, and is able to see through it even if it would normally block sight, but the partially visible illusion still grants concealment to creatures and objects covered by it.

Any creature that interacts with the illusion is entitled to a Will saving throw to recognize it as a fake. A creature interacts with an illusion (for the purpose of determining whether it is entitled to a save) if it touches it (such as walking onto an illusionary floor), successfully attacks it (such as ambushing an illusionary guardsman), is successfully attacked by it (such as being rolled over by an illusionary boulder), or attempts to engage with it through a skill check other than Perception (such as attempting to fish in an illusionary lake or trying to gather information from an illusionary guard captain).

A creature gains a +5 bonus on a save to disbelieve any illusion that it is already suspicious of, a +10 bonus against illusions that are implausible to believe, and a +15 bonus if it is already aware of the illusion (such as by another creature pointing it out).

When you cast this spell you may decide whether your allies recognize the illusion as a fake.

Complex Illusion
Prerequisite: Project, Wind Affinity

Benefit: You may create more complex illusions, including creatures that move on their own in complex patterns (such as a stampede of bison), speak naturally (such as a town crier), and objects that have moving or mechanical parts (such as a steam engine). When you create an illusion, you may give it a pre-set movement pattern that it follows even without your direct control. You may change this pattern as a move action. Additionally, the illusions can engage in more complex dialogue, responding to simple questions with predetermined answers. Creatures that engage with a complex illusion through a skill check (that does not involve touch) are no longer automatically entitled to a Will save.

Lasting Deception
Prerequisite: Project

Benefit: Your Project spell lasts for 2 additional rounds after you cease concentration. When spending a spellpoint to allow it to last without concentration the illusion lasts for 1 hour per BCB.

Frightening Illusion
Prerequisite: Project

Benefit: You may spend an additional spell point to add a terrifying aspect to your projections. Any creature within 50 feet + 5 feet per BCB of the illusion that does not recognize the illusion as a fake is subject to a Will save attack, on a success the creature gains the Shaken condition for 1d4+1 rounds, plus an additional round per 5 BCB. Success or failure, once a creature has been affected by this talent it does not need to make another save until it loses sight of the illusion for at least 1 minute. A creature need only make 1 save, even if your illusion is divided into multiple parts. This is a fear effect.

Project Touch
Prerequisite: Project, Cold or Fire Affinity

Benefit: You may spend an additional spell point to fortify your illusions with magical force, allowing your projections to fool the sense of touch, including temperature. Creatures will no longer willingly be able to pass through your illusions unless they are already aware of them, and a creature that is entitled to a Will save from directly touching the illusion takes a -5 penalty on that save. This penalty increases to -10 at 10 BCB.

Project Pain
Prerequisite: Project, Project Touch

Benefit: You may spend an additional spell point to allow your illusions which can fool the sense of touch to also inflict pain. Illusions that create dangerous terrain (such as a spiked floor, a burning building, or a ceiling dripping acid) inflict nonlethal damage equal to your BCB each round that a creature occupies one of those dangerous spaces, or when such a creature passes through that space. A creature that would take damage from your illusion is entitled to a save against it. Creatures that recognize the illusion as a fake do not take this damage, but retain any nonlethal damage they had previously taken.