Magic/Spells/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 an alter light effect 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: Alter Light, Daylight

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: Alter Light, Daylight, 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.