Age of Adventure

Artificial Sun

Arcane/Conjuration, Arcane/Destruction, Arcane/Dynomancy, Divine/Creation, Divine/Light, Intrinsic/Seraphic, Nature/Alara

Costs: ◆◆◆, 4 + ⨂ DP

Durations: 6⨂ hours, focus

Components: sign, verbal

When you cast: A 0.5 m radius artificial sun rises from This creature to a point within 50 m stopping at the selected point or when intercepted. The artificial sun has 10⨂ levels of glowing, has 40⨂ HP and BC of 20 + 3⨂. All darkness of lower level than this spell in the area of harsh and bright light is immediately dispelled harmlessly. Creatures within the sun's harsh light have resistance to cold damage and must make Resilience(VIT) check against Spellcaster's DC whenever they end their turn there. On failure they take 2⨂d8 radiant and 2⨂d8 heat damage, half as much on success. On complete failure they also gain 1 level of on fire.

While caster is focusing on the spell, it gains the following actions:

◆◆: Sun's travel. Maintains focus. Artificial sun moves with a flying speed equal to caster's spellcasting trait in any direction. First use of this ability on each of the caster's turns costs ◆ less to use.

◆◆◆: Solar Beam. Maintains focus. Range: 100 m from the sun m. 1 m wide, 50 m long beam originating from the artificial sun. Each target in the area must make Toughness(VIT) check equal to the caster's spellcasting DC or take 2⨂d12 + Spellcasting ability radiant damage and 2⨂d12 heat damage, half as much on success. On a complete failure the targets are blinded until the end of their next turn. Undead, Aberrations and Apparitions gain one level of disadvantage on that check and take additional die of radiant damage.

◆◆◆◆: Nova. The artificial sun explodes. Every target within 6⨂ m of the sun must make Toughness(VIT) check against the caster's DC. On a failure target takes 6⨂d12 + spellcaster's spellcasting trait Heat damage, half as much on success. On complete failure the target also gains ⨂ levels of on fire. Then the spell ends.

Focus loss penalty: If the caster loses focus the radius of the sun starts to grow by 1 m at the beginning of each of the caster's turns. Then if the radius becomes is more than 2 m, the artificial sun performs Nova.