Circle of Sunmotes
By casting circle of sunmotes, the priest creates
a hemispherical shell filled with sparkling, glowing motes of bright sunlight. A one-foot radius
globe of sunlight appears at the height of the caster's head in the exact center of the circle.
Creatures within the area of effect who are
friendly to the cleric experience the glowing
motes as warm, invigorating, inspiring, and healing. They are healed for 1d6 hit points, gain the
benefit of an aid spell for 1 turn after the circle of
sunmotes is created, gain +1 bonuses to all attack and damage rolls, and gain a +2 bonus to
morale.
Enemies of the priest experience the same sunmotes as blinding. burning, and damaging. They
must save versus spell or be blinded for 1 turn after the sunmotes are created. Each enemy is
struck by a small fiery mote causing 1d4 +1
points of damage (no saving throw is allowed,
but creatures with magical fire resistance suffer
only half damage), and suffers a -2 penalty to
morale.
Companions of the cleric who step within 10
feet of the glowing miniature sun at the center of
the effect are healed of Id8 +2 hit points. This affects each creature only once during the spell's
duration.
Enemies of the priest who come within 10 feet
of the minisun are burned for 1d8+2 points of
fire damage. No saving throw is allowed, but
creatures possessing magical resistance against
fire suffer only half damage.
Companions of the priest who are outside the area of effect view enemies within the circle as if they
are affected by golden faerie fire. Creatures affected
by the faerie fire suffer a -2 penalty to armor class
from attacks by creatures outside the circle.
Enemies of the priest outside the circle view the
priest's allies as if obscured by a blinding light
and suffer a -2 penalty to missile attacks against
them.
[Tome of Magic]
Sphere: Sun
(Alteration, Invocation/Evocation, Necromancy)
Quest
(Alteration, Invocation/Evocation, Necromancy)
Quest
Range: 200 yards
Components: V, S
Duration: 3 turns
Casting Time: 1 round
Area of Effect: 60-foot-radius hemisphere
Saving Throw: None
Components: V, S
Duration: 3 turns
Casting Time: 1 round
Area of Effect: 60-foot-radius hemisphere
Saving Throw: None
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