Afterglow
Prerequisite: Light sphere.
Benefit: When you affect a creature with a positive energy ability (such as with channel energy, fervor, lay on hands, or most Life sphere abilities), you may cause them to glow. You must spend a separate action to cause them to glow brightly.
Aurora (Dual Sphere)
Prerequisites: Light sphere, Weather sphere.
Benefit: When you use control weather, you may also choose to increase the light level by one step in the same area, up to a maximum of normal light. At 10th caster level, you may increase the light level by an additional step. Areas of magical darkness in range of this effect are unaffected, their light levels remaining unchanged.
Beam Propulsion (Dual Sphere)
Prerequisites: Light sphere, Telekinesis sphere.
Benefit: By amplifying and focusing the tiny pressure exerted by light with your powers of telekinesis, you can move a target with the force of light alone. When you cause a target to glow, you may increase the casting time by one step to also lift it with your telekinesis as part of the same action. If using Area Glow, you can lift multiple objects if you also possess Divided Mind. You may concentrate to maintain the bright light of this glow and your telekinesis with a single action.
Bioluminescent Transformation (Dual Sphere)
Prerequisites: Alteration sphere, Light sphere.
Benefit: When you shapeshift a target, you may also cause that target to glow. In addition you may maintain concentration on the shapeshift and the bright light of the glow with a single action. If you apply a (light) talent to a glow created and maintained this way, it counts against the number of traits you may grant with your shapeshift.
Constellation
Prerequisites: Light sphere (Dancing Lights), caster level 5th.
By spending a spell point when you create a glow effect, you may cause it to take the form of a number of motes equal to your caster level. Each of these motes sheds normal light in a 5-foot radius, and light 5 feet beyond that is increased by one step to a maximum of normal. If you cause the glow to shed bright light, then they shed bright light in a 5-foot radius, and increase light 5 feet beyond that by one step to a maximum of normal. Each of these motes acts like a glow effect created with the Dancing Lights talent, except that you may direct and affect all of them as a single glow effect for all purposes.
Overlapping areas of bright light from motes do not stack their effects for purposes other than increasing light level. Special: This is considered a (nimbus) effect. Unlike other (nimbus) effects, Constellation may only be applied when a glow effect is created, and you cannot switch to other (nimbus) talents once it has been applied.
Coronal Shroud (Dual Sphere)
Prerequisites: Light sphere, Weather sphere (at least one (mantle) or (shroud) talent).
Benefit: When you spend a spell point to cause a creature to glow with bright light, you may either choose to have them count as under the effect of your mantle as long as the bright light lasts or choose a type of weather, causing them to count as being under the effect of an additional shroud of that weather type.
Crimson Flash
Prerequisite: Light sphere.
Benefit: During combat, as a swift action, you may spend a spell point to expel a blast of light seen only by one ally that can see you who has not yet acted in combat. That ally may use your current initiative in place of their own as if they had rolled it. If used during a surprise round, that ally is no longer surprised.
Defiant Radiance
Prerequisite: Light sphere.
Benefit: You add +2 to your MSB and MSD for the purposes of Light sphere effects. Double this bonus when attempting an opposed magic skill check against magical darkness effects.
Destructive Radiance (Dual Sphere)
Prerequisites: Destruction sphere, Light sphere.
Benefit: Whenever you use your destructive blast, you can choose to have it take on the properties of light. A destructive blast modified in this way no longer requires line of effect to its targets, but is blocked by factors that affect normal sight (such as concealment). For example, you could fire your destructive blast through a glass window or a barrier, but it would be blocked by opaque walls, fog or darkness.
Ensouled Illuminations
They linger, float and dance like lanterns in the evening sky.
Prerequisites: Light sphere, bound nexus class feature.
Benefit: As a free action, you may choose to have any number of your souls shed light as a torch, shedding normal light to 20 feet and increasing the light level by one step to a maximum of normal for 20 feet beyond this. This light is a supernatural effect, but is suppressed by magical darkness (this effect’s MSD equal to 11 + your soul weaver level). Allies inside the radius of light shed by one of your souls do not suffer penalties from the dazzled condition. You may expend a soul to allow a creature inside the light shed by one of your souls to roll twice and take the better result when attempting an attack roll while blind. A soul expended this way lingers for 2 rounds, continuing to shed light but unable to be moved or expended a second time. If you possess the Dancing Lights talent, the fly speed of your souls increases to 60 feet.
As a standard action, you may choose one of your souls to instead glow, as though under the effects of the Light sphere, and may attach a (light) talent to this glow, spending any spell points as required. At any point during the glow’s duration, the soul may spend a swift action to transfer this glow to another creature. If the creature is unwilling, the soul may make the touch attack for the soul weaver, using her bonuses and the soul is expended.
Flash Warp (Dual Sphere)
Prerequisites: Light sphere, Warp sphere.
Benefit: You can disappear or appear in a flash of brilliant light. When you teleport yourself you may briefly shed bright light as if you were targeted by your glow. You may apply the effects of (light) talents and other Light sphere talents to the glow, paying any costs normally. You choose whether the effects of the glow begin at your starting position or only at your destination, but the effects apply immediately. This glow does not persist beyond a moment, and ends immediately after its effects have been applied.
Hard Light (Dual Sphere)
Prerequisites: Creation sphere, Light sphere.
Benefit: When you create an object, you may make it out of hardened light instead of matter. Objects you create this way naturally shine, shedding bright light as if by your glow effect. Otherwise, an object created out of hardened light has the properties of any one material you can normally create, except that it has half its normal weight.
Illuminated Vigilance (Dual Sphere)
Prerequisites: Light sphere, War sphere.
Benefit: While an ally is within 30 feet of any object that you have caused to glow, you may rally them.
Illustrious Light (Dual Sphere)
Prerequisites: Illusion sphere, Light sphere.
Benefit: Whenever you create a figment or glamer you may, as part of the same action, affect the figment or the creature or object subject to the glamer with your glow. Concentrating on the illusion and concentrating to create bright light can be done with the same action, and spending spell points to cause the illusion to endure without concentration double as spell points spent to cause the bright light to endure without concentration.
Lightshow
Prerequisites: Light sphere, bardic performance class ability.
Benefit: When you activate a bardic performance, you may cause one ally affected by that performance to glow as part of the same beginning action. You may change which ally is affected by this glow each round you maintain your bardic performance.
Luminous Aegis (Dual Sphere)
Prerequisites: Light sphere, Protection sphere.
Benefit: As a swift action, you may make an ally glow if they are bearing an aegis you created. You must use a separate action to make them glow brightly, and the duration of the glow does not change.
Luminous Flame (Dual Sphere)
Prerequisites: Light sphere, Nature sphere ((fire) package).
Benefit: Whenever you use the Create Fire or Alter Fire geomancing ability, you may also cause the fire to glow. You may maintain concentration of this (fire) geomancing ability and the bright light of the glow with a single action.
Night Sky (Dual Sphere)
Source: Polished Dark
Like rough gems strewn across the empty canvas, the night’s sky holds great wonders.
Prerequisites: Dark sphere, Light sphere.
Benefit: You gain the following abilities based on the Dark sphere and Light sphere talents you possess:
- Dusk / Dawn: Whenever you grant a lens to a creature, you may spend 1 spell point to add a cloak modified with a (meld) to that lens, paying any additional spell point costs for the cloak or its options as appropriate.
- Starlight Darkness: Whenever you create a gloom, instead of altering the light level, the gloom instead causes creatures to be dazzled (referred to by this ability as “starlight darkness”). The starlight darkness is no longer a conflicting effect with magical light. If the starlight darkness is modified with the true darkness option, instead of true darkness’s normal effects, the penalties of the dazzled condition become -2, +1 per 5 caster levels. If the starlight darkness is modified with the Absolute Darkness pitch black option, the penalties imposed by dazzled apply to all attack rolls (even if the creature does not rely on sight).
- Sunrise / Sunset: When creating a starlight darkness, you may add a (light) option to a gloom, as though it were a (darkness). A (light) option used this way must be one that affects all creatures in the light’s radius (such as Disorienting Patterns, Searing Light), and has no additional effects against an individual target (even if attached to that target). You may spend a standard action to treat a starlight darkness granted a (light) option as an area of bright light (or as part of the action used to create the starlight darkness).
Photosynthesis
Prerequisites: Con 13, Survival 3 ranks, Light sphere.
Benefit: After a long period of meditation, you have learned how to harness the power of light. If you are in an area of bright light, you can regain hit points equal to your character level as a move action. This ability can only be used once per minute, and can only heal you up to half your normal maximum hit points; any excess healing is lost.
In addition, so long as you spend at least one full hour in an area of bright light you gain all the nourishment you need, and do not need to eat or drink that day.
The benefits of this feat are a supernatural ability.
Searing Brilliance
Prerequisites: Light sphere (Searing Light (light)), caster level 5th.
Benefit: Your Searing Light now deals 1 point of untyped damage per caster level per round in addition to its fire damage. Undead, oozes, and creatures harmed by daylight take 2 additional points of untyped damage per caster level per round instead.
Seraphic Glow
Prerequisites: Light sphere, good alignment.
Benefit: Any evil creature that begins their turn within your glow or enters its area of effect must succeed at a Will save against its DC or be shaken for one minute, even if normally immune to fear or mind-affecting effects. This ability cannot cause a shaken creature to become frightened or a frightened creature to become panicked, but further fear effects can make them frightened or panicked as normal. A creature that succeeds on its saving throw is immune to your seraphic glows for 24 hours.
Sense Light
Prerequisites: Perception 5 ranks, Light sphere.
Benefit: Through intense rituals and training you have become capable of sensing light by touch. By spending a swift action, you retain your normal visual abilities for a round when your eyes are closed, and are immune to the effects of the blinded and dazzled conditions, and all gaze attacks. You do not, however, retain the benefits of sight-based abilities (such as darkvision or low-light vision). You must be in an area of dim or brighter light to gain the benefits of this feat.
The benefit of this feat is a supernatural ability.
Shining Stars
Prerequisites: Light sphere (Dancing Lights, Glory).
Benefit: You may apply the effects of your Glory talent to glow effects you create as Dancing Lights as if they were placed on yourself, though you may still only apply the effects of Glory to a single glow at a time.
Sunlight Strike (Combat)
Prerequisites: Light sphere; Arcane Strike or Imbued Strike.
Benefit: Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you have imbued with your Arcane Strike or Imbued Strike feat, you deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Strength modifier) or become staggered for 1 round. This bypasses the immunity to Fortitude saves usually granted by some creature types.
Twilight Adept (Teamwork)
Prerequisite: Dark sphere or Light sphere.
Benefit: Your Dark sphere talents or abilities continue to function in areas where you or someone else with the Twilight Adept feat cast a Light sphere talent or ability. Your Light sphere talents or abilities continue to function in areas where you or someone else with the Twilight Adept feat cast a Dark sphere talent or ability. The MSD to dispel a Light or Dark sphere effect overlapping in this way is increased by +2. You may choose to have your Dark and Light sphere talents or abilities interact normally if you wish. The light level in overlapping areas defaults to the ambient lighting conditions.
Normal: If a Light sphere effect interacts with a darkness effect (such as from the Dark sphere) or vice versa, the creator of the second effect must succeed at a magic skill check against the creator of the first effect.
Wave-Particle Duality (Dual Sphere)
Prerequisites: Illusion sphere, Light sphere.
Benefit: The light from your bright light becomes a spread rather than an emanation allowing it to move around corners and through tight spaces and small holes as if it was a gas. This light may penetrate areas and containers that are not airtight by spreading at a rate of 1 cube per 3 caster levels each round through cracks in doors, keyholes or other small gaps in construction.
Archived: Ultimate version (before Polished)