Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Some information on spells and magic for the Radiance in 3.5E. The work I've done is based on the following material:

- Havard's Radiance basics.
- Havard's Radiance Mage PrC, EXCEPT that I'm treating it as a 5-level PrC (similar to the Archmage) which gains Radiance Magic V at 1st level and improves from there. There are no Radiance spells of less than 5th level.

The first section just converts spells from Gaz3 to 3.5E. The second section details some new spells for Radiance mages that broaden their expertise and provide added power. And yes, I confess that many of these spells take standard wizard spells from the PHB and improve on them (Negate Magic -> Greater Dispel Magic, Radiance Prison -> Forcecage, etc.) - this is intentional, as it provides a few places where Radiance mages get more power, rather than just more options.

3.5E Radiance magic

by Rodger Burns

CALL UPON RADIANCE
Conjuration (Summoning)
Level: RadM 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

By casting this spell, you draw upon the power of the Radiance to improve the power of the spells you cast. For the remainder of the spell's duration, you may choose to spontaneously apply metamagic to the spells that you use, applying one level's worth of metamagic to your spells for every level of Radiance Mage that you possess. You do not have to choose metamagic feats known to you for this. You can choose to apply different metamagic feats to each spell cast.

Spells that have metamagic applied to them by Call Upon Radiance have their casting times extended (as per usual for spontaneous metamagic).

You may choose not to apply metamagic to spells you cast in order to have the usual casting time apply.

Focus: Your Radiance Receptacle. As such, this spell can normally only be cast when within your tower in Glantri.

[Design Notes: Providing spontaneous metamagic is IMHO a much cleaner and more flexible way of handling the spell mechanic than the Gaz3 tables. Why try and convert a one-off mechanic from 0E when a made-to-order 3E mechanic is available?]

SUMMON RADIANCE
Conjuration (Summoning)
Level: RadM 6
Components: V, S, M

This spell is identical to Call Upon Radiance, aside from substituting the focus for a material component. As such, it can be cast in much more flexible circumstances.

Material Component: A shard of crystal, of the same kind used to create Radiance Receptacles. This crystal shard is worth at least 500 gp.

[Design Note: I don't have the range information list based on Glantrian Noble rank available, and I'm not sure I'd want to use it if I did. Given how many established Brothers were simply related to Princes in Glantri, rather than holding noble titles themselves, this seems like something that should possibly be cut.]

RETAIN POWER
Universal
Level: RadM 7
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

This spell allows you to manifest Radiance energy and store it within your own body for later use. The Radiance energy manifested can be used to power other Radiance spells used by the caster at a later date.

Radiance energy is measured in Rads; each casting of Retain Power provides 1d6 Rads. You can store a number of Rads equal to your caster level. Stored Rads remain within your body until used or discharged.

You can discharge Rads by touching your Radiance Receptacle; as many Rads as you like can be discharged as a free action.

Storing Rads for a long period can be dangerous. If you retain Rads within your body for more than a week, you must make a Fortitude save (DC of 10 + (stored Rads/2)) or suffer from Radiance corruption. A new save must be made for each full week that you retain Rads within your body.

Focus: Your Radiance Receptacle. As such, this spell can normally only be cast when within your tower in Glantri.

CONTROL DESTINY
Evocation
Level: RadM 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell allows you to use raw Radiance energy to shape the balance of time and space around you. While this spell is in effect, you may take a free action (concentrating on the spell) and expend Rads to apply an unnamed bonus or penalty to any action being taken that you're aware of - your own, an ally's, or an enemy's. For each Rad expended, you can provide a +1 bonus or a -1 penalty. A maximum of 10 Rads can be spent to affect any action.

[Design Notes: The raw, unnamed bonus/penalty is cleaner than trying to change die rolls or force rerolls, especially given the possibility of changing an attack die roll into a 20 and insuring a critical. The 10 Rads limit just makes sense, given the balance limitations on other 3E material.]

DISCHARGE
Evocation [Force]
Level: RadM 8
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Target: One or more creatures (see text)
Duration: 1 round/level
Saving Throw: Reflex half, Fortitude special (see text)
Spell Resistance: Yes

When you cast this spell, you gain the ability to fire blasts of raw Radiance energy at creatures within the spell's range. Immediately upon completion of this spell, and once per round thereafter, you may fire one blast of Radiance energy at a single creature, inflicting 10d8 damage. A creature who takes damage from this spell must also make a Fortitude save or take 1d6 Con damage and be affected by Radiance corruption.

You need not fire a blast immediately; other actions, even spellcasting may be performed. However, each round after the first you may use a standard action (concentrating on the spell) to fire a blast. You may fire a number of blasts equal to your caster level (though the total number of blasts available will more likely be limited by your store of Rads).

You must have a store of Rads available to use this spell. Each blast of Radiance energy fired uses up 2 Rads from your store; if you're reduced to 1 Rad or less, the spell immediately ends.

Material Component: A scrap of flesh withered by exposure to Radiance energy.

[Design Notes: A straight conversion of the 0E 'one big blast' effect would have been utterly anaemic when compared to spells like Polar Ray and Horrid Wilting - "for _this_ I took four levels of an ultra-rare PrC?!?". Instead, the spell becomes a super-Call Lightning, able to potentially deal out 80 dice of damage over the course of 8 rounds in the hands of a Wiz13/RadM 4.]

TRANSCEND LIFE FORCE
Universal
Level: RadM 9
Components: V, S, M, F
Casting Time: 8 hours
Range: Personal
Target: You
Duration: Instantaneous

By casting this spell, you attempt to bind the power of the Radiance into your own soul and attain Immortality. Casting this spell is the culmination of an entire campaign, and should not be handled lightly.

Even just learning of this spell's existence should require an epic quest.

To cast this spell, you must have your maximum number of Rads stored (see Retain Power) and at least 36 Rads stored. Expending any Rads before casting Transcend Life Force will cause the spell to fail. All Rads retained are expended while casting the spell. As soon as you finish casting the spell, you must make a DC 50 Will save; failure results in your soul being utterly destroyed. If the Will save succeeds, you attain Immortality. Your character either becomes a 1st level Immortal in the Sphere of Energy or receives a Divine Rank of 0, depending on your DM and the campaign.

Material Components: (I've lost the list of material components. Can someone provide them?)

Focus: Your Radiance Receptacle.

[Design Notes: Yeah, it's still a plot point spell. Yeah, 3E is lousy about handling plot point spells. It maybe should be an Epic spell, except I hate the entire idea of Epic spells and think they should be buried beneath Glinda's castle in Oz. Anyone who has a better idea for handling the write-up on this one is welcome to take a shot at it.

Also, on the DC 50 Will save - yeah, it's a toughie. OTOH, a Wiz 36 is going to have a Will save of +12 from class levels, +8 from epic levels, +6 minimum from Wisdom including inherent and enhancement bonuses, +10 resistance, and can scrape up some insight/luck/sacred bonuses to saves as well, for what's going to be a one-time event. If you get another Radiance Mage to provide a Control Destiny effect, you can even get a Will bonus from that - though you can't Control Destiny yourself, the spell's written to prevent that. So yeah, it's doable. It may kill you, but you can prep for it. And the reward's worth it...]


RADIANCE SCRY
Divination
Level: RadM 5
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 4 hours

This spell allows you to contact and communicate with other Radiance Mages. Upon casting this spell, you establish a telepathic link through your Radiance Receptacle to other Radiance Mages; you can communicate telepathically to any other Radiance Mage who is touching a Receptacle.

The telepathic link works regardless of language and works over any distance (though from not from one plane to another). Note that the telepathic link is one-way only, allowing you to speak but not listen; a Radiance Mage who wishes to speak with you must cast this spell themselves, or use an alternate method of communication.

No special power or influence is established as a result of the bond, and you gain no special knowledge of the identity or location of any being you contact. If you (or any other Radiance Mage) stops touching their Radiance Receptacle, the telepathic link is broken until contact is restored.

Focus: Your Radiance Receptacle.

NEGATE MAGIC
Abjuration
Level: RadM 6

With this spell, you draw on primal Radiance energy to disrupt another's spellcasting or effects. This spell functions as Dispel Magic, except that the maximum caster level on your dispel check is +20 instead of +10. Additionally, if you attempt to use this spell as a counterspell against a spell of 6th level or lower, you are automatically successful; no dispel check is needed.

SHAPE RADIANCE ENERGY
Evocation
Level: RadM 6
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Varies; see text
Spell Resistance: Yes

This spell allows you to shape Radiance energy into a sorcerer or wizard evocation spell of 5th level or lower. (For a spell with more than one level, use the best one applicable to you.)

Spells that normally have an energy descriptor, such as Lightning Bolt, are instead powered by Radiance energy, and replace their energy type with the [Force] descriptor. Affected creatures receive any saves or spell resistance that thee spell being simulated allows, but the save DC is set according to Shape Radiance Energy's level (6th) rather than the spell's normal level.

IMBUE RADIANCE WEAPON
Transmutation
Level: RadM 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You focus Radiance energy on a weapon, allowing it to cut through almost any substance and possibly inflict Radiance corruption on creatures that it injures. The weapon is considered to be made of adamantinum for purposes of damage resistance, and ignores up to 10 points of hardness when striking objects. Any creature who takes damage from the weapon must make a Fortitude save (DC 17+caster's Int bonus) or take 1d4 Con damage and suffer from Radiance corruption. Spell resistance can negate the Con damage and Radiance corruption.

You can't cast this spell on a natural weapon, such as an unarmed strike. A monk's unarmed strike is considered a weapon, and can be enhanced by this spell.

RADIANCE ENHANCEMENT
Transmutation
Level: RadM 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You use stored Rads to improve one of your physical ability scores or derived scores (your AC, base attack bonus, or a save). When casting this spell, you must expend at least one Rad, and may expend up to 10; for each Rad you expend, the score you choose to improve gains a +1 bonus. You must choose which score to improve when first casting the spell, and you can't change it.

If you choose to improve a physical ability score, this spell provides an enhancement bonus. If you choose to improve your AC, this spell provides a deflection bonus. If you choose to improve your AC or a save, this spell provides a competence bonus.

Material Component: A Pearl of Power, which is consumed by the spell. The pearl may be of any power level.

RADIANCE PRISON
Evocation [Force]
Level: RadM 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Area: 10-ft cube or larger (see text)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

You create an immobile, invisible cubical prison composed of walls of solid force, maintained by Radiance energy.

Creatures within the spell's area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails.

The force walls extend into the Ethereal Plane, blocking ethereal travel. In addition, latent Radiance energy also disrupts teleportation and other methods of astral travel out of the prison (though astral travel can still be used to enter).

A Radiance Prison is immune to most forms of physical and magical attack, including Dispel Magic and Disintegrate. It can be destroyed by a Sphere of Annihilation or a Rod of Cancellation. The Radiance energy which maintains the prison can be disrupted by a strong application of negative Entropic energy, so an Energy Drain spell or a turning attempt by an evil cleric of at least 15th level can also destroy the Radiance Prison.

In order to cast this spell, you must expend at least 3 stored Rads. For every additional 3 Rads you expend, you may double the area of the spell (as always, two doublings equals a tripling, and so on).


EXTERMINATE
Necromancy
Level: RadM 8
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (see text) Spell Resistance: Yes (see text)

With Exterminate, you send the magical energies of the Radiance into the body of a living creature to eliminate disease and corruption.

Exterminate cures all diseases and neutralises all poisons that the subject is suffering from, with the exception of the Radiance's own rotting disease. The spell also destroys all vermin and parasites within the subject's body. All hit point damage, temporary and permanent ability score damage, and other effects caused by diseases or poisons cured by Exterminate are also healed.

Though the cleansing energies created by Exterminate can be helpful, they may also endanger the subject. When this spell is cast, the subject must make a Fortitude save, or be affected by the Radiance's rotting disease. (A successful save doesn't negate the spell's healing effects, however.) Spell resistance can also apply to Exterminate, but a successful spell resistance roll will cancel all effects of the spell.

Note: Since the spell's duration is instantaneous, it does not prevent reinfection to diseases or neutralise poisons that the subject is exposed to at a later date.

RADIANCE ALCHEMY
Transmutation
Level: RadM 8
Components: V, S, M
Casting Time: 1 hour
Range: Personal
Target: You
Duration: See text

Radiance Alchemy allows you to use some of your stored Rads to enhance your ability to craft a magical item. When you cast this spell, you expend one or more Rads; the XP cost of the magical item you are crafting is reduced by 100 XP for each Rad you expend in this way. You can only use this spell once for each magical item you're crafting, and can't reduce the XP cost of a crafted item below 0. This spell can only be used for magical item crafting - you can't use this spell to reduce the XP cost of spells cast directly, for instance.

Material Component: A cube of pure lead, at least three inches on each side.

SUMMON RADIANCE GOLEM
Conjuration (Summoning)
Level: RadM 8
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft + 5 ft/2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons up a rare and powerful construct, a Radiance Golem. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You can communicate with the Radiance Golem and direct it not to attack, to attack particular enemies, or to perform other actions, but it obeys most commands with a peculiar sense of literacy. If you give it a command that is unclear, garbled or nonsensical, it may not respond, instead obeying the last understandable command it received.

Arcane Focus: A translucent crystal with exactly 256 facets. The crystal must be worth at least 1,000 gp.

- RADIANCE GOLEM:
Medium-Size Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: +6 (+4 Improved Initiative, +2 Dex)
Speed: 30 ft (can't run)
AC: 36 (+2 dex, +4 insight, +20 natural), touch 16, flat-footed 34 Base Attack/Grapple: +11/+23
Attack: Slam +26 melee (2d8+10) or energy beam +21 ranged touch
Full Attack: 2 slams +26 melee (2d8+10) or energy beam +21 ranged touch Space/Reach: 5 ft/5 ft
Special Attacks: Energy beams
Special Qualities: Blindsight 120 feet, combat insight, construct traits, damage reduction 15/adamantine, immunity to magic, low-light vision, tremorsense
Saves: Fort +11, Ref +11, Will +9
Abilities: Str 30, Dex 15, Con -, Int 18, Wis 11, Cha 1
Skills: Knowledge (architecture and engineering) +20, Knowledge (mathematics and science) +20, Listen +27, Move Silently +18, Sense Motive +16, Spellcraft +16, Spot +27
Feats: Combat Reflexes, Great Fortitude, Improved Initiative
Environment: The Nucleus of the Spheres
Organisation: Solitary or squad (4-8)
Challenge Rating: 15
Treasure: See text
Alignment: Always neutral
Advancement: None
Level Adjustment: -

The Radiance Golem is an odd sort of construct, a golem made up partly of metal and partly of an oddly smooth and flexible ceramic that is greatly resistant to damage. It takes the form of a man-sized creature, although it lacks any sort of a face and its joints bend in an extraordinarily odd manner. Radiance Golems are 7 feet tall and weigh about 250 pounds. They can speak and understand Common and Elvish, their voices coming through an odd grille set in the centre of their heads, but are entirely silent unless ordered to speak by the person who summoned them.

Combat: Combat Insight (Ex) - A Radiance Golem has an uncanny ability to track and predict the chaotic interplay present on any battlefield. It receives a +4 insight bonus to AC, melee attacks, and all saves, and a +8 insight bonus to ranged attacks and Listen and Spot checks. (These bonuses have already been included in the above statistics block.)

Energy Beams (Su) - Several odd, wand like protrusions are present on the body of any Radiance Golem. Each of these protrusions can fire a different form of energy as a ranged touch attack:
- Laser: Deals 12d6 fire damage.
- Maser: Deals 12d6 cold damage.
- Taser: Deals 8d6 electricity damage. The target must make a DC 22 Fort save or be held for 1d4+1 rounds.
- Ultrasonic: Deals 8d6 sonic damage. The target must make a DC 22 Will save or be panicked for 1d4+1 rounds (if less than 12 HD) or frightened for 1d4+1 rounds (if greater than 12 HD).
- Kinetic: Deals 8d6 force damage. The target must make a DC 22 Reflex save or be knocked prone and forced backwards 1d4x10 feet.
- Antimatter: Deals 12d6 force damage. If the target is reduced to 0 or fewer hit points, their body is destroyed (as per the Disintegrate spell).
If a Radiance Golem is defeated in combat, there is a 10% chance that 1-4 of its energy beam projectors remain undamaged and operational.
Characters who realise that the beam projectors are useable and attempt to salvage them can attempt to use them as wands with the Use Magic Device skill. Using a beam projector is a DC 30 skill check; each beam projector has 1d10 charges when salvaged.

Immunity to Magic (Ex) - A Radiance Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.

A magical attack that deals electricity damage can confuse the golem (as a Confusion spell) for 1 round. The golem receives a Will saving throw, against the normal DC of the effect (or DC 15 if no save is normally available).

Construction:

Unlike most kinds of golems, a Radiance Golem cannot be constructed by any means known to modern magic. Only a very little is known about them, as only powerful Radiance magic can make one available to study for even a short time, but they are believed to be artifacts of an ancient civilisation advanced in the tools of both technology and magic. The animating force of a Radiance Golem is as yet unknown, but has been conclusively proven not to be a spirit from any of the Elemental Planes, as is true for common TRgolems. If anything further is known about the origins or natures of the Radiance Golems, it lies within the mind of Rad.

TRANSFER RADIANCE
Necromancy
Level: RadM 8
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (see text) Spell Resistance: Yes

This spell allows you to transfer your store of Rads into the body of another living creature, creating a living battery of accumulated Radiance power for you to use at a later date. Once this spell takes effect, you may reclaim the stored Rads by touching the subject, as a standard action. Reclaiming Rads from a subject of this spell doesn't increase the maximum number of Rads you can store within your own body.

Rads that have been transferred to another creature can't be used for spellcasting, by you or anyone else, until you reclaim them - even if the subject of this spell is a Radiance Mage himself.

The maximum number of Rads you may store in any single living being is equal to one-third your caster level. You can store Rads in more than one living being at a time, but may only have a number of subjects at any one time equal to your Radiance Mage level. (For example, a Wiz 14/RadM 4 could transfer Rads to up to four other living creatures, storing a maximum of 6 Rads in each.)

Storing Rads in one's body via this spell is dangerous. A subject of Transfer Radiance must make a Fortitude save every 24 hours after receiving Rads; the DC is equal to 10 + the caster's relevant ability bonus + twice the number of stored Rads. If the save fails, the subject is immediately afflicted with the Radiance's rotting disease, and all stored Rads are lost.

CHANNEL RADIANCE
Conjuration (Teleportation)
Level: RadM 9
Components: V, S, F
Casting Time: 1 round
Range: See text
Target: See text
Duration: 1 round/level

Channel Radiance allows you to cast spells through another Radiance Mage's receptacle, though you yourself are not present (or possibly, don't even know where the other receptacle is located). Any spell with a range of touch or greater can originate from the other receptacle instead of from you. The spells affect other targets normally, despite originating from the receptacle.

You gain a general sense of the space that the targeted receptacle is in and the creatures that are present (though not enough to discern the identities of anyone or determine who the receptacle belongs to). For each creature present, you have a general sense of whether the receptacle's owner considers the creature to be a friend or foe.

Focus: Your Radiance receptacle. If you stop touching your Radiance receptacle, even for a moment, the spell ends.

GREATER NEGATE MAGIC
Abjuration
Level: RadM 9

This spell functions as Negate Magic, except that the maximum caster level on your dispel check is +30. Additionally, this spell automatically counters any spell of 9th level or lower when used as a counterspell.