The faeries saw Celestial magic as sacred, the pure distillation of magical energy that could chase away the dark and burn those hateful things that live in it.
Certain faerie lords and ladies made a study of the tradition and put it to good use in the devastating wars against the trolls.
In addition to Clerics, many wizards, sorcerers, and other users of magic wield Celestial power. Some discover the tradition after searching the stars for their secrets, while others master the arcane formulas to turn magical energy into luminous energy.
Burning Beam
Target One creature or object within medium range
A fiery beam leaps from your hand. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage.
Attack Roll 20+ The target also becomes blinded for 1 round.
Illumination
Duration 2 hours
You harness the power of the sun, drawing it inside you so that you glow for the duration. You emit light in a 2-yard radius, and whenever you walk across a surface, you leave behind a trail of glowing footprints that emit light in a 1-yard radius for 1 minute before fading away. If you touch a creature or an object, you cause it to emit light in a 1-yard radius for 1 minute.
You can use a triggered action on your turn to suppress this spell’s effect on yourself or to resume its effect. Time spent suppressed counts against the spell’s duration.
Triggered You can use a triggered action to cast this spell when you cast a Celestial attack spell or you attack with a weapon. If the triggering attack results in a success, the target of the attack emits light in a 2-yard radius and, when it walks across a surface, it leaves behind a trail of glowing footprints that emit light in a 1-yard radius for 1 minute before fading away.
Light
Target One object you can reach
Duration 1 hour
You touch the target, and light shines from it in a 5-yard radius for the duration.
Radiant Shield
Triggered You can use a triggered action to cast this spell when a creature you can reach attacks you with a melee weapon. A burst of light appears between you and the triggering creature, imposing 1 bane on its attack roll. If the attack results in a success, the triggering creature must get a success on a Strength challenge roll or become blinded for 1 round.
Wall of Light
Area A circle with a 1-yard radius, with any orientation, centered on a point within medium range
Duration 1 minute
Light spreads through the area and remains for the duration. From either side, the circle emits light into 5-yard-long cone-shaped areas.
Flare
Target A point within long range
Duration 1 minute
A bead of red light rockets from your finger to the target point. When the bead reaches the target or encounters a solid surface before then, it bursts into a fountain of scarlet light that lasts for the duration. The fountain sheds light in a 200-yard radius.
Flash
Target One sighted creature within short range
A flash of brilliant light appears before the target. Make a Will attack roll against the target’s Perception. On a success, the target becomes blinded for 1 round.
Attack Roll 20+ The target instead becomes blinded for 1 minute.
Persistent Light
Target One object you can reach
Duration 8 hours
You touch the target, and light shines from it in a 10-yard radius for the duration.
Rainbow Burst
Target A point in space within medium range
A glowing speck flies in a straight line from your fingertip toward the target. When it reaches that point, or if it encounters a solid creature or object before then, it explodes in colorful lights. The lights spread through a 1-yard-radius sphere centered on the target or on a point in the creature’s or object’s space. Each sighted creature in the area must succeed on a Perception challenge roll or become dazed for 1 round.
Strobe Light
Area A 5-yard-radius sphere centered on a point within short range
Duration 1 minute
Flashing light fills the area, turning darkness in it to shadows. The brightness of the light, however, imposes 1 bane on all attack rolls made by sighted creatures in the area.
Sun Shard
Target One creature you can reach
A blazing shard of light slashes toward the target. Make a Will attack roll against the target’s Agility. On a success, the blazing light strikes the target and deals 2d6 + 2 damage. If the target is a spirit or an undead, or has a special vulnerability to sunlight, it takes 1d6 extra damage.
Attack Roll 20+ The target also becomes blinded for 1 round.
Dawn
Area A sphere with a 10-yard radius centered on a point within long range
Duration 1 hour
Sunlight spreads through the area for the duration, ending magical shadows or darkness in the area created by spells of rank 2 or lower.
Focused Light
Duration Concentration, up to 1 minute
A beam of light in a color you choose, 1 inch in diameter, extends up to 20 yards from your hand in a direction you choose. The beam turns darkness within 1 yard of it into shadows. The beam cannot extend through any solid and non-transparent creature or object it touches; thus, such obstacles provide total cover to anything behind them. Any object touched by the beam takes 2d6 + 1 damage.
When you cast the spell, each creature in the beam’s path can make an Agility challenge roll. A creature dodges the beam on a success, or takes 2d6 + 1 damage on a failure.
For the duration, each time you use an action to concentrate on the spell, you can point the beam in a different direction. The first creature or object in the path of the light is subject to the spell’s effect as if you had just cast the spell.
Halo
Duration 1 minute
A celestial glow shines from around your head for the duration, filling a sphere with a 5-yard radius centered on you with light. Until the spell ends, whenever you take damage, each sighted creature within short range must get a success on a Perception challenge roll or become blinded for 1 round.
Moon Bridge
Requirement You can cast this spell only at night or underground
Area A line 10 yards long, 2 yards wide, and 1 inch thick, originating from a point within medium range, each end of which must be in contact with a solid surface
Duration Concentration, up to 1 minute
Soft light fills the area and remains for the duration. The area becomes solid and able to hold any weight placed on it.
Sacrifice You can expend a casting of this spell to cast the burning beam spell.
Sunrays
Target Up to three creatures or objects within medium range
Three blazing beams fly from your hand, divided as you choose among the targets. For each beam, make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage. If it can see, it also becomes impaired for 1 round.
Attack Roll 20+ The target takes 1d3 extra damage.
Tiny Lanterns
Target Four points within medium range
Duration 1 hour
Four Size 1/4 glowing balls appear centered on the targets and remain for the duration. Each ball sheds light in a color you choose in a 5-yard radius. As a minor activity (Shadow, page 50), you can move one or more lights created by this casting of the spell up to 10 yards in any direction. The lights remain in their positions until moved again.
You can also use an action to cause one or more balls to flash with intense brightness and then go out. Any sighted creature within 5 yards of a flash must get a success on a Perception challenge roll or become impaired for 1 round. A creature makes this roll with 1 bane for each area of light created by this spell that it is in.
Blinding Burst
Target A point within medium range
You hurl a mote of light toward the target. When the mote reaches the target or impacts against a solid surface before then, it explodes to release blinding light in a 5-yard radius. Each creature in the area must get a success on an Agility challenge roll with 1 bane or become blinded for 1 minute.
Radiation
Area A sphere with a 3-yard radius centered on a point within long range
Duration 1 minute
A dim green glow spreads through the area, turning darkness to shadows for the duration. Everything in the area takes 1d6 damage when you cast the spell and at the end of each round thereafter for the duration. Each creature that takes damage in this way must make a Strength challenge roll. On a failure, it becomes fatigued for 1 round and is slowed while fatigued in this way. On a success, the creature takes half the damage.
Rainbow
Duration 1 hour; see the effect
A bow formed from solidified multicolored light appears in your hand and remains for the duration or until you drop it, which ends the spell. The bow functions as a ranged weapon that has the range (extreme) property and deals 2d6 damage. The weapon provides its own ammunition—magical arrows of multicolored light—and you can substitute Will for the attribute you would normally use to attack with this weapon. When a target takes damage from an attack made using this weapon, it emits light in a 5-yard radius for 1 minute.
Triggered On your turn, you can use a triggered action to cast this spell.
Starfall
Target A point in space within medium range
A mote of white light appears anywhere within range and streaks toward the target. When it reaches that point, or if it encounters a solid creature or object before then, it explodes. Flames spread through a 3-yard-radius sphere centered on the target or on a point in the creature’s or object’s space, dealing 2d6 + 2 damage to everything in the area. Each creature in the area must make a Strength challenge roll. It becomes impaired for 1 round on a failure, or just takes half the damage on a success.
Crown of the Stars
Duration 1 minute; see the effect
Five glowing motes swirl in the air around your head and remain for the duration or until you expend them. When you cast this spell, you can launch any of the motes from around your head at creatures or objects within long range. You can divide these motes between targets, but you cannot send more than two motes against a single target. For each mote, make a Will attack roll against the target’s Agility. On a success, the mote strikes the target and explodes, dealing 2d6 damage. On a failure, the mote returns to you and resumes orbiting your head.
If you have any motes remaining after you cast this spell, you can use a triggered action on your turn to expend one mote and send it flying at a creature or object within long range. Make a Will attack roll against the target’s Agility. On a success, the mote hits and explodes, dealing 1d6 + 2 damage. On a failure, the mote returns to you and resumes orbiting your head.
Attack Roll 20+ The target takes 1d6 extra damage.
Nova
Area A sphere with an 8-yard radius centered on a point you can reach
Brilliant light explodes to spread through the area. Each creature in the area other than you takes 2d6 + 2 damage and must make a Strength challenge roll. It becomes blinded for 1 round on a failure, or just takes half the damage on a success.
Sword of the Dawn
Duration 1 hour; see the effect
A crescent blade of rose-colored light emerges from your hand and remains for the duration or until you drop it, which ends the spell. The blade functions as a melee weapon that you can wield in your off hand and that deals 3d6 + 2 damage. You can substitute Will for the attribute you would normally use to attack with this weapon. The blade emits light in a 5-yard radius. Finally, if the total of your attack roll is 20 or higher and beats the target number by at least 5, the target must get a success on a Strength challenge roll or become blinded for 1 round.
Triggered On your turn, you can use a triggered action to cast this spell.
Falling Stars
Requirement* You must be able to see the sky
Target Up to four points on the ground within long range
Stars fall from the sky to land on each target and then explode with blinding light in a 3-yard-radius hemisphere. Each creature or object in the area of one or more of the explosions takes 4d6 + 1 damage and must make an Agility challenge roll. A creature or object in the area of more than one explosion makes the roll with 1 bane for each explosion beyond the first one. A creature takes half the damage on a success, or also becomes blinded for 1 minute on a failure.
Permanent Light
Target One object you can reach
Duration Permanent
You touch the target and cause it to emit light in a 20-yard radius for the duration. Light created by this spell counts as sunlight.
Sacrifice You can use an action and expend a casting of this spell and cast the nova spell.
Sunbeam
Area A line, 25 yards long and 1 yard wide, originating from a point you can reach
You loose a beam of brilliant, blazing light from your hand, dealing 3d6 + 3 damage to everything in the area. Each creature that takes damage in this way must make a Strength challenge roll. It becomes blinded for 1 minute on a failure, or just takes half the damage on a success.