Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Special
School
Evocation
Attack/Save
None
Damage/Effect
You open a infinitesimally small rift into one of the layers of the upper planar realm of Mount Celestia and extract a small pool of light that radiates around you in a nimbus of energy.  This energy creates an aura of brilliant light in a 10 foot radius (and dim light for an additional 10 feet) which lasts for one hour.  The light appears differently and is cast further depending on the spell slot you consume, drawing from higher layers with higher spell slots.  1st: Lunia, the Silver Heaven, conjuring silver radiant light; 2nd: Mercuria, the Golden Heaven, conjuring golden light; 3rd: Venya, the Pearly Heaven, conjuring glistening snow-white light; 4th: Solania, the Crystal Heaven, conjuring luminescent fog of opal light; 5th: Mertion, the Platinum Heaven, conjuring a vivid reflective steel light; 6th: Jovar, the Glittering Heaven, swirling the caster in spears of prismatic light; 7th and higher: Chronias, the Illuminated Heaven, which creates a tiny outline of prismatic color and whose light does not emit but simply removes darkness.
     As a bonus action, you may expend some of the light as a ray, making a ranged spell attack at a creature within 30 feet and inflicting 2d6 radiant damage and an additional 1d6 to undead creatures.  Each ray you fire dims your light by 5 feet (both bright and dim). 
     When you are required to make a saving throw to defend against an effect caused by an undead or fiendish creature, as a reaction, you may expend some of the light as a protective ward, granting you advantage to the saving throw.  You must do so before rolling your saving throw.  Each protective ward you call dims your light by 5 feet (both bright and dim).
     Once all your light is expended or one hour passes (whichever occurs first), the spell ends.   
     This spell is a complicated one and requires an individual to be proficient in arcane and divine spellcasting as well as being proficient in both Arcane and Religion.  Failing to meet all four of these prerequisites increases the DC to learn this spell by +5.
     At Higher Levels.  When cast using a second level spell slot or higher, you extend the radius of light by 5 feet for each slot above 1st, calling on a different layer of Celestia.  You, thus, gain the ability to fire additional rays.
      When cast using a third level spell slot or higher, your rays also inflict an extra 1d6 damage to fiends.  You may also expend a ray to target a creature within 30' and heal it 1d6 damage.
      When cast using a fifth level spell slot or higher, you may fire two rays at once as a bonus action, instead of one.  Doing so still reduces your light radius by 5 feet each, for a total of 10 feet.
* - (a flawless diamond focus worth 1,000 gp per spell level)

Available For: Cleric (Legacy) Wizard (Legacy)

Mithos

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