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Alternative Sun Domain & Spells

D&D 3e (3.0/3.5) Rules

by Clive Squire


This is an alternative to the standard Sun domain (as presented in the Player's Handbook). This domain centers more on light than fire. The standard Sun domain is normally reserved only for mystics and clerics of Paladine, however this alternative domain also allows access to clerics of Sirrion, a nod to the Flowing Flame's link to the sun.

Sun Domain (Alternate Domain)

Deities: Paladine (pre-Age of Mortals), Sirrion, mystic domain
Granted Power: You are able to shed a bright radiance, equal to that created by the light spell, a number of times per day equal to your 3 + your Charisma modifier. This light has all the qualities of natural sunlight, including the ability to damage or impair creatures that are affected by exposure to sunlight (such as vampires, for example). This is a supernatural, light effect.

Alternative Sun Domain Spells

1st – dawn's rose (see below)
2nd – guiding light (Spell Compendium, page 108)
3rd – searing light
4th – walk in the light (see below)
5th – flamestrike
6th – crown of heaven (see below)
7th – sunbeam
8th – sunburst
9th – unrelenting light (see below)

Crown of Heaven

Evocation [Good, Light]

Level: Sun (alternative domain) 6
Components: S, F/DF
Casting Time: 1 action
Range: You
Area: 5 ft. radius halo centered on your head; 20 ft. radius + 5 ft./level; see text
Duration: 1 minute/level (D)
Saving Throw: None or Will negates; see text
Spell Resistance: No

You surround your head with a bright halo of divine sunlight, basking your surroundings in its brilliant glory.

You create a small halo, made from sunlight, around your head. The halo is in 5-feet radius and positioned just above your head. The light from the halo is equivalent to that produced by the light spell and sheds brilliant radiance out to a distance of 20-feet radius plus 5-feet radius per caster level. Your sight is unaffected by the bright light.
All creatures that can see it and have a non-good alignment treat you more favorably, granting you a +4 bonus on all Charisma-based skill checks made to interact with them. All evil-aligned creatures that can see the halo must succeed a Willpower save or become shaken for the duration of the spell (suffering a -2 penalty on all attack rolls, saving throws, skill checks and ability checks).
The crown of heaven also confers a +2 sacred bonus to all turn undead checks made during the spells duration. The light created is also more dangerous to undead or all kinds, and you deal an additional +5d6 points of turning damage to undead that are not normally affected by exposure to sunlight, and +5d8 points of turning damage to undead that are susceptible to sunlight.
Focus: A sunrod.

Dawn's Rose

Conjuration [Healing]/Evocation [Good, Light]

Level: Sun (alternate domain) 1
Components: S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30 ft. radius
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

At your utterance, a soft dusky rose light, similar to that of a crisp dawn, fills the air around where you designate.

Dawn's Rose creates an area if light equal to that created by the effects of the light spell within the area. You can designate one creature per caster level to gain the effects of a cure minor wounds spell, as well as removing the fatigued condition from them. Affected creatures are treated as if they had had a reasonable night's rest, although they can not learn spells or regain spell slots that such a rest normally would grant.
Dawn's rose counters and is countered by any darkness spell of its' level or lower.

Unrelenting Light

Evocation [Fire, Good, Light]

Level: Sun (alternate domain) 9
Components: S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder 10 ft. radius/level; 40 ft. high
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You call down from the heavens a searing column of sunlight that washes over your opponents, blistering their skin with its' dazzling heat and blinding the wicked.

You create a cylinder of searing light and flame, similar to that produced by the flamestrike spell. The cylinder deals 1d6 points of fire damage per caster level (20d6 maximum). The damage is also divine in nature and also deals 1d6 points of divine energy damage (20d6 maximum) to all evil creatures (unlike the standard fire damage from this spell, the divine energy damage is not subject to resistance to fire-based attacks, such as protection from fire). Against evil outsiders and undead, this divine energy damage is increased to 1d8 points of divine energy damage per caster level.
Once per round, on your action, you may direct the cylinder to move up to 60 ft. to a new target. Directing the cylinder is a move-equivalent action. Creatures that are caught in the path of the cylinder as it sweeps over the ground to the new target are allowed a Reflex saving throw. The cylinder need not move to the selected target in a direct straight line to reach the target, but more complicated moves require a standard action from you to control the cylinder's path.
All non-evil creatures that look at or towards the cylinder must make a Reflex save to avoid becoming dazed (is unable to act in this round and loses all actions until next round). Evil-aligned creatures that look at the cylinder become dazzled (suffering a -1 penalty to all attack rolls, Search and Spot skill checks) for 1 round.

Walk in the Light

Transmutation [Light]

Level: Sun (alternative domain) 4
Components: S, M, DF
Casting Time: 1 action
Range: You
Target: You
Duration: 1 minute/round or 1 round/level; see text
Saving Throw: None
Spell Resistance: No

You are able to transform yourself, as well as all possessions you are carrying, into a beam of sunlight. In this form, you are incorporeal (gaining the incorporeal subtype for the spell's duration). You no longer have a base land speed while in this form. You are able to cross virtually any distance in the blink of an eye as long as both the point of origin and the destination are lit by natural sunlight.
When you are in this form, you lose all ability to take part in combat or affect the material world. You cannot make melee or ranged attacks with any object, nor are you able to cast any spell, use any spell-like ability, supernatural ability, exceptional ability or psionic power for the spells duration. You are still able to freely converse with any creature while under the effects of the spell.
Even though you cannot physically interact with the material world does not mean you cannot aid your allies during combat. Your speed enables you to effectively flank all opponents in combat, as long as all combatants are lit by natural sunlight. You can also use the Aid Another action to grant all your allies in combat (granting either a +2 to the next melee attack or a +2 AC bonus against the next attack). You cannot grant the flanking bonus to your allies as well as the Aid Another bonus to your allies in the same round.
Being comprised of light makes you extremely hardy. While under the effects of the walk in the light spell you are effectively immune to all magic and attacks that do not have the darkness or shadow descriptor. Spells, effects and attacks that do have the darkness or shadow descriptor affect you normally.
This spell normally has a duration of 1 minute per caster level. This only applies if you remain in areas lit by natural sunlight. If you enter an area that is no longer lit by natural sunlight (traveling to the far side of the world, which in night time, for example), the spell's duration is immediately reduced down to 1 round per caster level. The duration of the spell does not return to the longer duration if you then travel back into a naturally lit area.
You can expend the spell to counter any spell with the darkness or shadow descriptor of this spell's level or lower.

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