Radiant Glory
(Glory Sphere)
School abjuration (good, light); Level vicar 20; Sphere glory
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CASTING
Casting Time 1 round
Components V, S, DF
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EFFECT
Range you
Area 60-ft.-radius spread
Duration 1 hour/2 levels
Saving Throw none; Spell Resistance no
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DESCRIPTION
When you cast this spell, you are filled with the power and glory of your deity, creating a nimbus of light that shines forth in a 60-ft.-radius. Any allies within the nimbus (including you) gain fast healing 5, a +5 deflection bonus to AC and a +5 resistance bonus on all saves. This benefit applies against all attacks, not just against attacks by evil creatures. Allies also gain resist 10 to acid, cold, and fire, and are protected against critical hits, gaining a 50% chance that critical hits made against them in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
Any ally that leaves the area of light loses all benefits granted by the nimbus, until she reenters the area, at which time she regains the benefits. Also, once an ally has been healed by the nimbus for a total number of hit points equal to the ally’s maximum total hit points at full health, she can no longer benefit from the spell’s fast healing until the next time the spell is cast.
In addition, while the spell is in effect, you can touch a number of allies equal to your Wisdom modifier to grant them DR 10/adamantine. An ally can prevent the first 10 points of damage each time they take damage from a weapon prevent a total of 150 points of damage, after which time, the effect for that ally is discharged. Adamantine weapons bypass the reduction as normal.
Should an evil creature enter the nimbus of light, it must make a Will save (DC 10 + 1/2 your vicar level + your Wisdom modifier) or receive a –5 penalty to attack rolls, damage rolls, and saving throws while within the area. If the save is successful, the creature is immune to your radiant glory for 24 hours. If an undead enters the area, it takes 1d6 points of damage +1 point of damager per caster level each round it remains within the nimbus from the positive energy that radiates within.