Sunfires
Copyright Mika Laine © 2007
Edited by Peter Mork for The Guild Companion
This list is intended to serve as an alternative base list for a hybrid Essence/Channeling Priest. The spells on this list are normally only available between sunrise and sunset.
1) Warm Breeze: A warm (100°F) breeze radiates from caster. This breeze can melt ice or simply warm the area.
2) Sunbeam: A small beam of light projects from caster's palm (similar to Projected Light) illuminating out to 50'. Each round this light also inflicts an A Heat critical to any undead within the beam (--10 RR). The sunbeam can pierce magical darkness (but not Utterdark) unless the darkness makes an RR (at --10).
3) Warm Solid: Caster can heat any solid surface (stone, wood, or metal) up to 200°F. Every two rounds the caster warms an additional 1 square foot.
4) Sunlight: A 50' radius region is illuminated from the point touched. This light affects undead as Sunbeam.
5) Ignite: Ignites a flammable wooden material. It takes two rounds for the fire to start. Initially, one square foot of material ignites, but the fire spreads normally thereafter.
6) Glare I: The target cannot look directly at the caster due to glare. Any missile attacks directed at the caster suffer a penalty of --100 and any actions that require looking towards the caster (movement, melee, etc.) suffer a penalty of --50.
7) Dehydrate: Removes one cubic foot of water from a liquid. If the target is plain water nothing is left behind. Denser liquids take longer to dehydrate and may leave behind some residue.
8) Sunfire Bolt I: As Firebolt except that against undead creatures the attack is resolved using the Lightning Bolt attack table and the attack counts as a holy weapon.
9) Glare III: As Glare I except three targets are affected.
10) Sunfire Ball: As Fireball except that against undead creatures it delivers double damage and counts as a holy weapon.
11) Blind I: Blinds the target for the duration of the spell.
12) Glare V: As Glare I except five targets are affected.
13) Sunfire Bolt III: As Sunfire Bolt I except the range is 300'.
14) Sunfire Armor: The caster is immune to natural heat and fire. Any heat- or fire-related magical attacks suffer a penalty of --50 and all Heat criticals are reduced by one severity.
15) Blind III: As Blind I except three targets are affected.
16) Glare X: As Glare I except ten targets are affected.
17) Meld Solid: Melts down solid (stone, metal) object one cubic foot/round. Enchanted and special materials get an RR.
18) Sunfire Bolt V: As Sunfire Bolt I except the range is 500'.
19) Blind V: As Blind I except five targets are affected.
20) Solar Wind: As Sunfire Ball except the spell is centered on the caster. All enemies within the area of effect are damaged; the caster and his allies feel a warm, gentle breeze.
25) Solar Eclipse: Within the area of effect, the sun is not visible. Moreover, all non-magical light sources are extinguished; magical light sources receive an RR. Most animals (and many people) will panic.
30) Plasma Flare: Plasma bursts from the caster's palms. This flare delivers an E Heat critical to one target every round. The target cannot move out of the flare unless he completes a Very Hard moving maneuver. The caster can move the flare to a new target, but must succeed at a Hard maneuver (modified by SD+SD+CO). Against undead this attack counts as a holy weapon.
50) Sunfire Supremacy: Caster can use one 20th level spell or lower (on this list) each round.
| LEVEL | SPELL | A.O.E. | DURATION | RANGE | TYPE |
| 1 | Warm Breeze | 10'R | C | self | F |
| 2 | Sunbeam | 50' beam | 10 min/lvl | self | E |
| 3 | Warm Solid | target | C | 100' | F |
| 4 | Sunlight | 50'R | 10 min/lvl | touch | E |
| 5 | Ignite | target | — | 100' | F |
| 6 | Glare I | target | C | 100' | Fm |
| 7 | Dehydrate | 1 cu' | C | 100' | F |
| 8 | Sunfire Bolt I | target | — | 100' | D |
| 9 | Glare III | 3 targets | C | 100' | Fm |
| 10 | Sunfire Ball | 10'R | — | 100' | B |
| 11 | Blind I | target | 1 min/10 fail | 100' | F |
| 12 | Glare V | 5 targets | C | 100' | Fm |
| 13 | Sunfire Bolt III | target | — | 300' | D |
| 14 | Sunfire Armor | self | C | self | U |
| 15 | Blind III | 3 targets | 1 min/10 fail | 100' | F |
| 16 | Glare X | 10 targets | C | 100' | Fm |
| 17 | Meld Solid | 1 cu'/lvl | C | 100' | F |
| 18 | Sunfire Bolt V | target | — | 500' | D |
| 19 | Blind V | 5 targets | 1 min/10 fail | 100' | F |
| 20 | Solar Wind | 1'R/lvl | — | self | B |
| 25 | Solar Eclipse | 1 mile R | 1 hour/lvl | 100' | E |
| 30 | Plasma Flare | 1'/lvl | C | self | E |
| 50 | Sunfire Supremacy | — | 1 rnd/lvl | — | U |