Stage | Casting Time | Range | Target/Effect/Area | Duration | SR? | Description |
Base | 1 standard action | Medium | One creature | 1d4+1 rounds | Yes | The target's skin absorbs light, becoming visibly darker, which grants them a +5 bonus to Hide checks in shadowy illumination or darker surroundings. In addition, this causes them to become vulnerable to light damage (+50% damage from all light damage sources) if they weren't already. Neither effect allows a saving throw, though if the target has Spell Resistance and is unwilling, it applies. |
I | 1 immediate action | Close | One creature | 1 round | No | When you cast this radiance, choose a energy type, which may be any of the 5 main types (acid, cold, electricity, fire, or sonic) or light. The target gains energy resistance 20 + your caster level (rounded down to the nearest multiple of 5) against the chosen type for 1 round. This radiance can be cast in response to an incoming energy attack to reduce its damage. |
II | 1 standard action | Medium | 20-ft.-radius spread | 1 round/level | No | You create a shadowy region that absorbs energy and light. The area fills with magical darkness, granting concealment (20% miss chance) to all creatures within. Darkvision does not bypass this, but other senses such as blindsight may circumvent it. In addition, all effects that deal variable, numeric energy damage (of one of the 6 types listed in Stage II) cast into, out of, or through the affected region are dampened, dealing minimum damage. |
III | 1 swift action | Personal | You | 10 minutes or until discharged | No | You perfectly absorb and emit incoming energy attacks. The next time you would be struck by an attack that deals energy damage, you take no damage (other effects of the attack may still apply). You may then immediately emit the energy as a ray of light at a target within 60 feet (the energy disperses harmlessly otherwise). This does not require an action, can occur outside of your turn, and discharges this radiance (whether or not you choose to fire the ray). On a successful ranged touch attack, the ray deals light damage equal to the amount of damage you avoided. Assume you would have failed any relevant saving throws and didn't have any resistance or immunity to the incoming energy for the purpose of determining the ray's damage. |
IV | 1 standard action | 5 feet | Fine-sized black hole | 1 round/level | No | You absorb a staggering amount of energy, concentrating it into a fine-sized black hole at a point in a space adjacent to you. Each round (including the turn this radiance is cast) you may move the black hole up to 10 feet as a free action on your turn. If it enters a square occupied by a creature or object, it's movement stops and deals 1d10 damage per caster level to the occupying creature or object (max. 20d10). If it is a creature, they are allowed a Reflex save to negate the damage and move into an adjacent square, if they are able (the black hole still comes to a stop). Objects or creatures reduced to 0 HP or lower by the black hole are annihilated, leaving no trace. The black hole dissipates if its distance from you exceeds Close range. |
Mastery: Stage I may be cast as a move action instead of a standard action. In addition, the duration of Stage III increases from 10 minutes to 24 hours (it still ends if discharged).