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Diadem of Divine RadianceSpell 5


RareConcentrateLightManipulateMythicSanctified
Source Pathfinder War of Immortals
Traditions Arcane, Divine, Occult, Primal
Cast Two Actions
Duration 1 minute

You don a diadem of radiant light, which sheds bright light to a range of 60 feet and dim light to a further 60 feet. When you Cast the Spell and when you Sustain it during the duration, you can draw a disc of spiraling light from the diadem and throw it at a creature within 120 feet. Make a ranged spell attack at mythic proficiency against the target's AC. This action has the attack and spirit traits. On a hit, you deal 4d8 spirit damage, 1d4 persistent spirit damage, and the target is Dazzled for 1 round (3 rounds on a critical hit). The persistent damage isn't doubled on a critical hit.

If the disc passes through an area of magical darkness or targets a creature affected by magical darkness, the disc's glow attempts to counteract the darkness using your Religion or Occultism skill modifier as the counteract check modifier and half your level as the counteract rank.

Spell Effect: Diadem of Divine Radiance


Heightened (+2) The disc's spirit damage increases by 2d8, and the persistent damage increases by 1d4.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Light

Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Sanctified

If you are holy or unholy, your sanctified actions and spells gain the same trait.