Repelling Light
Abjuration [Light]
Level: Sun 4
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes
Spell Points: 7
I am a servant of the Secret Fire, wielder of the flame of Anor. The dark fire will not avail you, flame of Udûn. Go back to the Shadow! You cannot pass.
You bring into being a mobile globe of light that prevents the entrance of many types of foul creatures. The globe moves around with you.
The effect hedges out evil outsiders, undead creatures, natives of the plane of shadow, and creatures who take damage or penalties from bright light or sunlight. When a creature of the listed types attempts to penetrate the barrier, it takes 2d6 points of damage, and must make a Will save or fail to cross, its movement stopped.
This spell may be used only defensively, not aggressively. Forcing the globe against a creature that the spell keeps at bay lets the creature in (without dealing damage), and prevents the spell from affecting it again until it exits the emanation and attempts to re-enter.
Creatures with reach sufficient to stand outside the globe and attack the caster can do so, even with natural weapons (the globe does not do its work instantaneously).
The spell’s area is illuminated to the point of bright illumination. In addition, shadowy illumination extends out to twice the spell’s listed radius. If an area of magical light and an area of magical darkness overlap, the spell on which more spell points were spent prevails. If an equal number of spell points were spent on both spells, ambient light conditions remain.
Augment: You can augment this spell in one or more of the following ways.
For every 4 additional spell points you spend, the globe’s range and radius increases by 5’.
For every 2 additional spell points you spend, the spell deals an additional 1d6 points of damage on an attempted crossing.
If you spend 4 additional spell points, creatures that attempt to move into the spell’s area are blown away from the caster if they fail the will save.