Nimbus of Light — Radiant Spell of Revelation

Spell at a Glance

SchoolEvocation [Light]
LevelCleric 1; Purification 1
Casting time1 standard action
RangePersonal
ComponentsV, S, DF
Duration1 minute per caster level, or until discharged
LightBright 30 feet; shadowy for a further 30 feet
DischargeRanged touch attack within 30 feet; 1d8 + elapsed rounds, capped at 1d8 + caster level
Hd Wallpaper Nature Wallpaper Heaven  - gene1970 / Pixabay, Nimbus of Light
gene1970 / Pixabay

A glittering corona of sunlight surrounds your body at a few inches distance – until you release it as a focused blast of divine energy.

(Spell Compendium, p. 148)  
Originally posted on D&D tools

Evocation [Light]

Level: Cleric 1, Purification 1,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged (D)

The nimbus of light around you glows like a lantern, providing bright illumination in a 30-foot radius (and shadowy illumination for an additional 30 feet) from you.

As a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. You must succeed on a ranged touch attack with the energy to strike a target. It deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not.

The Choice: Keep the Light or Strike

Nimbus of Light gives the caster two jobs, but only one can continue: carrying a broad lantern-like glow through darkness, or releasing the stored brilliance against a foe. The light remains until the duration ends or it is discharged. Once the caster attacks with the nimbus, the illumination disappears even if the ranged touch attack misses.

Worked Example

A 5th-level cleric holds the nimbus for three elapsed rounds before striking. The discharge deals 1d8 + 3 points of damage on a successful ranged touch attack. If the cleric waits for six elapsed rounds instead, the bonus reaches its caster-level maximum: 1d8 + 5. The caster must gather the energy as a move action and fling it as a standard action.

Encounter: The Sunken Stair

The expedition enters a flooded shrine with black water above every step. A cleric’s nimbus illuminates the carved warnings and the shape moving beyond the final arch. When the guardian emerges, the cleric can keep the passage lit for the companions or spend that advantage on one brilliant attack. If the nimbus is hurled, the party may suddenly face a dark retreat through the water.

The figures above describe the original published spell’s light radius, timing and discharge. They are not a replacement for any differently written spell of the same name in another ruleset.

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