HD&D: Sorcerer Preview

We’re nearly there! Next week I shall begin unveiling the HD&D character classes. Just to be contrary, I’m starting with the Sorcerer. Yes, in the next few days we’ll have feats and talents for sorcerers of the Aberrant, Draconic and Potentate heritage. After a year and a half it feels as though everything is coming together!

To whet your appetite here are the statistics of the first ever HD&D character. His name is Telrik and he may (or may not) be making an appearance in the playtest adventure this Autumn.

Telrik: Human Sorcerer (Aberrant Heritage)
Level One

Str 10, Dex 12, Con 16, Int 11, Wis 13, Cha 18

Hit Points: 20

Defences: Reflex 14, Fortitude 18, Will 12
Saving Throws: Reflex +4, Fortitude +8, Will +2

Racial Traits: Human Endeavour, Human Perspicacity
Talents: Alien Resistances, Sorcery I, Summon Familiar
Feats: Aberrant Familiar, Skill Focus (Spellcraft)

Spells (Level 0): Acid Splash, Detect Magic, Light, Mending
Spells (Level 1): Burning Hands (DC 10), Sleep (DC 10)

LANGUAGES

Speak: Norandon, Salmayan, Suspirian
Read/Write: Hadradan

SKILLS

General: Athletics +3, Bluff +7, Diplomacy +7, Intimidate +7, Insight (cc) +2, Perception (cc) +6, Streetwise +7,
Weapon: Crossbows +4, Light Blades +4, Light Thrown +4, Unarmed (cc) +3
Knowledge: Aberrant +3, Arcana +3, Undead (cc) +3
Spellcraft: Arcane +10

EQUIPMENT

Leather Armour (AC 2)
Dagger: 1d4 (P,S); Off-hand; Rng 10
Short Sword: 1d6 (P); Off-hand
Light Crossbow: 1d8 (P); Rng 80

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HD&D: Turning Undead

It’s a classic scene from the world’s oldest roleplaying game. The party of stalwart adventurers enter the dark and foreboding crypt. The flickering of their torches only half-illuminates the inky darkness around them. Then they hear a groaning and a shuffling, and before they know what is happening, they are beseiged by a host of animated cadavers. The priest chuckles, gives the rogue a quick wink, and pulls out his holy symbol. It glows with an intense white light, turning back the undead horde and saving the party from certain death.

That’s never happened in any of my D&D games. For as long as I can remember, I have been of the opinion that gods whose portfolio has nothing to do with the undead would never grant their clerics the ability to turn undead. Turn Undead therefore became like any other granted power in the game. And it didn’t come up very often. After ten years of running the third edition game, I still have to look up the turning rules.

But clerics turning undead is at the heart of D&D, don’t you think? It’s up there with mind flayers, and dragons, and tricking the paladin into looking the other way while you beat up the local peasents. When considering HD&D, I began to think that I should give more prominence to the Turn Undead power. Obviously, it’s going to be a talent in HD&D – but I wanted to make that talent more widely available. I wanted Turn Undead to be something that any cleric could do.

The question was: how could I justify such a thing?

The Anatomy of Turning

In third edition it was all very simple. Undead creatures were suffused with negative energy. Negative energy was evil. Therefore they could be turned by being exposed to large quantities of positive (good) energy. Clerics who could turn undead were therefore good clerics. Evil clerics could bolster the undead by feeding them excess negative energy. Of course in the context of Iourn, that’s a load of old tosh.

Iourn subscribes to the second edition (Planescape-sponsored) mantra that negative and positive energy are not inherently good or evil. They are treated just like any other type of energy – hence the six elements and the six Moon Gods of the Iourn setting. Therefore, even if undead are shot through with negative energy, it doesn’t make them inherently bad people. Sure negative energy is antithetical to life, but so’s cancer. And cancer isn’t evil.

Negative or necrotic energy is the essence of death. All living things are made of six elements: earth, air, fire, water, life and death. They only exist because those six elements are in balance. Unbalanced elements (or humours as healers may call them) result in sickness. If a character is running a fever, then their body has too much Fire. If they have rampaging diarrhoea, then their body has too much Water. And if they die, then their body obviously had too much Death in it. That’s the level of medicine that the people of Iourn live with, and as Iourn is a fantasy world, this understanding is entirely correct.

I’ve covered this ground before in the blog, but what I’m getting at here is my intention to disassaociate clerics with positive and negative energy. There’s no alignment in HD&D. No rigid definitions of good and evil. Just as positive and negative energy are not inherently good or evil, neither are the clerics that wield them. Therefore, there is no need for Turn Undead to be associated with good or evil clerics, or for Turn Undead  to require the use of positive energy at all.

In second edition, Turn Undead is described thusly: “Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them out of existence.” This is something that comes up time and again in second edition. Turn Undead is the awesome manifestation of raw deific power. It’s not positive energy, it’s allowing the undead a glimpse of the divine – and that’s something that absolutely terrifies them.

Which inevitably leads to the next question: why does it terrify them?

Consider the Undead

There’s a very good essay on the nature of undead in the fourth edition preview book, Wizards Presents: Worlds and Monsters. Those preview books really are an excellent read – so much better than the actual fourth edition game. Anyway, in that book Chris Sims says that all creatures are made up of three components – the body, the soul and the animus. The first two are familiar to any long term D&D player, but the third requires a little more explanation.

The animus is defined as “… the intangible bridge between body and soul that is born and that exists with the physical form. It provides vitality and mobility for the creature, and unlike the soul, it usually remains with the body after death.” Where the soul is the source of a creature’s morality and personality, the animus encompasses its animalistic desires and survival instincts.

When a creature dies, the soul departs. The animus remains with the body. If you cast the speak with dead spell, you are talking to the animus and not the soul. If the animus is exposed to sufficient negative (necrotic) energy then it has the power to animate the body in a mockery of its former self. Without a soul, the undead creature is composed purely of body and animus. It is a feral, corrupted being that acts instinctively to fulfil its desires; there is no check on its behaviour because it is has no higher ideals to guide it (no soul). The more necrotic energy the animus is exposed to, the more powerful the undead creature becomes. The least powerful undead are mindless and unreasoning, but as more energy is devoted to the animus, the undead creature’s intelligence grows, and it will eventually recall the memories of its past life. However, even such intelligent beings are still without a soul, and still little more than savage killers.

So how does an undead creature become exposed to this necrotic energy? It might be provided by a necromancer, using his powers to animate the dead. It might seap in from the elemental realms. It might be that the deceased was so depraved or driven in life, that he actively attracts such energy. Or he might be the victim of a curse, doomed to become an undead creature upon his own death. Remember, necrotic energy is not evil. It is not the same as Taint. However, most undead creatures will be tainted. They may come into existence ready-tainted because of the fell and terrible means that have been used to create them, or they may quickly acquire taint based on what they do. A zombie is a mindless creature with no concept of good or evil. However, a weekend spent eating the brains of the living is more than enough to attract Taint.

So how does all this make the undead afraid of divine power? Well, the undead are incomplete creatures. They don’t have a soul. Deities are all about souls. The gods only exist because of souls: they need the devotional energy of their followers while they live, and the souls of those followers after death. Without them, the god would simply cease to exist. In the history of Iourn (quite ancient history) the existence of mortal souls led to great wars between the Ancients.

To look upon the power of a god, gives the undead a taste of what they have lost. It is an overwhelming and horrific revelation for them. They flee from the truth, and for some the truth is so overwhelming that it destroys them where they stand. That is why divine power has the capacity to turn undead.

That’s all well and good, but what about the undead who do have souls? The most powerful undead beasties such as vampires, ghosts and death knights do retain their souls in addition to their bodies and the animus. Having a soul is quintessential to such monsters – they are often cast as tragic figures, in addition to being malign. But even these beings are beset by the feral urges of their powerful animus. Some of the ensouled undead may overcome this, and be beneficent characters. Others may embrace their infamy. Regardless of whether ‘good’ or ‘evil’ these beings are still under terrible curses. Their souls are not truly their own. They are still imprisoned by their own nature. The glimpse of divine power would still unsettle and depress even these beings – although it would be much harder for a cleric to influence them.

Turning not Commanding

The lengthy preamble above, can be summarised as follows: all undead creatures quail in the presence of divine energy, because it reminds of them of what they are, and what they can never be. Therefore, any cleric of any religion has the potential to be able to reveal the splendour of his god in order to force back undead creatures. It’s nothing to do with positive or negative energy, it’s nothing to do with good or evil – it’s simply born of raw power.

Therefore turning works the same way for all clerics. There is no rebuking undead, or commanding undead. There is only turning undead – the clergy of Vecna turn undead just as effectively as the clergy of Pelor. Gods with undeath in their portfolio might grant powers and spells to snare the minds of undead, to summon them or dominate them – but these would remain abilities specific to certain clergies. Turning works the same way for all clerics.

How Turning Works

After the justification, comes the mechanics. Turn Undead is a talent that is open to any cleric or paladin of any religion, and can be taken from 1st level. Unlike previous editions of the game, paladins can turn undead just as well as clerics. Their connection to the divine is equally strong, it simply manifests in different ways. So have a look at the talent, and the accompanying feats and see what you think. It has a rather old-school feel about it, and is closer to the second edition mechanics than third. I think it’s evocative.

Turn Undead (Cleric Talent)
You draw upon raw divine power to cow the undead creatures before you.
At-Will | Supernatural, Fear
Standard Action

Duration: Concentration
Area of Effect: Close Burst 60 ft. radius
Target: All undead creatures in area of effect
Attack: Spellcraft vs. Will

You channel the power of your god through your holy symbol to drive away (and potentially destroy) undead creatures. You must have your holy symbol to hand in order to use Turn Undead and you must present that symbol in a bold and forthright fashion. Your power affects all undead within range, except those that have Total Cover. Line of Sight is not required for Turn Undead to work.

Make one attack roll and compare it to the Will defence of all the undead in the area. A successful attack against undead creatures of half your level or less instantly destroys them. They burn away in less than a round, leaving nothing but a pile of fetid ash to remember them by. All other affected undead flee until they are outside the area of effect of this talent.  They are also Shaken (a -2 morale penalty on all defences, saving throws, skill checks and ability checks) for as long as your maintain the turning effect.

Affected undead outside the area of effect will not attack the cleric or paladin, even if they have ranged, close or far attacks they could use without coming within 60 feet. They can use ranged, close and far attacks against allies of the cleric within the area of effect. The cleric (or paladin) and his companions are free to use ranged attacks against turned undead without breaking the turning effect. However, if you move toward the undead and manoeuvre them into a situation where they cannot retreat outside the area of effect, then the turning effect is broken for that undead creature, and it may act normally.

You can maintain the turning effect by spending a Move action each round. You do not need to make further attack rolls unless new undead enter the area of effect. In this case make a second turning attempt as a standard action. You must still spend a Move action to maintain your turning, in the round you make the second turning attempt. However, subsequently the effects of both turning attempts can be maintained with one Move action.

Any undead that are unaffected by your turning attempt, are immune to any subsequent turning attempts by you for one hour.

Absent-Minded Turning (Cleric Feat)
You can turn undead while directing your full attention elsewhere.
At-Will | Supernatural
No Action
Prequesite:
Turn Undead talent

Effect: You can choose to maintain your turning effect by spending either a Move action or a Swift action. Normally, it costs you a Move action each round to maintain the effects of the turn undead talent.

Quicken Turning (Cleric Feat)
You can turn undead more swiftly than other clerics.
At-Will | Supernatural
No Action

Prerequisite: Turn Undead talent

Effect: You can use the Turn Undead power as a Swift action instead of a Standard action, if you desire.

Translocate Turning (Cleric Feat)
You can direct the power of your god to manifest some distance from you.
At-Will | Supernatural
No Action

Prerequisite: Turn Undead talent, 11th level

Effect: Rather than emenating from yourself, you can denote any other point within range of this feat to be the centre of your Turn Undead effect. The Area of Effect of your Turn Undead power changes from “Close Burst 60 ft. radius” to “Far Burst 60 ft. radius within 100 ft. + 10 ft./level”. Normal rules for Far bursts apply to the attack, including the possible provocation of attacks of opportunity. The effects of the feat Widen Turning still apply if your use Translocate Turning.

Turn Resistance (Racial Feat)
You are more resistant to the deific power conjured by clerics.
Continuous Effect | Supernatural
No Action
Prerequisite: You must be undead
Area of Effect: Personal

Effect: You gain a +5 bonus to your Will defence to resist Turn Undead attempts.

Widen Turning (Cleric Feat)
The power of your deity can be used to terrify undead creatures that a further away.
At-Will | Supernatural
No Action

Prerequisite: Turn Undead talent

Effect: The radius of your Turn Undead talent increases from 60 feet to 120 feet. All undead within that radius can be affected with your god’s power.

HD&D: The Luck Sphere

You know, I have this great post on Turning Undead but Steve just keeps sending me stuff! Here’s his take on the talents and feats associated with the Luck sphere. Don’t forget, there’s still time to pick try your hand at one of the outstanding spheres from the recent design call: Charm, Elemental Death, Healing, Magic, Order, Strength and Trickery are still up for grabs.

Now take it away, Steve:

Luck Sphere Talents

Aura of Calamity (Cleric Talent)
Others around you suffer adverse fortunes. They slip at the crucial moment, and miss you by a fraction.
Continuous Effect | Supernatural
No Action
Prerequisite:
Major access to Luck Sphere
Duration: 1 Die roll/continuous
Target: Individual within 10ft of you

Effect: You project an aura out to 10ft which causes bad fortune to your enemies.The first D20 Die roll which an enemy in the aura makes each round (beginning at the start of your turn) suffers a penalty of 2. If the roll would ordinarily succeed on 2+ or 3+ even when this penalty is applied then the roll is instead adjusted to 4+. You can voluntarily decide that this aura effects your allies too.

Boon of the Luck God (Cleric Talent)
The luck of the character is greatly enhanced.
Recharge (Special) | Supernatural
No Action
Prerequisite:
Major access to Luck Sphere
Duration: Instantaneous (1 Die roll)
Area of Effect: Personal

Effect: Once per game hour the player may re-roll one of their own die rolls three times and take the best result. They may not re-roll other people’s dice. Players do not need to declare they are using this ability before they first roll the die.

Daredevil (Cleric Talent)
You do not fear taking outlandish risks. In fact your god favours it.
Recharge (Special) | Supernatural
No Action
Prerequisite: Major access to Luck Sphere
Duration: Instantaneous (1 Die roll)
Area of Effect: Personal

Effect: Any single die roll that would otherwise require a natural 20 in order to succeed, will succeed on a roll of 16 or higher for you regardless of any modifiers. Please note that this will not increase rolls that require 17-19 to succeed, it only affects natural 20s. This is usable once per round

Luckless (Cleric Talent)
Some people wish each other luck. You quite literally don’t need it.
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere
Duration: Instantaneous (1 Die roll)
Area of Effect: Personal

Effect: Once per round, instead of making a D20 die roll you can assume that you rolled an 11. This can be done in any circumstance.

Probability Control (Cleric Talent)
You are able to adjust your chances of success and failure to suit your needs.
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere
Duration: Instantaneous (1 Die roll)
Area of Effect: Personal

Effect: You maintain a pool of luck points. Before making any D20 die roll you may declare that you wish to add or subtract up to three from the result. You may only add points to a die roll if you have points in your luck pool or subtract the balance from another roll which you make in the same round. For example you could add three to your first attack and subtract three from your second or vice versa. Luck points will only remain in your pool for 24 hours. You may have a maximum of 15 points in your luck pool at any one time and you can only add points to your luck pool if there is danger associated with failing a roll. For example before going into a fight you could not spend ten minutes attempting to weave baskets with penalties to the rolls in order tor build up your pool. The DM has complete discretion. 

Luck Sphere Feats

Enlarged Aura of Calamity (Cleric Feat)
Your Aura of calamity projects over a larger area.
Continuous Effect | Supernatural
No Action

Prerequisite: Major access to Luck Sphere, Aura of Calamity talent

Effect: The range of your Aura of Calamity is extended out to 20ft

Extraordinary Risks (Cleric Feat)
You become even more adept at taking risks that look ridiculous to most.
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere, Daredevil talent

Effect: Any single die roll that would otherwise be a natural 20 will now succeed for you on a roll of 14 or greater.

Fearless Daredevil (Cleric Feat)
Your lack of fear over risk taking extends to a general lack of fear.
Continuous Effect | Mundane
No Action
Prerequisite: Major access to Luck Sphere, Daredevil talent

Effect: You may re-roll any fear saves that you are required to take.

Greater probability Control (Cleric Feat)
You are able to adjust your chances of success and failure to a greater extent
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere, Probability Control talent

Effect: The maximum amount that can be added or subtracted from each roll is increased to five points

Improved Luck Pool (Cleric Feat)
Your pool of luck is enhanced.
Continuous Effect | Supernatural
No Action
Prerequisite: Major access to Luck Sphere, Probability Control talent

Effect: The maximum size of your luck pool is increased from 15 to 25. In addition your luck pool begins each day with 5 points of luck already banked.

Increasingly Luckless (Cleric Feat)
You can avoid the problems of probability more frequently.
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere, Luckless talent

Effect: You may now apply your luckless talent to two dice rolls per round

Increased Boon (Cleric Feat)
Your luck is enhanced even further.
At-Will | Supernatural
No Action
Effect: Major access to Luck Sphere, Boon of the Luck God talent

Effect: Instead of one re-roll per hour you may make one re-roll per half hour.

Lucky Strike (Cleric Feat)
When striking your opponents your blows happen to land in the most damaging locations.
At-Will | Supernatural
No Action
Prerequisite:
Major access to Luck Sphere, Boon of the Luck God talent

Effect: You can choose to forego your hourly re-roll in order to gain a different type of boon which effects all damage rolls made during the hour. When you roll maximum damage on a damage die, such as an 8 on a d8, then you may roll the damage die again and add it to the first roll. If you also have the Increased Boon feat then you can forego a half-hourly reroll to gain the lucky strike boon for one hour.

Supremely Luckless (Cleric Feat)
To be the best, most people require good fortune as well as talent. You only need to will it.
At-Will | Supernatural
No Action
Prerequiste: Major access to Luck Sphere, Luckless talent, Increasingly luckless feat, Level 11

Effect: Once per hour instead of making a D20 Die Roll you can assume that you rolled a natural 20. This can be used in any circumstances

Targeted calamity (Cleric Feat)
You may choose to target one foe for even greater calamity.
At Will | Supernatural
Standard Action
Prerequisite: Major access to Luck Sphere, Aura of Calamity talent, enlarged aura of calamity feat
Duration: 3 rounds

Effect: Once per round as a standard action, you may target any enemy within your 10ft aura of calamity with a spellcraft versus will attack. If you succeed then all of your opponents D20 die rolls in the next three rounds suffer a penalty of three. In addition no roll which they make can have a greater chance of success than 5+.

HD&D: The Sun Sphere

A little while ago, I opened a design call on talents for clerics. Steve has come up trumps and provided details of five talents and five feats for the Sun Sphere. Well done Steve! Not one to rest on his laurels, Steve is already looking at the Luck Sphere. However, it is far from too late for anyone else to get involved. Follow the link to the previous post, pick a sphere and get cracking!

I’ll add my thoughts in the Comments section below the main post. In the meantime, I will hand over the floor to Steve:

Sun Sphere Talents

Blinding Aura (Cleric Talent)
When an opponent attempts to strike you their senses become dazzled.
Continuous Effect | Supernatural, Radiant
Immediate Interrupt
Trigger:
A creature is about to strike you
Prerequisite: Major Access to the Sun Sphere

Effect: Any opponent that attempts to strike you feels an intense burning light penetrating into their eyes, although anyone else who was observing would see no effect. Please note that this effect also applies to outsiders and undead even though they would not normally use their eyes (if they have any) to locate enemies. This talent grants an immediate interrupt of Wisdom versus Fortitude. If this succeeds the target is blinded and the penalties to hit for being unable to see your opponent apply to all attacks that they make before the start of their next turn. Undead creatures, outsiders and creatures associated with darkness or the plane of shadows are blinded until the end of their next turn. You can only make one blinding attempt against each opponent.

The Eternal Light (Cleric Talent)
You can emit sunlight from your body and cause touched objects to do the same.
Continuous Effect | Supernatural, Radiant
No Action or Standard Action
Prerequisite: Major Access to the Sun Sphere
Duration: Continuous Effect or 1 Day/level
Area of Effect: Personal/Creature in 20ft/1 object

Effect: This talent has two separate effects:

1) At will you can choose to emit sunlight from your body out to a range of 20ft. This effect cannot be dispelled or repressed by mortal magic and any areas of magical darkness will be repressed where it overlaps with the light. The light deals 0 points of radiant damage per round so although it will not harm most foes it will be effective against creatures which are radiant vulnerable. The light does count as natural sunlight for the purposes of creatures special weaknesses so it would be particularly effective against Drow and Vampires for example.

2) The cleric can imbue touched objects so that they emit magical light. This functions in exactly the same manner as the light spell except that the objects continue to emit light for a duration of 1 Day per level. The cleric can have many objects lit at a time subject to 1/level and the cleric can choose to end the effect on any object at any time. They can be carried an unlimited distance from the Cleric and will still function even after the Clerics death.

Searing Gaze (Cleric Talent)
You can project beams of sunlight from your eyes.
At-Will | Supernatural, Radiant
Standard Action
Prerequisite:
Major Access to the Sun Sphere
Duration: Instantaneous
Target: One creature or Flammable Object

Effect: This talent grants a ranged attack from the eyes of the cleric, which can be used at will. The ranged attack can target a single flammable object or individual and is carried out using Wisdom against Reflex. Against an individual the attacks deals 2d4 + the Clerics Level in Radiant damage which ignores Armour Class. Against an object the light is mitigated by the objects hardness but this can be overcome by maintaining the beam for consecutive rounds. For each consecutive round that the beam is maintained against an object its hardness is treated as two points less. Whenever the beam exceeds the objects hardness and inflicts damage, the object catches light which causes an additional d4 damage to it each round (ignoring its hardness) until it is extinguished. Flammable objects include cloth, rope and wood.

Solarflare/Solarfire (Cleric Talent)
With a glance to the sky, one of your spells hurtles down from the sun itself catching your opponent unaware.
Recharge (special) | Supernatural, Radiant or Fire
Standard Action

Prerequisite: Major access to the Sun Sphere
Duration: Instantaneous
Area of effect: As per component Spell

Effect: This talent can be applied to any spell in your repertoire with the Radiant or Fire key words once per day. You must be able to see the sky (whether the sun is visible or not) and must be able to see your target. The component spell originates in the sky above your target, instead of from you which effectively increase the range of the spell to the limit of your sight. The target does not have to be out in the open. For example, you and the target could be inside a castle but if you can see the sky through an open window and see your target then the talent can be applied. A spell that is used through this talent does not require any components, including your focus. You gain a bonus of +4 to any attack rolls to confirm a hit as the attack is somewhat unexpected. As the spell is fuelled by the energy of the sun, all damage dice are maximised.

Sunblock (Cleric Talent)
Your skin, respiratory system and other bodily functions adapt to protect you from the harmful effects of the sun.
Continuous Effect | Supernatural, Radiant
No Action
Prerequisite: Major access to the Sun Sphere
Area of Effect: Personal

Effect: You become immune to all harmful effects of sun exposure including sunstroke, sunburn, heat exhaustion and sun blindness. In addition, regardless of your environment you only require water enough to sustain you as if you were shaded and in a mild climate. Finally you gain resistance 10 to radiant damage. Please note that you are able to let enough light through your sunblock that you gain the customary bronze skin and bleached hair of a sun priest.

Sun Sphere Feats

Additional Solarflare/Solarfire (Cleric Feat)
You are able to use your Solarflare/Solarfire talent more often.
At-Will | Supernatural Radiant or Fire
Standard Action

Prerequisite: Major access to the Sun Sphere, Solarfire/Solarflare talent
Duration: Instantaneous

Effect: You may now use the Solarflare/Solarfire talent three times per day.

Banishing Light (Cleric Talent)
Your stunning light is so powerful that it may force unnatural enemies from this world.
Continuous Effect | Supernatural, Radiant
Immediate Interrupt
Trigger:
An undead creature, outider or creature of darkness succombs to stunning light.
Prerequisites: Major access to the Sun Sphere, Blinding Light talent, Stunning Light feat, 11th level

Effect: If an undead creature, outsider or creature of darkness / the shadow plane succumbs to your stunning light then you may make a third roll against them using Wisdom versus Will. If you succeed against an outsider or a creature from the shadow plane then they are banished back to their home plane and may not return for at least one day. A creature generally associated with darkness but not actually from the shadow plane is also sent to the shadow plane for a day, although they automatically return once this time has elapsed. An undead creatures link with the negative energy plane are disrupted causing all of their supernatural abilities to cease functioning for 1 round per 2 levels. Any energy drain abilities do not function for 1 round per level.

Disintegrating Gaze (Cleric Feat)
Your searing gaze can completely destroy non magical objects.
At-Will | Supernatural, Radiant
Standard Action
Prerquisite: Major access to the Sun Sphere, Searing Gaze talent
Duration: Instantaneous

Effect: If you searing gaze damages a flammable non-magical object i.e. it exceeds its hardness; immediately roll 4d4 and add your level. If this total exceeds the objects remaining hit points the power of the sun completely disintegrates it without it bursting into flames. For example, this could be used against a blindfold or rope binding you and if successful would completely obliterate it without it catching light and causing any damage to you for being in contact with a flaming object.

Empowered Solarflare/Solarfire (Cleric Fear)
Your Solarflare/Solarfire talent now deals additional damage.
Continuous Effect | Supernatural Radiant or Fire
Standard Action
Prerequisite: Major access to the Sun Sphere, Solarfire/Solarflare talent
Duration: Instantaneous

Effect: Your Solarflare/Solarfire talent now counts as empowered so deals one and a half times as much damage as it ordinarily wood.

Improved Sunblock (Cleric Feat)
The potency of your sunblock talent increases.
Continuous Effect | Supernatural, Radiant
No Action
Prerequisite: Major access to the Sun Sphere, Sunblock talent, 4th level

Effect: Your resistance to radiant damage increases to 5 points per level.

Shattering/Vaporising Gaze (Cleric Feat)
Your searing gaze can also shatter glass and vaporise liquids.
At-Will | Supernatural, Radiant
Standard Action
Prerequiste:
Major access to the Sun Sphere, Searing Gaze talent
Duration: Instantaneous

Effect: You can target your searing gaze against glass objects. They will crack when they first take a point of damage and will shatter completely when they lose all of their hit points. Alternatively you can focus your gaze on liquids, including those in glass containers. You can vaporise a small amount of liquid such as a vial of holy water or a potion in a single round, or can ignite flammable liquids such as oil or alchemists fire. You can heat larger volumes of water over consecutive rounds causing them to heat, simmer and eventually boil.

Stunning Light (Cleric Feat)
Creatures affected by your blinding light talent may also be stunned by its potency.
Continuous Effect | Supernatural, Radiant
Immediate Interrupt
Trigger:
A target succombs to your Blinding Light talent.
Prerequisite: Major access to the Sun Sphere, Blinding Light talent, 6th level

Effect: If a creature succumbs to your blinding light you may make a second attack roll against them using Wisdom versus Will. If it succeeds then they are stunned until the beginning of their next turn. The blinding effect is postponed by 1 round and now commences at the beginning of their next turn lasting for 1 round, or two rounds if they are undead, outsiders or creatures associated with darkness or the plane of shadow.

Subtle Solarflare/Solarfire (Cleric Feat)
You can use your Solarflare/Solarfire talent with more subtlety.
Continuous Effect | Supernatural, Radiant or Fire
Standard Action
Prerequisite: Major access to the Sun Sphere, Solarfire/Solarflare talent

Effect: You may now use the Solarflare/Solarfire talent when viewing your target through a portal, when scrying or while using any other divination device. In addition, you are now able to use mirrors, water and reflective surfaces to satisfy the conditions of being able to see the sky and your target.

Sunshade (Cleric Feat)
You are able to give the benefit of your Sunblock talent to your close allies.
Recharge (Special) | Supernatural, Radiant
Move Action
Prerequisite: Major Access to the Sun Sphere, Sunblock talent, Improved Sunblock feat
Duration: 30 minutes/level to a maximum of 8 hours

Effect: Once per day as a move action you can project your sunblock talent so that it effects any allies within 10 ft. in a limited capacity. They gain all of the benefits of the talent, except that their resistance to radiant damage is half of yours.

Tokens of the sun god (Cleric Feat)
The objects which you are able to imbue with light giving properties also gain some of the effects of the light your body emits.
Continuous Effect | Supernatural, Radiant
Standard Action
Prerequisite: Major access to the Sun Sphere, The Eternal Light talent
Duration: 1 Hour / level

Effect: For a limited time the objects which emit light as per the second use of the Eternal Light talent gain some additional effects. They cannot be dispelled or repressed by mortal magic and any areas of magical darkness will be repressed where it overlaps with the light. The light deals 0 points of radiant damage per round to any creature within 5 feet, so although it will not harm most foes it will be effective against creatures which are radiant vulnerable. The light does not count as natural sunlight.