Merciful Shadows (The Age of Heroes), a 1st-level spell from the Sphere
of Cosmos, no longer has a reverse.
Blistering Rays is now a 1st-level spell from the Sphere of Sun (see
further).
Wall of Fire (Player's Handbook) is now a 5th-level spell from the
Spheres of Fire and Sun.
The 5th-level spell Conjure Sun Elemental (The Age of Heroes) can now
be used to summon a paraelemental beast of sun instead of a sun elemental,
at the choice of the cleric.
Sunray (Player's Handbook) is no longer a 7th-level spell from the
Sphere of Cosmos. The sunray major granted power (Earth, Air, Fire and
Water) replaces this spell.
Holy sunlight can also be created by the use of the spell Create Holy Element (The Age of Heroes). At the end of the casting time spent in prayer, the sun cleric must raise his hands to the sun and make a Wisdom check. If successful, the rays of the sun imbue his body like an aura and constitute the holy element, making him glowing brightly. The cleric may release the holy sunlight once, causing 1d6 points of heat damage.
1st-level Spells
Blistering Rays (Summoning)
Sphere: Sun
Range: Touch
Components: V, S, M
Duration: 1 day/5 levels
Casting Time: 1 round
Area of Effect: Person touched
Saving Throw: Neg.
Material Component: Sunlight and a piece of black fabric
This spell intensifies the light and heat of the sun on a victim. The individual must have twice the water per day for the duration of the spell or suffer the effects of dehydration, and his marching speed is cut by half. Also, in each round of combat in the open sun, the individual must make a Constitution check to keep from passing out. When touched, the target is allowed a saving throw to negate the spell effects (at +4 if he is in the shade). A merciful shadows spell will negates the effects at anytime.
2nd-level Spells
Increase Sunlight (Alteration)
Sphere: Sun
Range: 60 yards + 10 yards per level
Components: V, S, M
Duration: 1 round + 1 round per level
Casting Time: 3 segments
Area of Effect: 20 yards radius
Saving Throw: Reduces penalty
Material Component: Sunlight and a glass lens
With this spell, the priest can greatly increase the luminosity of existing
sunlight. Anybody in the area of effect must make a save. Anyone missing
it suffer from blindness for 1d4 rounds (-4 to attack rolls, +4 to AC,
+2 initiative). Those who succeed receive nonetheless a -2 penalty to their
attack rolls as long as they stay in the area of effect.
Another effect of this spell is to extend sunlight into areas that
are otherwise in shadows. Shadows are thus reduced completely, something
useful against shadow creatures and wizards, or to negate the hide in shadows
thief ability.
4th-level spells
Reflection Invisibility (Illusion)
Sphere: Sun
Range: Line of sight
Components: V, S, M
Duration: 1 round per level of the caster over the 3rd
Casting Time: 2 segments by target
Area of Effect: 1 target per level of the caster over the 5th
Saving Throw: NA
Material Component: Sunlight and a marble of obsidian for each target
With this spell, the priest can select some items, creatures and characters
with their gear (including himself) to be undetectable by normal vision
by capturing the reflection of the sunlight on them. People and creatures
with infravision can still see the selected targets. If sunlight is not
the only light source in the area where stand the targets, they remain
visible.
Note that unlike the wizard spell invisibility, an affected creature
or character can attack without losing invisibility, and dropped items
do not become visible if they were on the target when the spell was cast,
as much as items picked up remain visible.
Blinding Stare (Summoning/Enchantment)
Sphere: Sun
Range: 0
Components: V, S, M
Duration: 5 rounds
Casting Time: 1 segment
Area of Effect: Special
Saving Throw: vs. petification, Neg.
Material Component: Sunlight and a gold coin
When this spell is cast, the gaze of the caster become unbearable as a ray from the heart of the sun and can cause blindness. Each opponent attacking or encountering the priest while the spell is in effect must make a saving throw vs. petrification, failure meaning the victim is now blind (-4 to attack rolls, +4 to AC, +2 initiative) until properly cured by magic. The gold coin used as a component is wasted in the casting.
5th-level spells
Moonshine (Invocation)
Sphere: Sun
Range: 0
Components: V, S, M
Duration: 1 turn per level
Casting Time: 2 rounds
Area of Effect: Self
Saving Throw: NA
Material Component: A piece of aventurine feldspar (sunstone)
When cast at night, this spell causes the moons Ral and Guthay to focus their sunlight reflection on the sun cleric, making him able to cast spells as if it was day. However, the beam of light going down from the sky can be seen from far away and disallows any secrecy. The spell has no effect if cast at day.
Phosphorescence (Alteration)
Sphere: Sun
Range: Touch
Components: V, S, M
Duration: A number of days equal to the caster level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
Material Component: Any aquatic plant
The priest casting this spell is given the ability to make a touched creature phosphorescent in the dark. A to hit roll (armor and shield bonus removed from the target's AC) must be made if the victim is unwilling. The affected character or creature (with all his gear) will be glowing brightly in the dark for the duration of the spell, thus being unable to stay unnoticed at night or in any shadowy area. A dropped item will immediatly cease to be phosphorescent, but any picked item will start to glow. It is undoubtedly a very effective tracking device. The caster may not cast the spell on him.
6th-level spells
Incandescence (Conjuration/Abjuration)
Sphere: Sun
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 2 rounds
Area of Effect: Caster
Saving Throw: None
Material Component: Sunlight, hide armor made from a sun drake skin
By casting this spell, the sun cleric summons a field of pure heat upon himself, making him glowing like white-hot metal. First, any rain, water or air spell (or type of attack) is totally ineffective on the caster. Also, any creature or character related to rain, water or air touched (to hit roll needed) by the caster sustains 3d8+3 points of damage; others sustain 2d8+1 points of damage. Finally, the spell consumes all the moisture and water of the ground where the caster is, causing the vegetation (if any) to wither in its path for the duration of the spell.
7th-level spells
Lightspeed Travel (Invocation/Alteration)
Sphere: Sun
Range: The known world of the caster
Components: V, S, M
Duration: Less than a segment
Casting Time: 6 turns
Area of Effect: The caster +1 character per 5 levels
Saving Throw: vs. paralyzation (Negate)
Material Component: Sunlight, a torch burning from the fire of a paraelemental
beast of sun
Lightspeed travel allows the caster and some other characters to cross very long distances in less than a second. First, the caster must summon a paraelemental beast of sun to ignite a torch from its flames, and must then fix it in the ground in front of him. When the group is ready, everybody holding each other, the sun cleric begins the casting of the spell, visualizing in his mind the place he wants to travel to. This place must be a shrine of the sun he has already visited. As the invocation takes off, the priest and his group become one with the light of the sun and are instantly transported to their destination. Wisdom and Constitution checks at -3 are needed to keep from passing out for 2d12 rounds. A saving throw vs. paralyzation is allowed for any unwilling character.
Flare of Death (Evocation/Necromancy)
Sphere: Sun
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 segment by hit point of the caster
Area of Effect: 10 yards radius per 3 levels
Saving Throw: None
Material Component: Sunlight, the heart of a sun drake
This spell is a mighty one indeed and can be the stuff of legends, but
is very dangerous for the caster. First, for the spell to be effective,
the heart of a sun drake must be eaten raw within one day before the casting.
When cast, all the remaining hit points of the caster are converted into
solar energy that is immediatly ejected in every direction in a powerful
flare of heat and radiation, causing as much damage as hit points of the
cleric converted to any creature or character in the area of effect. Of
course, the caster is laying unconscious with 0 hit points after the spell
has taken effect. There is no saving throw.
Updated spell index for the Sphere of the Sun:
Sources:
DK = Dragon Kings
EAFW = Earth, Air, Fire and Water
AOH = The Age of Heroes, rules for conquering the savage land
MC12 = Dark Sun Appendix of the Monstrous Compendium, Terrors of the
Desert
TOM = Tome of Magic
SSNP = The Sun Singers Net Project
Level of the spell is between parenthesis. Spells in italic have a reverse.
Blistering Rays (1) - SSNP
Elemental Bonding (1) - DK
Spark of Blinding (1) - EAFW
Create Mirage (2) - EAFW
Increase Sunlight (2) - SSNP
Conjure Lesser Sun Elemental (3) - EAFW or MC12
Heat Exhaustion (3) - EAFW
Sunblade (3) - EAFW
Blessed Warmth (4) - TOM
Blinding Stare (4) - SSNP
Healing Rays (4) - EAFW
Mirage of Despair (4) - EAFW
Reflection Invisibility (4) - SSNP
Conjure Sun Elemental (5) - AOH
Elemental Forbiddance (5) - TOM
Moonshine (5) - SSNP
Phosphorescence (5) - SSNP
The Great Circle (cooperative) (6) - TOM
Incandescence (6) - SSNP
Sol's Searing Orb (6) - TOM
Sunstroke (6) - EAFW
Conjure Greater Sun Elemental (7) - MC12
Create Shrine (7) - EAFW
Dehydrate (7) - EAFW
Flare of Death (7) - SSNP
Initiation (7) - EAFW
Lightspeed Travel (7) - SSNP