Expanded Solarmancy Spell List

by KoatheDM

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Expanded Solarmancy Spells

Solarmancy

  For those who are not embedded into the capital city of Kiyosima and have an understanding of Solarmancy and its impact, Solarmancy at its core allows a user to wield radiant and divine-like powers without the need of a divine entity. Through the focus of a Sunstone, Solarmancy allows for arcane scholars and wizards to craft divine spells in an arcane fashion. All Solarmancy must be casted through a Sunstone, as it acts as a conduit to divine energy when the individual does not have a divine connection.

A Requirement of Sunstones

  Unlike traditional spells, these Solarmantic spells require a Sunstone in order to be casted. Whereas with normal spells, the material component can be substituted with an arcane focus. Solarmancy spells will not function or be successfully cast unless the spellcaster has the according Sunstone that is listed in the spell’s material component.

How to Learn Solarmancy

  Solarmancy, and Solarmancy spells, are inherently more powerful spells than most. Due to their innate ability of becoming empowered in Natural Sunlight and the requirement of a Sunstone, Solarmancy spells are made with the intention that they have the possibility of becoming more powerful than traditional spells given to characters. Because of this, Solarmancy spells have two caveats. One, they cannot be chosen normally and can only be taught from other Solarmancers, or found via scroll or spellbook. Although it is possible for a divine entity to bless a divine caster with the knowledge of one such solarmancy spell, the traditional way to learn these Solarmantic spells would be through a Solarmancy NPC or scroll/spellbook. Two, Solarmancy spells do not function unless they are casted with a Sunstone as their spellcasting focus.

If a character wants to learn a Solarmancy spell from an NPC, the character must take the downtime activity ‘Training’ as mentioned in Xanathar’s Guide to Everything Downtime Revisited, spending 75gp per week as opposed to 25. The character must have a friendly contact or favor with someone who knows a Solarmancy spell of at least 3rd level. At the end of the Training, the character may then add one Solarmancy spell that the contact knows to their list of Spells Known, provided it is of spell level that the character can cast.

Furthermore, if a character wishes to learn a Solarmancy spell of 5th level or higher, the time spent in training is doubled, and the price per keep in costs of arcane supplies is 200gp per week.

What Classes can Learn Solarmancy?

  Due to their dual arcane and divine nature; artificers, bards, clerics, paladins, sorcerers, and wizards traditionally have access to Solarmancy spells. The DM can always change this based on the setting of the campaign, or have other reasons as to why a Druid may have access to certain Solarmancy spells and so on. Again, these spells are intentionally more powerful than traditional spells and are meant to be given to characters as a reward, akin to magical items.

Prepared vs Known Casters

  When it comes to Solarmancy spells, if a character learns a Solarmancy spell it is either, added to their spellbook as normal if they are a wizard, it is added to their number of spells known if they are a Sorcerer or Bard, and if they are a Artificer, Cleric, or Paladin; it is added to their spell list and is automatically prepared without counting against the number of prepared spells that the caster can prepare.

Sunlight vs Natural Sunlight

  In this guide, you will see mention that many spells function differently when in Natural Sunlight. For the purposes of this document, Natural Sunlight references Sunlight that is emitted from the Sun, or a similar Solar Body. Note that the spell Sunlight as well as light emitted from magic items or Solarmancy spells are not Natural Sunlight, and therefore do not empower Solarmancy spells.

Dagger of Revealing

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S, M (A Common or rarer Sunstone)
  • Duration: 1 minute

You deftly produce a dagger of revealing light and toss it towards a target you can see within range. Make a ranged spell attack. On a hit, the target takes radiant damage equal to 1d10 + your spellcasting ability modifier, and cannot benefit from the Invisible condition as the radiant Dagger sticks to their person. This effect lasts for 1 minute or until the target takes an action to remove this Dagger.

If you cast this spell in Natural Sunlight, on a hit, the target is also coated in sparkling light; giving advantage to the next attack roll made against the target.


Solar Cleave

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15 foot cone)
  • Components: V, S, M (Sunstone bands and a melee weapon you are holding worth at least 1cp)
  • Duration: Instantaneous

You coat your weapon with dripping radiant energy and slash outwards in a 15 foot cone. Make a melee weapon attack with the weapon used in the casting of this spell against each creature caught within this cone. Creatures damaged from these attacks take radiant damage as opposed to the weapon’s normal damage type.

If you are in Natural Sunlight when you cast this spell and you critically strike a creature with one of your attacks, all creatures caught within the cone take an additional 1d10 radiant damage.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the area of the cone increases by 5 feet per spell level above 1st.


Hammer of Radiance

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (10 foot radius)
  • Components: V, S, M (An Uncommon or rarer Sunstone)
  • Duration: Instantaneous

Inspired by General Yharan and his radiant warhammer, you can conjure an imposing maul of radiant light and slam it down against your foes. You can immediately move up to 10 feet without provoking attacks of opportunity. Before or after taking this moment, you can slam down with this hammer, where each creature within a 10 foot radius of you must succeed on a Strength saving throw or take 3d8 radiant damage and be knocked prone, only taking half damage and not being knocked prone on a success.

If you cast this spell in Natural Sunlight, you deal an additional 1d8 radiant damage.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d8 radiant per spell level above 2nd.


Arrow of Light

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (120 foot line)
  • Components: V, S, M (An Uncommon or rarer Sunstone)
  • Duration: Instantaneous

You outstretch your arms to fire a massive arrow of revealing light in a direction of your choice in a 120 foot long, 15 foot wide line. If any of this spell's area overlaps with an area of Darkness created by a spell of 3rd level or lower, the Darkness within that area is dispelled, and any creature caught within this area must succeed on a Dexterity saving throw or take 8d6 radiant damage, halved on success. If an invisible creature takes any damage from this spell, their invisibility ends.

If you cast this spell while within Natural Sunlight, the line extends to 25 feet wide.


At higher levels: When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d6 radiant per spell level above 3rd.


Bulwark of Light

3rd-level abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: S, M (Sunstone Bands)
  • Duration: Instantaneous

When you are hit with a spell attack, as a reaction you can produce a shield of abjurative radiant force, forcing the attacking creature to roll their spell attack again, potentially causing them to miss. If they miss due to this spell and the target is within 120 feet of you, the energy used in the attack is fired back at the caster, where they must succeed on a Dexterity saving throw or take 4d8 radiant damage, halved on success.

If you cast this spell in Natural Sunlight, the target automatically fails their Dexterity saving throw, provided you successfully reflected their spell attack.


At higher levels: When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d8 radiant per spell level above 3rd.


Helios’ Rise

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V, M (An Uncommon or rarer Sunstone)
  • Duration: Instantaneous

An aura of radiant energy coats your form as you can immediately fly up to 30 feet in any direction without taking attacks of opportunity. Immediately before or after moving in this way, you can have bolts of radiant energy strike down against targets of your choice that are within 30 feet of you. Each target must succeed on a Dexterity saving throw or take 6d6 radiant damage, halved upon success.

If you cast this spell while in Natural Sunlight you can move an additional 15 feet.


At higher levels: When you cast this spell using a spell slot of 4th level or higher, you deal an additional 1d6 radiant damage per spell level above 3rd and can move an additional 10 feet per spell level above 3rd.


Palm of Light

7th-level evocation


  • Casting Time: 1 action
  • Range: 80 feet
  • Components: S, M (A Very Rare or Legendary Sunstone)
  • Duration: Instantaneous

Also referred to as the radiant cut, this spell is coveted by the highest of Solshibos, and the ability to use this spell is a symbol of high status and power. You make a singular cutting motion with your arm towards a point you can see within range, where a 2 inch thick, 10 feet long, 3 feet wide blade of light appears. Each creature caught within this blade must succeed on a Dexterity saving throw or take 50 radiant damage, halved on success. Creatures who are killed by this effect are perfectly cleaved in two.

If you cast this spell while in Natural Sunlight, you deal an additional 10 radiant damage.


Gates of Helios

8th-level evocation


  • Casting Time: 1 action
  • Range: 800 feet
  • Components: V, S, M (A Legendary Sunstone and golden earrings worth at least 2,500gp)
  • Duration: Instantaneous

You point your hand outwards and open the gates of helios, as dozens of radiant portals open above you and a cascade of radiant armaments pierce your foes. Make 10 ranged spell attacks against creatures of your choice within range, dealing 2d8 radiant damage on hit. Creatures killed by this attack are disintegrated into ash.

If you cast this spell in Natural Sunlight, the damage increases to 2d10 radiant damage on hit,


Changelog

  • Version 1.0
    • Initial release

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  This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMBinder.

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