Velara Hightree

Velara was born a noble elf two hundred years ago, a member of the highest caste. Her family served the church of the sun god for many generations before she was born, and when she came of age, she too joined the clergy in service to her god.

Unlike many of her caste, she became more focused on her service to her god over personal ambition and advancement, and eventually took up arms as a champion of her god – a paladin. While he was (obviously) opposed to undead, Velara expanded her battle to include all creatures that hid in the darkness, including those of Shadow. While many considered her little short of a zealot, she got results – she exposed and crushed a growing conspiracy to infiltrate the church and kill high-level members.

The final straw came, however, when she stopped a powerful shadow vampire sorceress from summoning an ancient undead creature from the Plane of Shadow to wreak havoc. The sorceress got away, but the undead was banished and the portal permanently closed, and she vowed revenge.

Since she was undead and her target was elven, she had all the time in the world to plan it. It came two years later, when Velara was walking alone down a street in Novak Eck at night – a shadow assassin stepped out of a pocket of darkness, slit her throat from behind with a special dagger, and vanished again before an alarm could be raised. Due to the enchantments placed on the blade, her soul was trapped in a gem, preventing resurrection, and it was later destroyed by the sorceress - used, ironically, as fuel in another shadow magic ritual.

Velara made sure to spread knowledge of her spells, though, and she trained several other up-and-coming paladins in the ways of the Lightbringer. Her proteges are now hunting the sorceress to avenge their leader's death.




Velara's Spells

Brightblade. Weapon creates a ward against shadow creatures, 1 minute/level.

Deanimation. Lays one or more unintelligent animated undead to rest.

Dispel Shadow. Dispels shadow effects, damages shadow creatures.

Light Blade. Blade of positive energy.

Mirrorshield. Touched shield gains mirror-like sheen, 1 minute/level.

Pierce the Shadows. Caster can sense the presence of beings hiding in shadows.

Soul Anchor. Protects subject's soul against soul-stealing effects, 10 minutes/level.

Sphere of Sunlight. Sunlight in 60-ft. radius.

Sunblade. Grants touched weapon bane vs. shadow creatures, 1 minute/level.

Sunray. Beam of sunlight illuminates one creature.

Velara's Light Burst. Burst of light blinds creatures for 1d6 rounds.

Velara's Radiant Aura. Aura of light grants caster +4 on saves vs. shadow-based magics.

Velara's Revealing Light. Cone of light reveals hidden, invisible shadow creatures.

Whitefire. Creates a ball of whitefire.


Brightblade
Abjuration [Good, Light]
Level: Pal 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (see below)
Spell Resistance: Yes (see below)

This spell, when cast upon a drawn sword, makes it burst into bright light, emitting a ward in a 10-foot radius. Shadow creatures of ECL 6 or below cannot enter the ward while the weapon is unsheathed and held; those above ECL 6, as well as undead affected by sunlight (wraiths, specters, vampires, etc.), must make a Will save to enter, but while within the lit area, they are considered shaken (-2 to attacks, saves, and checks) from the holy power of the spell. The sword casts light in darkness effects of 2nd level or lower without dispelling them, but is suppressed by higher-level spells or effects.

Deanimation
Necromancy
Level: Clr 3, Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 or more undead in the area of effect
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell counteracts the effects of animate dead. In effect, a caster can reverse the process used to animate skeletons and zombies, turning them into lifeless corpses or piles of bones if they fail a Will save. The caster can deanimate one unintelligent undead per level whose ECL is up to 1/3 his caster level. Undead that can be affected can make a Will save to avoid being deanimated. The effects of this spell are permanent and cannot be dispelled, but deanimated undead can be reanimated.

Material Component: A bone of any type, which is broken as the spell is cast.

Dispel Shadow
Abjuration
Level: Clr 4, Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. radius
Duration: Instantaneous
Saving Throw: Will negates or Fort negates (see below)
Spell Resistance: Yes

The caster unleashes a pulse of positive energy in the form of a flash of bright light that destroys all shadow effects in a 30-foot radius. The caster can make a caster level check to dispel spells and magic item powers that use shadow; creatures that use shadow abilities (a Shadowdancer's shadow illusion ability, e.g.) must make a Will save or have their effect negated. Shadow creatures (undead shadows, shadow mastiffs, creatures summoned using shadow conjuration, etc.) in the area of effect must make a Fort save as the energy tears at their very being. A failed save means the creature takes 1d6 points of damage per caster level (maximum 15d6); success results in half damage.

Light Blade
Evocation [Positive]
Level: Pal 3, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Blade of positive energy
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell brings into a being a blade-shaped field of positive energy that does 2d4 damage per strike (double damage to undead, evil outsiders, and those that have links to the Negative Material Plane) and is considered a normal melee weapon with which the caster is proficient. The blade dispels darkness and deeper darkness on contact at the will of the caster, though the blade's duration is lessened by one round per spell level. It casts light in a 10-foot radius in areas of magical shadow, and 20 feet normally. The blade appears to shimmer and different colors flicker across it.

Material Components: A shard of glass and a small silver blade.

Mirrorshield
Transmutation
Level: Pal 1
Material Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell grants a metal shield touched a mirror-like sheen, such that it can be used to reflect light, gaze attacks, or as a mirror to see around corners.

Pierce the Shadows
Divination
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 40 ft.
Area: 40 ft. radius
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

By use of this spell, the caster can examine the shadows around her to detect the presence of anyone or anything hiding in them – for instance, someone using a shadowcreep or pool of shadows spell. It also detects creatures in shadow form or shadow beings that are not what they appear (like a guardian shadow), but it will not reveal creatures using the Stealth skill to hide in shadows normally, nor will it pierce normal or magical shadow like a true seeing spell. Shadows that are more than they seem are limned with an aura of light, visible only to the caster: if the shadow is really a creature, it has a greenish aura; if it is an extradimensional space (such as that created by the pool of shadows spell), it has a purple aura.

Soul Anchor
Abjuration
Level: Clr 4, Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell forges a bond between body and soul so that the subject gains a +10 bonus to saves vs. spells and effects that affect the soul, such as trap the soul, soul bind, etc., unless otherwise noted in the spell description. In addition, the creature's shadow is protected from similar effects – spells like shadow strike or weapons that damage a creature through its shadow cannot harm it.

Material Component: A ribbon of black silk tied in a ring.

Sphere of Sunlight
Evocation [Light]
Level: Clr 5, Drd 5
Components: V, S, M
Range: Close
Area: 60-ft. radius sphere

As daylight, except the light created by this spell is, for all intents and purposes, true sunlight – undead like vampires that suffer penalties in sunlight also suffer them while in the radius of the sunlight. Shadow creatures in the area of effect suffer a -2 penalty to attacks and saves; spells that are negated by the touch of sunlight are affected normally; and plants can even gain sustenance from the magical light. A sphere of sunlight does not otherwise deal damage.

This spell can be cast on a point in the air, but it cannot be cast on a creature.

Material Component: A 50 gp sunstone.

Sunblade
Evocation [Light]
Level: Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell infuses the weapon touched with positive energy. The weapon gives off golden light in a 20-foot radius and acts as a bane vs. shadow creatures (deals an additional 2d6 points of damage).

Sunray
Evocation [Light]
Level: Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Effect: Beam of sunlight
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell calls forth a ray of pure sunlight to shine down from the sky onto one creature in range that the caser can see. In order to "strike" the target, the caster must make a ranged touch attack; the ray has a 100-foot range increment (calculated from the caster's position). Once it has struck a target, it is locked onto that spot. The sunlight deals 1d6 points of fire damage per round to undead, or 1d8 per round to shadow creatures; creatures that are adversely affected by sunlight, like vampires, specters, or those with vulnerability to light, suffer normal effects in addition to taking damage. Creatures that are neither undead nor shadow suffer only 1 point of fire damage per round. If the target moves, the caster can redirect the sunbeam as a move action, making another ranged touch attack to hit it, or he can choose another target entirely.

This spell cannot be cast at night, indoors, or underground. It can be cast with cloudy skies; a hole opens in the clouds and the beam lances down as normal.

Velara's Light Burst
Evocation [Light]
Level: Clr 2, Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft. radius burst
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

This spell creates a burst of ultra-bright light, 30 feet in radius. The light explodes from a point the caster states, which can only an unattended object or a point in the air. The caster can have the spell emanate from herself or an object she holds; in this case, she does not need to make a save (though if she is otherwise caught in the area of effect, she must still make a save). All creatures facing the point of origin when the spell goes off must make Reflex saves or be blinded for 1d6 rounds. Shadow creatures or those with the vulnerability to light quality save at -4; those that cannot see are obviously immune. The light remains for 1 round per level, giving off illumination equal to a daylight spell, then winks out.

Velara's Radiant Aura
Evocation [Light]
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level (D)

The caster emits aura of light that illuminates a 20-foot radius like a torch. The aura works in darkness effects up to 2nd level without dispelling them; in higher-level effects, it still provides protection (see below), but its light is suppressed. It negates darkness effects of 3rd level or lower affecting the caster, and can be negated in turn by a darkness spell or 2nd level or higher.

Besides providing light, radiant aura grants the caster a +4 on saves vs. shadow-based magic and effects as well as against any powers or spells from a shadow creature; it also grants the caster a +2 deflection bonus to armor class against shadow creatures.

Velara's Revealing Light
Divination
Level: Clr 3, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: Cone-shaped emanation
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A cone of light springs from a crystal used as the material component. The light reveals hidden, invisible, concealed, or shadow creatures, but only as long as they are within the area of effect – for example, if an invisible creature's arm is in the cone of light, only that arm would be revealed, not the entire creature. The caster can direct the light wherever she wishes as a free action, but she must have one hand free to “hold” the light while the spell is in effect.

Material Component: A clear crystal worth 10 gp, which shatters at the end of the spell.

Whitefire
Evocation [Positive]
Level: Clr 6, Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A ball of whitefire, 1 foot in diameter
Duration: See below
Saving Throw: None
Spell Resistance: No

As the spell is being cast, white flames run down the caster's arm and form into a ball of glowing white flame – whitefire – in the palm of his hand. Whitefire feeds on negative energy, specifically the energy that sustains undead. The ball has a range increment of 15 feet, and can be thrown as a standard action up to 1 round per level after the spell is cast. If it strikes an undead creature, it burns away the creature's life force, inflicting 1d6 points of positive energy damage per round until the creature is destroyed, receives an inflict serious wounds or better spell, or is doused in unholy water, at which point it goes out. An undead creature reduced to 0 hit points by whitefire turns to fine ash and is utterly destroyed. Liches and other creatures whose souls are stored elsewhere have a 50% chance of being able to reform. A life ward will prevent any damage from this spell while it is in effect.

Material Component: A vial of phosphorus and oil.

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