Crown of Brilliance
- SchoolInvocation/Evocation
- SphereSun
- ComponentsV, S, M
- RangeTouch
- AreaSpecial
- Casting time9
- Duration1 round/2 levels
- SaveNone
This spell turns a piece of headgear into a blazing source of golden light as soon as the wearer engages in hand-to-hand combat. All opponents in melee combat with the caster must save versus spell or be blinded for 1 d4 rounds (suffering a -4 penalty to attack rolls, Armor Class, and saving throws). If not blinded, the opponent still suffers a -2 penalty to attack rolls against the wearer due to the dazzling brilliance of the headgear.
Creatures with an aversion to sunlight or those that suffer a penalty when fighting in bright light (drow, derro, duergar, goblins, and many undead) are affected more severely. Those within a 30-foot radius must save versus spell or flee. Those who do not flee suffer their usual penalty for fighting in bright light. Undead other than skeletons and zombies take an additional 1d6 points of damage each round that they stay within the affected area.
The spell must be cast on a piece of headgear: a hat, crown, tiara, helmet, circlet, and so on. The headgear must be properly worn or the spell does not function. The spell effect is triggered as soon as the wearer makes a successful attack roll in melee. The effect lasts one round for every two levels of the caster (rounded up).
This spell was developed on Mount Celestia with the aid of the archons. It is frequently used by priests of good deities, and the archons are more than happy to share the spell with them.
The material component of this spell is an opal worth at least 100 gp, carried on the caster's person. It shatters upon the completion of the spell (if shattered prematurely, the spell ends).
Notes: A planar priest spell, uncommon for good priests who traffic with archons; otherwise, very rare.
Sources: Dragon Magazine · The Planewalker's Handbook · Priest's Spell Compendium