Warding Light (3.5e Feat)

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Author: the bluez in the dungeon (talk)
Date Created: 2nd December 2024
Status: Complete
Editing: Clarity edits only please
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Warding Light [Racial] The night light really holds the monsters away.Prerequisites: 5HD, Eerie Light racial trait.Benefit: When using your Eerie Light trait to scare evil spirits, it also acts similarly to a ghostlight lantern. Any undead or evil outsider within or entering within the light range of your Eerie Light must make a Will save (DC is 10 + 1/2 HD + Wisdom modifier) or be unable to get any closer as per a repulsion effect. Any of these creatures within the effect range of the light - either from being there when it is activated, or by beating the save DC against its repulsion - takes 2d6 points of damage every round until it leaves the area.


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Article BalanceHigh +
Authorthe bluez in the dungeon +
Identifier3.5e Feat +
Prerequisite5HD + and Eerie Light racial trait. +
RatingUndiscussed +
SummaryYour eerie light scares away evil spirits and hurts them. +
TitleWarding Light +
TypeRacial +