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Radiant BeamSpell 4

Source Pathfinder Lost Omens: Knights of Lastwall
Traditions Divine, Primal
Cast Two Actions (somatic, verbal)
Area 120-foot line
Saving Throw basic Reflex

You fire a beam of blinding light from your outstretched hands. The beam deals 5d10 good damage. On a failed saving throw, a creature becomes Dazzled for 1 round, or dazzled for 4 rounds on a critical failure.

If the light passes through an area of magical darkness or targets a creature affected by magical darkness, radiant beam attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the target.

Heightened (+1) The damage increases by 1d10.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.


Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.


Light effects overcome non-magical darkness in the area, and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.