Holy Light [two-actions] Spell 3
Attack Concentrate Fire Holy Light Manipulate Source Player Core pg. 335Range 120 feet;
Targets 1 creature
Defense AC
You shine a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target has the unholy trait, you deal an extra 5d6 spirit damage.
Critical Success The target takes double damage.
Success The target takes full damage.
If the light passes through an area of magical
darkness or targets a creature affected by magical darkness,
holy light 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 spell's target.
Heightened (+1) The fire damage increases by 2d6, and the spirit damage against unholy creatures increases by 2d6.
Uncommon Concentrate Manipulate Teleportation Source Player Core pg. 339Cast 10 minutes;
Requirements You have a planar key for the destination plane, used as a locus
Range 5 feet;
Targets up to 8 willing creatures
You and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the
Plane of Fire, the Netherworld, or the Outer Rifts. You must know the destination plane exists and use a magic planar key created from material from that plane as a locus for the spell. While the planar keys for most prominent planes are uncommon, just like the spell
interplanar teleport, more obscure planes and demiplanes often have
rare or possibly even
unique planar keys.
The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane.
Interplanar teleport doesn't provide a means of return travel, though casting
interplanar teleport again allows you to return to your previous plane unless there are extenuating circumstances.