Conversion Corner: I can’t believe it’s more Castlevania Spells part 4
Holy Light (Green Orb+Cross subweapon)
And now let’s rewind the clock to the 11th century, to Castlevania: Lament of Innocence, which is currently the first game in the core timeline of the Castlevania series (I say currently not just because there is the possibility of games taking place before this in the future, but also because LoI actually reconned certain other games into fringe timelines, and Leon Belmont wasn’t always the first vampire-hunting Belmont).
But that’s a story for another day. For now, let’s talk about Leon, because while he wasn’t a mage in any capacity, he was gifted many magical and alchemical items by Rinaldo Gandolfi to aid in his quest to rescue is fiancé from a vampire. These included the Whip of Alchemy, and a gauntlet capable of converting violent attacks into magical energy, and the orbs that could be set in it to empower subweapons.
While the whip would become much more relevant to the series metaplot overall, it is the gauntlet we’ll be focusing on here, as the various ways it can enchant and alter the attacks of various classic castlevania subweapons can definitely be said to resemble spells.
Which is where we get the combination of the green orb and the cross! This combo creates the holy light attack, which conjures a cross-shaped projection of energy that hovers in front of Leon for a second before flying out, damaging all enemies in it’s path, perfect for clearing out the hordes before him.
Smiting Torrent
School evocation ; Level adept 4, antipaladin 4, cleric/oracle 4, inquisitor 4, paladin 4
Casting
Casting Time 1 standard action
Components V, S, M (fur and a glass rod)
Effect
Range 120 ft.
Area 120-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Description
You project an image of your holy symbol composed of raw divine essence into the air in front of you, then send it forth at high speed, passing through creatures and passing along the raw divine essence of the power you serve in the area of effect. This spell gains alignment subtypes based on your alignment.
Creatures that have at least one opposing alignment component take 1d8 damage per two caster levels (maximum 5d8). Outsiders that possess a subtype that opposes your alignment take 1d6 damage per caster level (max 10d6) instead. If you are True Neutral, then Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil count as opposite to your alignment.
Creatures that have alignment components or subtypes that neither oppose nor match your own take half damage from this spell. Meanwhile, creatures that have only alignment components or subtypes that match your alignment instead gain a +1 bonus to attack rolls and saving throws for 1 minute. This is a sacred bonus if you are good, or a profane bonus if you are evil, If you are neither you choose the type of bonus.











