You don a diadem of radiant light, which sheds bright light to a range of 60 feet and dim light to a further 60 feet. When you Cast the Spell and when you Sustain it during the duration, you can draw a disc of spiraling light from the diadem and throw it at a creature within 120 feet. Make a ranged spell attack at mythic proficiency against the target's AC. This action has the attack and spirit traits. On a hit, you deal 4d8 spirit damage, 1d4 persistent spirit damage, and the target is Dazzled for 1 round (3 rounds on a critical hit). The persistent damage isn't doubled on a critical hit.
If the disc passes through an area of magical darkness or targets a creature affected by magical darkness, the disc's glow attempts to counteract the darkness using your Religion or Occultism skill modifier as the counteract check modifier and half your level as the counteract rank.
Spell Effect: Diadem of Divine Radiance
Heightened (+2) The disc's spirit damage increases by 2d8, and the persistent damage increases by 1d4.
Traits
An action with this trait requires a degree of mental concentration and discipline.
[table]{"columns":[{"key":"c0","label":"Levels of Light","align":"left"},{"key":"c1","label":"Description","align":"left"}],"rows":[{"c0":"Bright Light","c1":"In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better."},{"c0":"Dim Light","c1":"Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision."},{"c0":"Darkness","c1":"A creature or object within darkness is Hidden or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the Blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you Dazzled for a short time, as determined by the GM."}]}
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling. Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons. Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities. Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.
If you are holy or unholy, your sanctified actions and spells gain the same trait.