Here is one of my home brew tinkerings ... house-ruled sections are in italics
Purifying Light
Any evil supernatural creature must make a Will save in order to enter the area of light, and another Will save each round to remain there. A failed save means the creature cannot enter the area and must leave immediately if it is already inside it. If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect — you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect
A creature that fails the Will save by more than 10 banished. Banishment for a Fey means that it can never return to the area from whence it was banished, which includes a radius in miles equal to your adept level × 5. If this would be a lethal effect, such as for a dryad forced to leave its tree, the Fey is only banished if it fails the Will save by more than 15. Otherwise, the creature will leave the area at its quickest possible speed. Banishment for Elementals and Outsiders simply means they are sent back to their plane of origin and cannot return for 1 year. Banishment completely destroys undead, turning corporeal ones to powder and dissipating incorporeal ones.
Both uses of Purifying Light are fatiguing. You make the fatigue save after each light strike and after you stop maintaining a shining ward.


