Monday 6 February 2017

Sorcery: Light and Darkness Spells III

Sorcery: Light and Darkness Spells III

More Light and Darkness spells! Blackout, Darkness, and Gloom all decrease the illumination in some way. Glow increases the illumination. Light Jet can serve as a flashlight or to blind enemies in darkness. Mirror is useful when you need to look good, test a person for vampirism, and to ignite things in the wilderness.

Blackout
Keywords: Area (Leveled).
Full Cost: 36 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may fill a two-yard-radius area with utter darkness. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. The Dark Vision advantage lets you see through a Blackout spell, but Night Vision, Infravision, and Ultravision do not. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
The basic (36-point) version of this spell covers a two-yard radius. For each additional 10 points, you may double this radius; e.g., four yards for 46 points, 8 yards for 56 points, or 16 yards for 66 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure Vision 10 (Extended, Infravision and Ultravision, +40%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [36]. Further levels add Area Effect (+50%) to the advantage [+10].
  
Darkness
Keywords: Area (Leveled).
Full Cost: 40 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may fill a two-yard-radius area with darkness. A person inside the area can see out normally, but can see nothing else within the area. Those outside the area can see only darkness within. Thus, attacks out of darkness suffer no penalty, but attacks into darkness are at a penalty; see p. B394 for combat rules. The Dark Vision advantage lets you see through a Darkness spell, but Night Vision, Infravision, and Ultravision do not. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
The basic (40-point) version of this spell covers a two-yard radius. For each additional 10 points, you may double this radius; e.g., four yards for 50 points, 8 yards for 60 points, or 16 yards for 70 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure Vision 10 (Defensive, Limited, +20%; Extended, Infravision and Ultravision, +40%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [40]. Further levels add Area Effect (+50%) to the advantage [+10]. 

    Gloom
    Keywords: Area (Leveled).
    Full Cost: 33 points for level 1 + 10 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.

    This spell decreases the illumination level in the area by up to 10 levels, but cannot bring it below -10.
    Statistics: Obscure Vision 10 (Extended Duration, 3x, +20%; Ranged, +50%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [33]. Further levels add Area Effect (+50%) to the advantage [+10].

    Glow
    Keywords: Area (Leveled).
    Full Cost: 30 points for level 1 + 10 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.

    This spell increases the illumination level in the area by up to 10 levels, but cannot bring it above 0.
    Statistics: Obscure Vision 10 (Extended Duration, 3x, +20%; Nuisance Effect, Does not increase illumination above zero, -15%; Ranged, +50%; Reversed, -0%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [30]. Further levels add Area Effect (+50%) to the advantage [+10].

            Light Jet
Keywords: Jet, Obvious.
Full Cost: 23 points.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: 1 second.

Emit a beam of bright light from one finger. This beam can be used like a flashlight. It gives good illumination for 10 yards in the direction it is pointed, and some vision will be possible up to 30 yards away. It can be used as a signal for up to a mile if visibility is good.
You can strike any target up to 10 yards away (without range or speed penalties). It can be dodged or blocked, but not parried.
If the spell strikes the face, it causes no injury, but decreases the target’s DX by 4 for the next second unless he makes a HT roll. This can be used only in relative darkness (e.g., when the combat penalty is at least -5). Foes with Night Vision double these penalties.
Statistics: Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Accessibility, Only in relative darkness, -30%; Attribute Penalty, DX-8, Halved against those with no Night Vision, +60%; Blockable, -5%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Jet, +0%; Link, +10%; Reduced Duration, 1/180, -40%; Sorcery, -15%; Vision-Based, +150%) [22] + Illumination (Beam; Link, +10%; Magical, -10%) [1].

Mirror
Keywords: None.
Full Cost: 13 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

Each level of Mirror gives the effect of one two-dimensional reflector with length and width in yards no larger than your spell level. For instance, Mirror 3 would let you route light around obstacles as if you had three mirrors up to 3 yards x 3 yards in size, or block light completely as if you had three 3 yard x 3 yard screens.
The mirror surface is not necessarily flat; the caster could create fun-house mirrors, for example. In a scientific-paradigm universe, casters with knowledge of physics can use this spell to create parabolic reflectors. A simple curve can be sufficient to cook meat; a large and precise one could be used to melt lead, given sufficient sunlight at appropriate angles.
Statistics: Control Light 1 (Accessibility, Only to create mirrors, -60%; Ranged, +40%; Sorcery, -15%) [13/level].

No comments:

Post a Comment