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].
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