Monday, 30 January 2017

Magic: Light and Darkness Spells

Magic: Light and Darkness Spells

These spells expand the college of Light and Darkness. Faerie Fire, Glitterdust, and Invisibility Purge are good countermeasures to invisibility, which is very good, especially if you do not use the DF version of Invisibility.

Light and Darkness

Color Spray
Regular

Like Light Jet (M112), but usable in areas of any illumination. Creatures with Night Vision do not double the penalties.
Duration: 1 minute.
Cost: 2 to cast. 1 to maintain.
Prerequisites: Light Jet, Colors.

Item
Glove or ring; the item lets the wearer cast the spell. Energy cost to create: 300.

Dancing Lights
Regular

The caster creates up to four glowing spheres of light (which look like will-o’-wisps). The lights emit light as torches. The dancing lights must stay within a 3-yard-radius area in relation to each other but otherwise move at Move 5 as the caster desires (requires a Concentrate maneuver): forward or back, up or down, straight or turning corners, or the like.
Duration: 1 minute.
Cost: 2 to cast. 1 to maintain.
Prerequisites: Shape Light.

Item
Wand, staff, or jewelry. Energy cost to create: 200.

Faerie Fire
Regular; Resisted by Will

A pale glow surrounds and outlines the subject. The subject sheds light as a candle. The subject does not benefit from the concealment normally provided by darkness, invisibility, or other obscuring effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to the caster’s choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
Duration: 1 minute.
Cost: 2 to cast. 1 to maintain.
Prerequisites: Colors, Glow.

Item
Wand, staff, or jewelry. Energy cost to create: 300.

Glitterdust
Regular

Like Flash (M112), but in addition all invisible creatures and objects within 5 yards of the flash are outlined with glittering dust for the duration of the spell. Outlined creatures and objects are considered visible – they can be fought normally.
Duration: 1 minute.
Cost: 5 to cast. Cannot be maintained.
Time to cast: 3 seconds.
Prerequisites: Magery 2, Flash.

Invisibility Purge
Area

The caster creates an area that negates invisibility. All invisible creatures and objects in the are become visible, while they are in the area.
Duration: 1 minute.
Base cost: 3 to cast. 1 to maintain.
Time to cast: 3 seconds.
Prerequisites: Magery 1, 5 Light & Darkness spells.

Item
Wand, staff, or jewelry. Usable only by mages. Energy cost to create: 500.

Prismatic Spray
Regular

This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Works like Color Spray, but any victim hit by the jet (hit location does not matter), experiences a random effect from the following.
2d
Color of Beam
Effect
2-3
Red
The beam deals 2d burning damage
4-5
Orange
The beam deals 2d corrosion damage
6-7
Yellow
The beam deals 2d burning surge damage
8-9
Green
The beam deals 2d toxic damage. Immunity to Poisons negates the damage
10
Blue
Petrified (like Flesh to Stone (M51)) for 1d seconds
11
Indigo
Dazed (like Daze (M134)) for 1 minute
12
Violet
The victim goes berserk (like Berserker (M134) for 10 minutes
Effects of the blue and indigo beams are resisted by HT. Effects of the violet beam are resisted by Will.
Duration: 1 second.
Cost: 8 to cast. 4 to maintain.
Prerequisites: Magery 3, Acid Jet, Berserker, Colors, Daze, Flame Jet, Flesh to Stone, Lightning, Venom Bolt.

Item
Glove or ring; the item lets the wearer cast the spell. Usable only by mages. Energy cost to create: 2,000.


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