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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