Sorcery: Light & Darkness Spells IV
The College of Light & Darkness has only a few spells left unconverted. Let's fix that. Flash is an area blinding attack. Blur makes the subject harder to see and target. Wall of Light blocks vision and does nothing else. Hide makes the subject harder to find, if he stands still. Sunlight and Continual Sunlight create pillars of sunlight that extend skyward. Mage Light and Continual Mage Light create light sources that can only be detected by people with Magery or Sorcerous Empowerment.
Blur
Keywords: Buff.
Full Cost: 24 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject and all of his carried
equipment become blurred for the duration of the spell. This gives a -3 penalty
to Vision rolls to see the subject with normal vision and -3 penalty to attacks
against the subject that rely on normal vision. Infravision is not fooled by
this spell.
Statistics:
Affliction 1 (HT; Advantage, Blur, +120%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; No Signature, +20%; Sorcery, -15%) [24]. Note: “Blur” is Obscure 3 (Vision;
Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [12].
Continual Mage Light
Keywords: Buff.
Full Cost: 31 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 2d days.
When cast on a small object (up to fist-sized
or 1 pound) or a small part of a larger object, makes that object glow with
white light equivalent to a torch. However, the illumination that it provides
is only perceptible to mages, magical creatures, and those under the influence
of Mage Sight. The light lasts for 2d days (the GM rolls in secret).
Statistics:
Affliction 1 (HT; Advantage, Continual Mage Light, +10%; Extended Duration, 30,000x,
+180%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [31]. Note: “Continual
Mage Light” is Illumination (Accessibility, Only visible to mages and magical
creatures, -30%; Magical, -10%) [1].
Continual Sunlight
Keywords: None.
Full Cost: 38 points.
Casting Roll: IQ.
Range: 100 yards.
Duration: 2d days.
You can summon a pillar of light
equivalent to full daylight; you may make this light manifest anywhere within
100 yards. The area extends skyward, stopping only when it hits some sort of
ceiling. The light is bright enough to eliminate all darkness penalties in a 10-yard
radius.
Statistics:
Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard, -40%; Cosmic,
Extends skyward, +50%; Extended Duration on Persistent, 30,000x, +180%; Magical,
-10%; Persistent, +40%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [38].
Flash
Keywords: Area (Leveled), Resisted
(HT).
Full Cost: 31 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 5 seconds.
You cause a blinding flash to appear
in the area. Each creature in the area resists with its HT, and is blinded for 5
seconds on a failed resistance roll. Creatures with Protected Vision resist at
+5.
Statistics:
Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage,
Blindness, +50%; Fixed Duration, +0%; Reduced Duration,
1/30, -30%; Sorcery, -15%; Vision-Based, +150%) [31]. Additional levels add
Area Effect (+50%) [+5].
Hide
Keywords: Buff.
Full Cost: 19 points for level 1 + 3
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This spell makes the subject harder
to find. A Vision roll is necessary to see a subject in plain sight; Vision
rolls to detect a subject already hidden are at -1 per level of this spell.
These effects only apply while the subject remains still, but if he moves and
then stops moving before the spell expires, the effects resume.
Statistics:
Affliction 1 (HT; Advantage, Hide, +30%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19].
Notes: Each level of “Hide” is Obscure 1 (Vision; Accessibility, Only while
standing still, -40%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy,
+100%) [3]. Additional levels add further Hide to the Advantage
enhancement (+30%) [+3].
Mage Light
Keywords: None.
Full Cost: 8 points for level 1 + 4
points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: One minute.
You can summon light equivalent to
full daylight; you may make this light manifest anywhere within 100 yards. The light
is bright enough to eliminate all darkness penalties in a 10-yard radius. However,
the illumination that it provides is only perceptible to mages, magical
creatures, and those under the influence of Mage Sight. By concentrating, you
can move this “zone of light” at up to (spell level) yards per second.
Statistics:
Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for
one minute, -40%; Accessibility, Visible only to mages and magic creatures,
-30%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [8].
Additional levels add Mobile (+40%) [+4].
Sunlight
Keywords: None.
Full Cost: 16 points for level 1 + 4
points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: One minute.
You can summon a pillar of light
equivalent to full daylight; you may make this light manifest anywhere within
100 yards. The area extends skyward, stopping only when it hits some sort of
ceiling. The light is bright enough to eliminate all darkness penalties in a 10-yard
radius. By concentrating, you can move this “zone of light” at up to (spell
level) yards per second.
Statistics:
Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for
one minute, -40%; Cosmic, Extends skyward, +50%; Magical, -10%; Ranged, +40%;
Reduced Fatigue Cost 1, +20%) [16]. Additional levels add Mobile (+40%) [+4].
Wall of Light
Keywords: Area (Leveled).
Full Cost: 32 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 encircle a two-yard-radius
area with a 4-yard tall wall of light. This wall completely blocks vision and
Infravision, but does nothing else. Bright Vision allows one to see through the
wall. To place the wall at a distance, use Innate Attack (Gaze), with normal
range penalties, but at +4 for affecting an area. The initial attack roll
places the effect.
Statistics:
Obscure Vision 10 (Extended, Infravision, +20%; Only around the border of the
area, ‑0%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [32]. Further
levels add Area Effect (+50%) to the advantage [+10].
For Blur, what is the enhancement Stealthy (+100%)? I can't find it in the books.
ReplyDeleteIt's in Basic Set. Page 72.
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