Sunday, 26 March 2017

Sorcery: Light & Darkness Spells IV

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].

2 comments:

  1. For Blur, what is the enhancement Stealthy (+100%)? I can't find it in the books.

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