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Chapter 5: Magic Spells
Light Spells
Blinding Light
Light
Selected target may be blinded temporarily.
Cost: 1 MP
Casting time: 1 standard action
Range: 50 feet (10 squares)
Target: 1 or more living creatures
Duration: Until negated
Saving Throw: Willpower negates
Casting: A throwing motion
The target must make a Willpower Saving Throw or suffer from blinding light. A person affected by blinding light suddenly has a searing pain near their temple, cannot see, and receives a -8 penalty to attack with ranged weapons. Melee attacks, most skill and AC are worsened by 4.
The target may make another saving throw next round, and so on until they make their saving throw. (Rolling a natural 20 is always an automatic success.) Making the saving throw ends the effect and restores vision enough to see.
Stage 1: Can target 1 person in range.
Stage 2: Can target 2 persons in range.
Stage 3: Can target 3 persons in range.
Stage 4: Can target 4 persons in range.
Notes: The Blind-Fight Feat reduces the penalties by 1 half.
Special: If the Blinding Light target makes their initial Willpower save and negates this spell, it does not cost the caster a Magic Point. (Obviously, the caster’s action is still used.)
Dagger of Light
Light
Flings sharp knives made of light at a target.
Cost: 1 MP
Casting time: 1 standard action
Range: 100 feet (20 squares)
Target: 1 person or object
Duration: Instantaneous
Saving Throw: None
Casting: A fast flinging motion
This Spell creates one or more sharp semi- ethereal daggers that the caster throws as part of the casting. The caster makes one or more ranged attacks based on the spell stage.
Each successful hit does 1d6+2 damage. This attack ignores an armour’s Damage Reduction (DR), although the protection spell Magical Shield is rather effective against it. Extraordinary Hit Points (EX-HP) apply as normal.
The caster uses their normal ranged attack bonus, against their target’s normal Armour Class (AC). Because the daggers can partially bypass some armour and are highly accurate, the caster gains a +4 bonus to hit.
Stage 1: The caster makes 2 ranged attacks with Daggers of light.
Stage 2: The caster makes 3 ranged attacks with Daggers of light.
Stage 3: The caster makes 4 ranged attacks with Daggers of light.
Stage 4: The caster makes 5 ranged attacks with Daggers of light.
Notes: The attacks may be against a single target or multiple targets. This is a spell (requiring 1 standard action). The number of attacks are indicated by the Spell Stage. The caster cannot attack with dual ranged weapons with this spell. The daggers are thrown immediately as part of the spell, otherwise they fade away.
The normal penalties to hit during ranged combat apply. The Precise Shot Feat functions as normal. Strength does not add additional damage to this spell.
Globe of Light
Light
Illuminates an area.
Cost: 1 MP
Casting time: 1 standard action
Range: 40 feet
Target: An object or empty space
Duration: A few hours (stage 1)
Saving Throw: None
Casting: Hands held up
This Spell creates good illumination for an area. If the spell is cast on to an object, the illumination then moves with the object. If the spell is cast into an area of space, it remains stationary.
Stage 1: Illuminates in a 30 foot radius (can be made smaller at the time of casting.) Lasts a few hours or until cancelled.
Stage 2: Illuminates in a 60 foot radius (can be made smaller at the time of casting.) Lasts a few days or until cancelled.
Stage 3: Illuminates in a 100 foot radius (can be made smaller at the time of casting.) Lasts a few weeks or until cancelled.
Stage 4: Illuminates in a 200 foot radius (can be made smaller at the time of casting.) Lasts a few months or until cancelled. There is a small chance that the illumination will become permanent, fading a bit every decade.
Globe of Light Notes: It is a move action for the original caster to cancel this spell. It takes several minutes for another caster who knows this spell to cancel it.
Object of Light
Light
Creates a medium sized object.
Cost: 1 MP
Casting time: 1 standard action
Range: 5 feet
Target: An area of empty space
Duration: 1 hour (stage 1)
Saving Throw: None
Casting: Hand held out near where the object is to appear.
This spell creates tools and objects that the caster may need when they're in a hurry. The caster may create many objects, using the following guidelines: Larger than the caster’s hand; 3 to 10 pounds in weight; not overly complicated. Common examples: A shovel, a large bowl, a crowbar, a short ladder, an axe, a small raft.
Most objects created with this spell look like they have been created with a Light spell, with a soft glow and golden etchings.
Stage 1: The object lasts 1 hour or until destroyed.
Stage 2: The object lasts 4 hours or until destroyed.
Stage 3: The object lasts 8 hours or until destroyed.
Stage 4: The object lasts 24 hours or until destroyed.
Object of Light Notes: The object can be dismissed by the original caster. It requires a standard action and the caster must be within 5 feet of the object. It cannot be dismissed by another caster.
Obliterate Shadow
Light
Prevents Shadow spells from operating in an area.
Cost: 1 MP
Casting time: 1 standard action
Range: 40 feet
Target: An area of space
Duration: 5 minutes (stage 1)
Saving Throw: None
Casting: An open handed punch
When cast, this spell brightens an area briefly before returning to normal. For the remaining duration, shadow spells will not function if they are within the affected area.
Stage 1: Spell lasts 1 hour. Affects a small room or an alley way.
Stage 2: Spell lasts 4 hours. Affects a large room or a courtyard.
Stage 3: Spell lasts 12 hours. Affects a small house or a banquet hall.
Stage 4: Spell lasts 24 hours. Affects a large house or a market square.
Obliterate Shadow Notes: Shadow spells stop functioning immediately while in the area of this spell. Once the caster leaves the area, their cast shadow spells will slowly start working again.
Detecting Obliterate Shadow: Generally there is a pleasing soft glow in the air, not noticed by most people.
Removing Obliterate Shadow. When cast, this spell creates a tiny invisible crystal that powers the spell. It is only detectable by the Examine Supernatural and a DC 25 spot check (the crystal often floats near the ceiling).
The crystal can be attacked with any weapon or damage spell, providing the attacker can see and reach the crystal. The crystal has an AC of 25, an effective Reflex save of +8, 1d10 Damage Reduction (DR) and 10 Hit Points (HP) per level of the caster. The crystal remains active until it reaches zero Hit Points. Harming the crystal does not alert the caster, although may draw other attention.
About 1 in 10 buildings will have a near constant Obliterate Shadow spell in effect, more in richer areas.
The original caster may remove this spell at anytime, providing they are within range.
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