Light Arcana
You bring light where there is darkness.Novice: You learn the spells dazzling display and ghost light.
Journeyman: You learn the spell blinding bolt. You also gain the focus Intelligence (Light arcana).
Master: You learn the spell sunburst. You can choose one spell stunt you can perform for -1 SP when casting Light arcana spells.
DAZZLING DISPLAY
Requirements: Light arcana (Novice).Spell Type: Attack. MP Cost: 4.
Casting Time: Major. Target Number: 11.
Test: Dexterity (Acrobatics) vs Spellpower.
You create a burst of scintillating light in a 6-by-6 yard area in front of you. Anyone within the area must make a Dexterity (Acrobatics) test against your Spellpower or be Dazzled for one minute. Dazzled characters suffer a -2 penalty on Perception (Seeing) tests and any actions that requires sight and to their Defense.
GHOST LIGHT
Requirements: Light arcana (Novice).Spell Type: Utility. MP Cost: 3 per hour.
Casting Time: Major. Target Number: 9.
Test: None.
You create a pinpoint of light that illuminates a 10 yard radius around it. This light is under your control and has a Speed of 6 + your Willpower. You can change its direction with a Minor action. In addition, anyone within the illuminated area has a -2 penalty to Dexterity (Stealth) tests. This Illumination lasts for one minute, but can be extended for 3 MP per additional minute.
BLINDING BOLT
Requirements: Light arcana (Journeyman).Spell Type: Attack. MP Cost: 6.
Casting Time: Major. Target Number: 12.
Test: Constitution (Stamina) vs Spellpower.
You cast a bolt of blinding light against a single target within 20 yards of you. The bolt inflicts 1d6 + Willpower penetrating damage and the target is Blinded. Blinded characters suffer a -2 penalty on all ability tests, to their Speed and Defense, and automatically fail Perception (Seeing) tests and any actions that requires sight.
If the target makes a successful Constitution (Stamina) test against your Spellpower, this spell only inflicts 1d6 penetrating damage and the target is only Dazzled for one round. Dazzled characters suffer a -2 penalty on Perception (Seeing) tests and any actions that requires sight and to their Defense.
SUNBURST
Requirements: Light arcana (Master).Spell Type: Defense. MP Cost: 8.
Casting Time: Major. Target Number: 14.
Test: Constitution (Stamina) vs Spellpower.
You create a blinding light in a 10 yard radius around you. Anyone within the area is Blinded. Blinded characters suffer a -2 penalty on all ability tests, to their Speed and Defense, and automatically fail Perception (Seeing) tests and any actions that requires sight. If they succeed on a Dexterity (Acrobatics) test against your Spellpower, the target is only Dazzled for one round. Dazzled characters suffer a -2 penalty on Perception (Seeing) tests and any actions that requires sight and to their Defense.
In addition to the above effects, creatures with a vulnerability to sunlight within the spell's area take 2d6 + Willpower penetrating damage, with a successful test reducing the penetrating damage to 1d6 + Willpower.
Blindness Rules
There are two states of blindness, partial blindness and total blindness. Partial blindness is handled by the Dazzled condition and total blindness by the Blinded condition.Dazzled characters suffer a -2 penalty on Perception (Seeing) tests and any actions that requires sight and to their Defense
Blinded characters suffer a -2 penalty on all ability tests, to their Speed and Defense, and automatically fail Perception (Seeing) tests and any actions that requires sight.
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