Sunday, July 24, 2016

Fantasy AGE - Light Arcana

Today, I have a new magic arcana, the Light arcana. I wrote this arcana while I was creating a low-level priest-like mage for playtesting purposes and thought I'd share it. I also had to create set of rules concerning partially blinded and totally blind characters.

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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