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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These spells are recent additions to the knowledge of the College of Light.
Some of these spells are novel or known only by a few advanced practitioners.
Spells that do not require END to maintain have their endurance cost in
parentheses.
Allure
By subtely bending and manipulating the rays of light that illuminate the
target, the Light Wizard can make the subject appear healthier and more
attractive, according to the cultural standards of the locale. The caster must
be careful not to use this spell near a mirror, however, as it may have the
opposite effect on his own features.
Power: 2d6 Aid to COM
Modifiers: Recover 1 per Hour (+1); Requires Magic Skill Roll (-1/2),
OAF - Crystal (-1), Character must have at least 20 points in spells from
Light College (-1/2), 1/2 DCV Concentrate (-1/4), 4 Charges (-1), Side Effects
- Caster Blinded (2d6 COM Drain, Recover 1 per Hour) (-1/4), If used near
reflective surfaces causes side effect to caster (-1/4), Extra Time - 1 Minute
(-1-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1 Minute.
Real Cost: 3.
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Bright Sight
With this spell, the Light Wizard is capable of seeing normally even in
extremely brilliant lighting conditions. Unfortunately, this spell provides no
protection against the side effects of the Wizard's other spells.
Power: +15 Flash Defense to Sight
Modifiers: Costs END (-1/2), Requires Magic Skill Roll (-1/2), OAF -
Crystal (-1), Character must have at least 20 points in spells from Light
College (-1/2), 4 Charges (-1), Extra Time - Full Phase (-1/2). Active
Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase.
Real Cost: 3.
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Daylight Vulnerability
This spell will create a narrow beam of pure sunlight, even during the
night time. This beam will only damage undead and other beasts that are
vulnerable to sunlight. If this spell is used in the presence of mirrored
surfaces, however, the caster will be stunned by feedback.
Power: 1d6+1 RKA versus ED
Modifiers: Only versus creatures that are vulnerable to Sunlight (-2),
Requires Magic Skill Roll (-1/2), OAF - Crystal (-1), Character must have at
least 20 points in spells from Light College (-1/2), 8 Charges (-1/2), Side
Effects (6d6 Energy Blast) (-1/4), If used near reflective surfaces causes
side effect to caster (-1/4). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.
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Far Vision
The Light Wizard bends and warps the light entering his eyes so that he can
see great distances with considerable clarity. If the caster fails his Magic
Skill roll, the light is warped in unusual ways and he is momentarily
blinded.
Power: Telescopic Sight, +8 to offset sight range penalties
Modifiers: Costs END (-1/2), Requires Magic Skill Roll (-1/2), OAF -
Crystal (-1), Character must have at least 20 points in spells from Light
College (-1/2), 1/2 DCV Concentrate (-1/4), 8 Charges (-1/2), Side Effects -
Caster Blinded (2d6 Flash to Sight Group) (-1/2), Extra Time - Full Phase (-
1/2). Active Cost = 12 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.
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Flare Light
This spell creates a glowing point of light in the sky that slowly settles
to the ground. While airborne, the flare illuminates the ground in a circle a
quarter of a kilometer across, although the center is lit much brighter than
the edges. The ascent of the flare leaves a brief streak of light that points
back toward the Light Wizard.
Power: Change Environment, 64" Radius, Flare in Sky
Modifiers: Costs END to cast (-1/4), Requires Magic Skill Roll (-1/2),
OAF - Crystal (-1), Character must have at least 20 points in spells from
Light College (-1/2), 1/2 DCV Concentrate (-1/4), Extra Time: 1 Turn (-1), 3
Continuing Charges lasting 1 Minute (-1/2). Active Cost = 35
points.
END Cost: (3); Magic Roll: -3; Casting Time: 1 phase.
Real Cost: 7.
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Flashing Signals
A tightly focused beam of light can be used to generate vibrations at the
target site, resulting in a crude form of distant communication. This beam
will carry for a considerable distance, as long as nothing blocks the line of
sight between the Wizard and the target. If there is a reflective surface near
the path of the beam, the caster is blinded by flashes of light.
Power: Images to Sight and Sound
Modifiers: x25 Increased Maximum Range (5.5km) (+1/2); Only to
reproduce speech of Wizard (-1), Blocked by mist or haze (-1/4), Requires
Magic Skill Roll (-1/2), OAF - Crystal (-1), Character must have at least 20
points in spells from Light College (-1/2), 1/2 DCV Concentrate (-1/4), Side
Effects (3d6 Flash to Sight) (-1/4), If used near reflective surfaces causes
side effect to caster (-1/4). Active Cost = 22 points.
END Cost: (2); Magic Roll: -2; Casting Time: 1/2
phase.
Real Cost: 4.
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Glowing Sign
This trivial spell allows the Light Wizard to create signs from lines of
glowing light. The Glowing Sign spell can be used for leaving a message or
creating a sign to draw a crowd.
Power: Images to Sight
Modifiers: Persistent (+1/2); Only to create a glowing sign (-1/2),
Costs END (-1/2), Requires Magic Skill Roll (-1/2), OAF - Crystal (-1),
Character must have at least 20 points in spells from Light College (-1/2), 4
Charges (-1). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.
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Kaleidoscope
The caster can manipulate the colors of any nearby light sources to produce
a cone of flashing, whirling pattern of images that hinder normal vision. Any
PER checks made under these conditions are severely hindered. When used near
reflective surfaces, however, the caster is dazzled by light patterns.
Power: 2d6 Suppress Sight PER
Modifiers: Area Effect (Cone) (+1); No range (-1/2), Requires Magic
Skill Roll (-1/2), OAF - Crystal (-1), Character must have at least 20 points
in spells from Light College (-1/2), Side Effects (3d6 Flash to Sight) (-1/4),
If used near reflective surfaces causes side effect to caster (-1/4), Requires
light sources (-1/4). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Light Energy
The caster can draw energy from any bright light sources, allowing him to
recover from fatigue and maintain his other powers. This energy can also be
transferred to other individuals who may be weakened by excessive
exertion.
Power: 2d6 Aid to REC
Modifiers: Lose 5 per minute (+1/4). Active Cost = 12
points.
Power: 2d6 Aid to END
Modifiers: Only to starting value (-1-1/2), Linked to Aid to REC (-
1/2). Active Cost = 10 points.
Modifiers: Only in full daylight illumination (-1), Requires Magic
Skill Roll (-1/2), OAF - Crystal (-1), Character must have at least 20 points
in spells from Light College (-1/2), 0 DCV Concentrate (-1/2).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Light Storm
Within the cone-shaped area of this spell, rays of light will take on solid
form, creating a physical force from the direction of any light source. The
strength of the light sources will determine the amount of force created. The
full daylight sun is enough to pin a normal man to the ground, while the force
from a candle will be as weak as a child. The point of the cone is located
some 6" above the target area, pointed directly downward. If there is a mirror
within the cone, the spell is reflected back upon the caster and he is slammed
by a physical force.
Power: 20 STR Telekinesis
Modifiers: Area Effect (6" Radius) (+1+1/4); Only to push away from
light sources in proportion to strength of illumination (-1/2), All Parts of
Target (-1/4), Costs END (-1/2), Requires Magic Skill Roll (-1/2), OAF -
Crystal (-1), Character must have at least 20 points in spells from Light
College (-1/2), Side Effects (3d6 Energy Blast versus PD) (-1/4), If used near
reflective surfaces causes side effect to caster (-1/4), 4 Charges (-1).
Active Cost = 67 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1 phase.
Real Cost: 11.
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Limn Objects
This spell will cause air within a sphere to radiate a faint glow of light.
This will outline any solid creatures and objects, making them easier to
strike. Invisible creatures can also be revealed by this means.
Power: Add Range and Targeting to Tactile Sense
Modifiers: Only within radius of images (-1), Costs END (-1/2).
Active Cost = 25 points.
Power: Images to Sight
Modifiers: 2" Radius (+1/4); Only to outline objects with faint glow
(-1/2), Linked to Images (-1/2). Active Cost = 12 points.
Combined: Requires Magic Skill Roll (-1/2), OAF - Crystal (-1),
Character must have at least 20 points in spells from Light College (-1/2),
Extra Time: Full Phase (-1/2).
END Cost: 3; Magic Roll: -3; Casting Time: 1 phase.
Real Cost: 8.
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Magnify Sight
This unusual spell allows the wizard to bend the light arriving from a
single spot so that he can view the location in great detail. This spell is
sometimes useful for examining fine details or observing tiny creatures.
However, the normal sight of the caster becomes highly distorted and he is
unable to see clearly.
Power: 10x Magnification
Modifiers: Costs END to use (-1/4), Requires Magic Skill Roll (-1/2),
OAF - Crystal (-1), Character must have at least 20 points in spells from
Light College (-1/2), Limitation: -8 PER to unmagnified sight while active (-
1/2). Active Cost = 3 points.
END Cost: 1; Magic Roll: -0; Casting Time: 1/2 phase.
Real Cost: 1.
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Mood Lighting
A difficult spell to master, Mood Lighting allows the caster to flash a
colored light of the required intensity into the eyes of the target. The
result of this illumination is a somewhat altered emotional state. The caster
must make eye contact with the target in order for this spell to operate
properly. If the spell is cast in the vicinity of a reflective surface, the
mood of the caster is altered instead.
Power: 4d6 Mind Control
Modifiers: Invisible Power Effects (Mental Only) (+1/4); Only to invoke
emotional state (-1/2), Must make eye contact (-1/2), Visible (-1/4), Requires
Magic Skill Roll (-1/2), OAF - Crystal (-1), Character must have at least 20
points in spells from Light College (-1/2), 1/2 DCV Concentrate (-1/4), Side
Effects (6d6 Mind Control) (-1/4), If used near reflective surfaces causes
side effect to caster (-1/4). Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Nester's Net of Light
Upon casting this spell, a net of light beams is cast by the wizard,
trapping any shadowy creatures caught within. This net will effect any shadow
creatures that are desolidified, as long as they do not lie in a region that
is opaque to sight. If the spell is cast in the vicinity of a reflective
surface, the mind of the wizard is dazzled by glowing images and he is unable
to think clearly for a few moments.
Power: 2d6 Entangle
Modifiers: Affects Desolidified (+1/2), Transparent to Attacks (+1/2);
Entangle is Brittle (-1/2), Only versus Shadow or Darkness-based Creatures (-
2), Dispelled by Darkness to Normal Sight (-1/4), Requires Magic Skill Roll
(-1/2), OAF - Crystal (-1), Character must have at least 20 points in spells
from Light College (-1/2), 0 DCV Concentrate (-1/2), Side Effects (3d6 INT
Drain) (-1/4), If used near reflective surfaces causes side effect to caster
(-1/4). Active Cost = 40 points.
END Cost: (4); Magic Roll: -4; Casting Time: 1/2
phase.
Real Cost: 8.
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Refraction
By bending the light as if it had passed through a surface of water, the
caster can make his location appear to shift slightly when viewed from the
front. This effect will only work in a 120 degree arc across his forward
facing, and will distort the background slightly so careful observers may
guess at the illusion. Those who are fooled by the shifted image, however,
will find themselves attacking empty air.
Power: -4 PER Images to Sight
Modifiers: Only to project image of caster at a one-hex offset (-1/2).
Active Cost = 22 points.
Power: Invisibility to Sight w/ Fringe
Modifiers: Linked to Images (-1/2). Active Cost = 20 points.
Combined: Only when viewed from a 120 degree arc from the front (-1),
Costs END (-1/2), Requires Magic Skill Roll (-1/2), OAF - Crystal (-1),
Character must have at least 20 points in spells from Light College (-1/2),
1/2 DCV Concentrate (-1/4), 4 Charges (-1), Extra Time - Full Phase (-
1/2).
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 8.
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Skin Sight
This spell will allow a sightless person to sense simple patterns of light
and darkness. The skin of the subject becomes darkened and sensitized to
light. However, the vision thus afforded is poor and monochromatic at best,
and the subject will have difficulty using the vision to judge distances.
Power: Skin Sight, Discriminatory, Ranged
Modifiers: Useable by Another At Range (+3/4); Only colorless sight at
-2 PER with lack of depth perception (-1), Costs END to cast (-1/4), Requires
Magic Skill Roll (-1/2), OAF - Crystal (-1), Character must have at least 20
points in spells from Light College (-1/2), 1/2 DCV Concentrate (-1/4), 3
Continuing Charges lasting 1 hour (+0), Extra Time - Full Phase (-1/2).
Active Cost = 26 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1 phase.
Real Cost: 5.
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Solar Radiation
By focusing intense rays of ultraviolet sunlight into the target hex, the
caster can create an invisible beam that will inflict painful burns on any
exposed patches of skin. These rays will also temporary blind any creatures
that rely on ultraviolet sight. This spell must be cast in bright sunlight, or
there will be insufficient radiation to have any effect.
Power: 4d6 Energy Blast - Sunburn
Modifiers: NND (Cover all exposed skin) (+1); Does no Knockback (-1/4).
Active Cost = 50 points.
Power: 1d6 Flash to Ultraviolet Sight
Modifiers: Linked to EB (-1/2). Active Cost = 15 points.
Combined: Area Effect (Hex) (+1/2); Costs END (-1/2), Requires Magic
Skill Roll (-1/2), OAF - Crystal (-1), Character must have at least 20 points
in spells from Light College (-1/2), 3 Charges (-1-1/4), Useable only in
Bright Sunlight (-1/2).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 12.
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Sphere of Diffusion
All light beams that strike this knife-thin shell are scattered in a myriad
random directions, creating a sphere of greyness that is opaque to sight. The
color of the sphere depends on the brightness and hue of the available light
sources. The interior of the shell will be as dark as an underground cavern
unless a source of light is carried inside.
Power: 2" Darkness to Sight Group
Modifiers: Hole in the Middle (+1/4); Requires Magic Skill Roll (-1/2),
OAF - Crystal (-1), Character must have at least 20 points in spells from
Light College (-1/2), 1/2 DCV Concentrate (-1/4), 3 Charges (-1-1/4), Extra
Time - Full Phase (-1/2). Active Cost = 37 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 7.
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Tripwire
This spell can be used to create a faint web of light beams that will
trigger an alarm in the caster's mind whenever a creature or object crosses
one of the paths. The position of the beams is set when the spell is cast, and
a skillful thief may be able to bypass the alarm. If the spell is cast near a
reflective surface, the Tripwire may fail to function properly.
Power: Clairsentience to Touch
Modifiers: Trigger (Cross light beam) (+1/4), Area Effect (Hex) (+1/2),
x4 Range (+1/2); May be avoided by successful Security Systems skill roll (-
1/2), 11- Activation if cast near reflective surface (-1/2), Requires Magic
Skill Roll (-1/2), OAF - Crystal (-1), Character must have at least 20 points
in spells from Light College (-1/2), 1/2 DCV Concentrate (-1/4), 4 Charges (-
1), Extra Time - Full Phase (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 8.
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Spell Determination
To randomly determine the spells known to a typical adept of the College of
Light, use the tables of scholarly disciplines below. An experienced Light
Wizard will commonly have several spells from a single primary discipline,
plus a spell each from the other disciplines.
| 2d6 | School of Brightness |
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| 2 | Starburst |
| 3-5 | Dispel |
| 6 | Daylight Vulnerability |
| 7-8 | Glare |
| 9 | Kaleidoscope |
| 10 | Strobe |
| 11-12 | Sunburst |
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| 2d6 | School of Energy |
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| 2 | Light Storm |
| 3-5 | Light Energy |
| 6-7 | Light of Lifegiving |
| 8-9 | Glowing Tracks |
| 10 | Nester's Net of Light |
| 11-12 | Sunbolt |
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| 2d6 | School of Illumination |
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| 2 | Sky Bright |
| 3-4 | Mood Lighting |
| 5-6 | Allure |
| 7-8 | Illuminate |
| 9-11 | Limn Objects |
| 12 | Solar Radiation |
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| 2d6 | School of Radiance |
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| 2-3 | Glowform |
| 4-5 | Flare Light |
| 6 | Flashing Signals |
| 7 | Glowing Sign |
| 8-10 | Light Blast |
| 11-12 | Tripwire |
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| 2d6 | School of Bending Light |
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| 2-3 | Mirror Walk |
| 4-5 | Solid Reflection |
| 6-7 | Invisibility |
| 8-9 | Image Forms |
| 10 | Sphere of Diffusion |
| 11-12 | Refraction |
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| 2d6 | School of Observing |
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| 2-4 | Bright Sight |
| 5-6 | Far Vision |
| 7-8 | Detect Magic |
| 9 | Magnify Sight |
| 10-11 | Nightsight |
| 12 | Skin Sight |
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