College of Light

Allure

By subtly 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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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College of Light

Lands of Tamriel, an Epic Fantasy Moritz Moritz