College of Darkness and Light

Sample Spell Name
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Sample spell description


Spells still needing structure:


Name: Light ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Produces a small light like a candle flame. It stays still unless the caster concentrates on moving it; then it can travel at Move 5. ## Prerequisites: None. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 1 to cast. 1 to maintain. ## Item: Wand, staff, or jewelry. ## Energy Cost to create: 100. ##


Name: Continual Light ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: When cast on a small object (up to fist-sized or 1 pound) or a small part of a larger object, makes that object glow with white light. ## Prerequisites: Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Variable. Roll 2d for number of days. Does not count as a spell “on”. Cost: 2 for a dim glow like moonlight, 4 for the brightness of a torch, 6 for a glare as bright as day. ## Item: Any item can be made to glow permanently, for 100 times the above energy cost (e.g., 200 for a dim glow, etc.). ##


Name: Colors ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Changes the color of any light. The spell must be cast on the source of the light. If the caster concentrates, multiple color-changes are possible with the same spell. ## Prerequisites: Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 2 to cast. 1 to maintain (but the change is permanent on a Continual Light spell). ##


Name: Remove Shadow ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular; Resisted by Will ## Description: The subject’s shadow seems to disappear. Unwilling subjects resist with Will. (If there is more than one light source, all shadows vanish!) ## Prerequisites: Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 2 to cast. 1 to maintain. ## Item: Jewelry. Always on; only affects the wearer. ## Energy Cost to create: 100; must include a $100 black onyx. ##


Name: Shape Light ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: With this spell, the caster may transform a uniform light source into a directional one. The caster may specify any number of “baffles” or restrict the illumination to specific beams. Thus, the spell can change a torch into a hooded lantern of sorts. Concentration is required to change the light’s shape, but not to maintain it. The spell can also be used to bend and twist light beams. The GM should allow any effect that isn’t already covered by such spells as Simple Illusion, Small Vision, Invisibility, and so on. ## Prerequisites: Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 2. Same cost to maintain. ## Item: (a) The effects may be made permanent for 100 times casting cost (creating a permanent light-sculpture), although the light itself must also somehow be preserved. ## Item: (b) Staff, wand, or jewelry. ## Energy Cost to create: 100. ##


Name: Bright Vision ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Peer safely into intense sources of light (like a roaring fire or the sun) and protect against blinding from the Flash spell, Vision-based attacks, or similar occurrences. ## Prerequisites: Keen Vision or at least five Light and Darkness spells. Subject must not suffer from Blindness. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 2 to cast. 1 to maintain. ## Item: Staff, wand, or jewelry (sunglasses or welding visors are certainly appropriate in more modern settings). Only affects the wearer. ## Energy Cost to create: 200. ##


Name: Infravision ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: See “infrared” or heat rays in addition to normal light, as with the Infravision advantage (p. B60). This spell does not let invisible objects be seen. ## Prerequisites: Keen Vision or 5 Light spells. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 3 to cast. 1 to maintain. ## Item: Staff, wand, or jewelry; affects only the wearer. ## Energy Cost to create: 100. ##


Name: Night Vision ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: See clearly as long as there is any light at all, as with Night Vision 9. In utter darkness, the subject is still blind. ## Prerequisites: Keen Vision or 5 Light spells. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 3 to cast. 1 to maintain. ## Item: Staff, wand, or jewelry; affects only the wearer. ## Energy Cost to create: 200. ##


Name: Hawk Vision ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Grants the subject extraordinary clarity of vision and the ability to “zoom in” on distant objects, providing the equivalent of Telescopic Vision (p. B92). Each level lets the subject ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if you take an Aim maneuver to zoom in on a particular target. This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus. These benefits of this spell are not cumulative with those of technological aids such as binoculars or scopes. If you use both, you must opt for one or the other. ## Prerequisites: Keen Vision or 5 Light spells. Subject must not suffer from Blindness or Bad Sight disadvantages. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: (Base) 2 per level of Telescopic Vision. Half that to maintain. ## Time to cast: 2 seconds. ## Item: Clothing or jewelry, including a picture of a hawk. Affects only the wearer. ## Energy Cost to create: 400. ##


Name: Small Vision ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: The subject can examine objects within his reach as if they were under x100 magnification, as per Microscopic Vision 2 (p. B68). While the spell is on, the subject is extremely nearsighted (see Bad Sight. p. B123): he is incapable of seeing objects further than a yard away clearly – they appear blurred and all melee attacks are made at -2 to skill. This is also a Knowledge spell. ## Prerequisites: Keen Vision or at least five Light and Darkness spells. Subject must not suffer from Blindness or Bad Sight. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 4 to cast. 2 to maintain. Each doubling of casting cost increases the magnification ten-fold. ## Time to cast: 2 seconds. ## Item: (a) Clothing or jewelry. The item must bear a life-size picture of a flea. Only affects the wearer. ## Energy Cost to create: 400. ## Item: (b) A gem that works as a magnifying glass. ## Cost to create: 400 energy, plus the cost of the gem. ##


Name: Dark Vision ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: The subject can see even in pitch darkness, as if he had the Dark Vision advantage. He can also ignore the effects of the Darkness spell. ## Prerequisites: Night Vision or Infravision. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 5 to cast. 2 to maintain. ## Item: Staff, wand, or jewelry; only affects the wearer. ## Energy Cost to create: 400. ##


Name: Darkness ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Area ## Description: Cloaks the area of effect in pitch darkness. A person inside the area can see out normally, but can see nothing else within the area. Those outside the area can see only darkness within. Thus, attacks out of darkness suffer no penalty, but attacks into darkness are at a penalty; see p. B394 for combat rules. The Dark Vision advantage lets you see through a Darkness spell, but Night Vision and Infravision do not. ## Prerequisites: Continual Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: (Base) 2 to cast. 1 to maintain. ## Item: Floor, ground, or a rug can be enchanted so that the area above (about 6 feet) is in permanent darkness. ## Energy Cost to create: 12 per square foot. ##


Name: Blackout ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Area ## Description: Shrouds the affected area in impenetrable blackness. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. The Dark Vision advantage lets you see through a Blackout spell, but Night Vision and Infravision do not. ## Prerequisites: Darkness. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: (Base) 2 to cast. 1 to maintain. ## Item: Floor, ground, or a rug can be enchanted so that the area above (about 6 feet) is in permanent blackout. ## Energy Cost to create: 15 per square foot. ##


Name: Glow ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Area ## Description: Suffuses an area with a uniform glow. Objects and beings standing in the area won’t project any shadows unless a source of light stronger than the ambient glow is brought in. ## Prerequisites: Continual Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Variable. The GM should roll 2d for the number of days. ## Cost: (Base) 1/2 for starlight; 1 for moonlight; 3/2 for torchlight; 2 for daylight (bright, no Vision penalty). Minimum radius is 2 yards. ## Time to cast: 1 second per half-point of base cost. ## Item: (a) Wand, staff, or jewelry. ## Energy Cost to create: 250. ## Item: (b) An area can be permanently illuminated for 100 times casting cost. ##


Name: Gloom ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Area ## Description: Plunges an area into gloom. The more energy is put into the base cost, the gloomier the ambient light becomes. Unlike the Darkness spell, sources of light still work normally within the area. ## Prerequisites: Continual Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Variable. The GM should roll 2d for the number of days. ## Cost: (Base) 1/2 for torchlight; 1 for moonlight; 3/2 for starlight; 2 for total darkness. Minimum radius is 2 yards. ## Time to cast: 1 second per half-point of base cost. ## Item: (a) Wand, staff, or jewelry. ## Energy Cost to create: 250. (b) An area can be permanently darkened for 100 times casting cost. ##


Name: Light Jet ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Emit a beam of bright light from one finger. This beam can be used like a flashlight. It gives good illumination for 10 yards in the direction it is pointed, and some vision will be possible up to 30 yards away. It can be used as a signal for up to a mile if visibility is good. Can be used in combat to blind foes within 10 yards, but only in relative darkness (e.g., when the combat penalty is at least -5). Each turn, the caster rolls against Innate Attack skill or DX-4, with a -5 penalty to hit the face. This attack can be dodged or blocked, but not parried. If the target is hit, he will be at a -4 penalty to combat skills on his next turn, and at a -1 penalty for the remainder of the combat. This effect is not cumulative. Foes with Night Vision double these penalties. ## Prerequisites: Continual Light or Shape Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 2 to cast. 1 to maintain. ## Item: Glove or ring; the item lets the wearer cast the spell. ## Energy Cost to create: 200. ##


Name: Mirror ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Creates a reflective surface. It can be cast on an object or can be freestanding (in which case it is two-sided). The mirror surface is not necessarily flat; the caster could create fun-house mirrors, for example. In a scientific-paradigm universe, casters with knowledge of physics can use this spell to create parabolic reflectors. A simple curve can be sufficient to cook meat; a large and precise one could be used to melt lead, given sufficient sunlight at appropriate angles. Against living targets, the GM can assume that such a mirror would do 1 point of burning damage per yard radius of mirror every 10 seconds. To ignite things, use the Ignite Fire guidelines (p. 72), substituting the Mirror size for the listed energy cost. An 8-yard-radius Mirror ignites heavy wood in about 10 seconds. Other, similar uses are subject to GM approval. ## Prerequisites: Colors. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 2. Same cost to maintain. ## Item: Wand, staff, or jewelry. ## Energy Cost to create: 350; the item must include a tiny mirror. ##


Name: Flash ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Creates a brilliant flash of light. This will totally blind some that see it, and reduce the DX of others by 3 (which reduces all DX-based skills). It may affect anyone who is facing the flash and has his eyes open (GM’s decision, if miniatures are not being used). The caster himself is not affected if he closes his eyes as he casts the spell. Each other creature in range must make a HT roll to avoid the worst effects: Distance, If HT roll is made, If HT roll is not made; Within 10 yards, 1 minute at -3 DX, 3 sec. blind, 1 min. at -3 DX; 11 to 25 yards, 10 sec. at -3 DX, 1 minute at -3 DX; 26 or more yards, no effect, 3 seconds at -3 DX. ## Prerequisites: Continual Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 4. ## Time to cast: 2 seconds. ##


Name: Remove Reflection ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular; Resisted by Will ## Description: The subject’s reflection (or reflections) seem to disappear from mirrors, pools, etc. At higher TLs, this may make the subject invisible to sensors that use mirrors as part of their optical pathways, at the GM’s discretion. ## Prerequisites: Remove Shadow. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 2 to cast. 1 to maintain. ## Item: Jewelry. Always on. Only affects the wearer. ## Energy Cost to create: 200; must include a $100 black onyx. ##


Name: Wall of Light ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Area ## Description: Creates a curtain of light around an area. The wall is four yards high, but may be made higher; simply scale the cost as the height (double for 8 yards high, triple for 12 yards high and so on). The only thing it blocks is vision, both ways. It has no effect on spells, beings, sounds, etc. Bright Vision allows one to see through the wall. ## Prerequisites: Continual Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: (Base) 1 to 3 to cast. Same cost to maintain. The Wall’s glow depends on the energy put into its base cost, as per Continual Light. ## Item: (a) Staff, wand, or jewelry. ## Energy Cost to create: 200. ## Item: (b) A Wall of Light may be made permanent at an energy cost of 100 times normal. ##


Name: Blur ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Makes the subject harder to see and therefore harder to hit with attacks. Each point of energy gives -1 to the effective skill of any attack on the subject, to a maximum of -5. ## Prerequisites: Darkness or Gloom. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 1 to 5 to cast. Same cost to maintain. ## Time to cast: 2 seconds. ## Item: Staff, wand, or jewelry; only affects the wearer/holder. ## Energy Cost to create: 100 per point of penalty. ##


Name: Shape Darkness ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Area ## Description: Shape and move three-dimensional darkness created with the Darkness or Blackout spells at a Move of 5. It also allows the caster to shape existing two-dimensional shadows into other two-dimensional shadowy shapes. Shadows can be reduced in size easily, but enlarging the shadows makes them slightly transparent. The average casual observer won’t notice, but anyone looking intently at the shadow gets an IQ roll to notice that it doesn’t have the “substance” it should. Shadows do not have to remain attached to the objects that cast them. ## Prerequisites: Darkness. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: (Base) 2. Same cost to maintain. For two-dimensional shadows, the base cost is 1. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 200. ##


Name: Hide ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Makes the subject harder to find. A Vision roll is necessary to see a subject in plain sight; Sense rolls to detect a subject already hidden are at -1 per point of energy spent, to a maximum of -5. These effects only apply while the subject remains still, but if he moves and then stops moving before the spell expires, the effects resume. ## Prerequisites: Blur or Forgetfulness. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 hour. ## Cost: 1 to 5 to cast. Same cost to maintain. ## Time to cast: 5 seconds. ## Item: (a) Jewelry, wand, or staff; only affects the wearer. ## Energy Cost to create: 1,000. ## Item: (b) Any item can be enchanted to make it permanently “hidden,” at an energy cost of 200 per point of “hiddenness”. ##


Name: See Invisible ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Subject can see anything concealed by the Invisibility spell or by “natural” invisibility. These things will be slightly translucent; thus, you can see through them and tell that they appear invisible to others. ## Prerequisites: Either Dark Vision and Infravision or Invisibility. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 4 to cast. 2 to maintain. ## Item: Staff, wand, or jewelry; only affects the wearer. ## Energy Cost to create: 400. ##


Name: Mage Light ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: Creates a small light. However, the illumination that it provides is only perceptible to mages, magical creatures, and those under the influence of Mage Sight. It moves just like Light does. An IQ+Magery roll is not required to see or use the light provided. ## Prerequisites: Mage Sight and Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 1 for a dim glow like candlelight, 2 for the brightness of a torch, 3 for a glare as bright as day. Same cost to maintain. ## Item: Wand, staff, jewelry, or lantern. Usable only by mages. ## Energy Cost to create: 100. ##


Name: Continual Mage Light ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: When cast on a small object (up to fist-sized, or 1 pound), or a small part of a large object, this spell makes that object glow with Mage Light ## Prerequisites: Mage Light and Continual Light. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Variable. The GM should roll 2d for the number of days. ## Cost: 2 for a dim glow like candlelight, 4 for the brightness of a torch, 6 for a glare as bright as day. Same cost to maintain. ## Item: Any item may be made to radiate mage light permanently, for 100 times the above energy cost (e.g., 200 for a dim glow, etc.) ##


Name: Sunlight ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Area ## Description: The area is illuminated in full daylight – even underground! The area extends skyward, stopping only when it hits some sort of ceiling. If cast in a cave, the area is a huge shaft of light extending upward to the rock. If cast on a cloudy day outdoors, the light appears to break through the clouds above. If cast at night, the light appears to come from an overhead star which brightens to sun level for those inside the area. Treat the light as natural sunlight for all purposes – it can be used to grow plants, get a tan, etc. Creatures who are susceptible to the effects of sunlight (such as vampires) are fully affected. ## Prerequisites: Magery 1, Glow, and Colors. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: (Base) 2 to cast. 1 to maintain. ## Item: Wand, staff, or jewelry. Usable only by mages. ## Energy Cost to create: 150. ##


Name: Continual Sunlight ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Area ## Description: Illuminates an area as per the Sunlight spell, but lasts longer and cannot be maintained. ## Prerequisites: Sunlight. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Variable. Roll 2d for number of days. ## Cost: (Base) 3. ## Item: The area may be permanently illuminated for 100 times the cost to cast the spell. ##


Name: Invisibility ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Regular ## Description: The subject cannot be seen and does not appear in reflections or photographs. He still makes sounds and can be tracked by scent or footprints. Anything he picks up becomes invisible, unless he wills it to stay visible. Infravision cannot detect him, but See Invisible can. Invisible characters have a great advantage in combat: see p. B394. ## Prerequisites: Six Light spells, including Blur. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: 5 to cast. 3 to maintain. ## Time to cast: 3 seconds. ## Item: (a) Jewelry, wand, or staff; only affects the wearer. ## Energy Cost to create: 1,200. ## Item: (b) An item can be made permanently invisible at an energy cost of 500 per hex of size or 50 pounds of weight, whichever is greater. ##


Name: Body of Shadow ## Difficulty: IQ/VH ## College: Light And Darkness ## Type: Regular; Resisted by HT ## Description: The subject’s body fades away, leaving only his shadow. The subject is now a two-dimensional shadow on the wall or floor, gaining the Shadow Form advantage (p. B83) for the duration of the spell. His clothing (up to 6 pounds) also becomes shadow, but while in shadow form it loses any magic powers it might have had. The rest of his equipment tumbles to the ground; he can carry nothing while in this form. Note that this spell does not augment the subject’s senses to allow him to see in pitch darkness! ## Prerequisites: Magery 2, Shape Darkness, and at least three Movement spells. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. The spell expires if the subject loses consciousness. ## Cost: 6 to cast. 3 to maintain. ## Time to cast: 5 seconds. ## Item: Staff, wand, jewelry, or cape. Only affects the wearer. A severe drawback of each of these items except the cape is that it falls through the subject as soon as the spell is cast! ## Energy Cost to create: 2,500 (6,000 for the cape). ##


Name: Sunbolt ## Difficulty: IQ/H ## College: Light And Darkness ## Type: Missile ## Description: Shoot a bolt of concentrated sunlight from one fingertip. It has 1/2D 75, Max 150, Acc 2; use the Innate Attack skill. The light burns like laser light and does burning damage. Increase a shield’s DB against this spell by 50%, rounding down, if it is highly polished. Whether or not damage gets through armor, a hit to the face blinds the victim unless he makes a HT roll. A hit to the eyes does double damage and blinds the victim unless he makes a HT roll at a penalty equal to the damage suffered. Treat Sunbolt-induced blindness as a crippling injury for recovery purposes (p. B420). Any mirror will reflect a Sunbolt; if the GM is uncertain of the exact angle of incidence/reflection (if the Sunbolt hits a hand-held mirror, for instance), determine its new direction randomly. Use the rules for hitting the wrong target (p. B389) to determine if anything along the new path is hit. Deliberately reflected shots are a much trickier matter; range penalties will be for the total range to the target, with an additional -2 for each “bounce”. And unless the mirrors are very large and/or stable and/or deliberately placed for the purpose, the GM may simply declare the shot impossible. Defending characters holding mirrors may attempt to reflect the bolt back at the caster – treat this as a Block defense at a -2 penalty; also apply the normal range penalties from the defender to the caster. The DB of the mirror (if it is large enough to offer any; GM call) adds to this roll normally. The caster may defend normally, unless totally surprised. Sunbolt is not affected by Missile Shield or Reverse Missiles. Force Dome and Deflect Energy do offer protection. Areas of magical Darkness or Blackout resist Sunbolt. ## Prerequisites: At least six other Light and Darkness spells, including Sunlight. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: Any amount up to your Magery level per second, for three seconds. The bolt does 1d-1 impaling damage per energy point. ## Time to cast: 1 to 3 seconds. ## Item: Staff or wand; the bolt is fired from the tip of the item. Usable only by mages. ## Cost to create: 800 energy and a sunstone worth at least $1,000. ##
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College of Darkness and Light

GURPS High Fantasy Belrathius