Light

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Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

Light provides illumination where all other lights fail. At its simplest it reveals, at its most powerful it is deadly.

Special Uses

Light may be used to make simple, visual-only illusions. To make complex illusions it must be combined with Mind.

Use in Mixed Spells

Combined with Mind, and/or Darkness, illusions become more powerful.

Counterspells

May be used to counter Darkness and Perception spells.

Example Spells

Light; Light; DC 15, Light springs forth from one of your hands, illuminating a circle out to 60 feet away. It lasts up to 2 hours, but you may turn it on and off as a free action. Requires Tenacity.

Flare; Light; DC 20, By causing a burst of light directly in front of a target, the target is Dazzled for 1 minute. Fortitude negates, target must have eyes.

Diffract; Light; DC 25, You warp the light around you, making it difficult to see where you are. You gain a +4 to AC against all enemies that are using their eyes to see you. Requires Tenacity.

False Wall; Light; DC 32, You cause a minor illusion to cover a window, door, arch or other aperture with an illusory section of wall, making it appear as though the wall is continuous and there is no opening. A spot check (DC 26) or interacting with the section of illusory wall breaks the illusion. Requires Tenacity.

Shining; Light; DC 42, You surround yourself with an immense halo of light. Illumination extends out 120 feet. Creatures who target you take a -6 to attacks, and must make a fortitude save or be Dazzled for 1d4 minutes as well. In addition to the penalty to attack, projectiles that target you or pass through an adjacent space have a 50% chance of being destroyed. Creatures who attack you in melee take 2d6 heat damage, no save. Attempting to Grab or Grapple deals 4d6, again no save. Requires Tenacity.

Sunbeam; Light; DC 46, You deal 10d6 points of heat damage to target creature and it is Blinded for 1d6 rounds. Undead take double damage from this, and armor worn by the target takes 3d6 damage, bypassing hardness. A successful fortitude save halves the damage and negates the blindness.