Difference between revisions of "Light"
From NsdWiki
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m (conjuring→dynamic) |
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{{spell | {{spell | ||
− | |essence= | + | |essence=dynamic |
|school=light | |school=light | ||
|xp=1 | |xp=1 |
Latest revision as of 20:54, 20 January 2013
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 1 |
---|---|
AP | 4 |
Target | Object |
Distance | Contact |
Lasts | One hour per spell rank |
Counter | Darkness |
Light is cast in order to illuminate one's way. The conjurer chooses a target inanimate item (stone, gem, sword, suit of armor, button, wall, corpse, candle) and imbues it with a radiance that can help in navigating caves and other dark places. The mage can expend an extra magic point at a later time to increase the intensity of the light to a higher level. He or she can also reduce or raise the light to the maximum level for the spell at will.
Intensity Effects
- A weak light is created, enough to light five feet in front of the conjurer
- A good light is created, enough to illuminate an entire small room clearly
- A strong light may be created, enough to illuminate a large hall
- A severe light may be created, enough to cause those looking at the object creating the light to look away. Attacks directed at anyone in possession of the object or close by are at a −2 penalty
- A blinding light may be created, equal to an unveiled desert sun at its zenith. Creatures not protecting their eyes will be blinded until two rounds after the light is extinguished.