School of Magic | Light |
Domain | Arcane |
Polarity | Order |
Realm of Origin | The Realm of Dawn |
Associated Colors | Gold, White |
Associated Materials | Gold, Diamond, Glass |
Crafting/Enchanting Material | Prismatic Glass |
School of Powers | Light |
Academic Name | Lumomancy |
Traditional Name | Lore of Day |
School of Powers, Volatile | Solar |
Academic Name | Solarmancy |
Traditional Name | Lore of Sun |
Lore coming soon…
Passive Effects
Passive Effects for Light Magic are unique to each School of Powers:
Light Power Passives
Applies to Light Powers only NOT Solar Powers
Illumination
- Applies to any Light Power that includes ‘Illumination’ in its description
- Any time a Light Power with Illumination is cast it illuminates a 6″ radius around any target effected for 1 full round
- For Light Powers that include a projectile measure a 6″ radius along its entire path
- Any hidden target within this radius must pass an Avoidance test or become “detected”
- Note: this can be used to create zones of shadow for Stealth purposes
Solar Power Passives
Volatile Powers
- All Solar Powers are considered Volatile Powers
Solar Powered
- All Solar Powers cost 10% less Spirit (always at least 1 less) and have +10 to cast when the caster is standing in direct sunlight
- All Solar Powers cost 10% more Spirit (always at least 1 more) and have -10 to cast when the caster is indoors and/or is standing in darkness/shadows
Solar Mass
With every cast Solar powers build up Solar Mass, which manifests as a bright halo of swirling light around the caster. As it grows in size, Solar Mass will become critical.
- Each stack of volatile energy manifests as a stack of Solar Mass
- Solar mass illuminates a 6″ radius around the caster
- For each stack of Solar Mass , there is a 20% chance to blind anyone (friend or foe) that targets caster with any LoS or melee power, skill, or attack using conventional visual senses
- Upon reaching 5 stacks Solar Mass goes critical and the next Solar power cast has a flat unmodified 50% Critical Cast and 50% Miscast chance, after which all stacks of Solar Mass are removed
Light & Solar Power List
See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Miscast results). Use the filters below to refine your search.
Spell Name | Publish | ID | Domain | School of Magic | School of Power | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description | Archetype Details | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cutting Laser | yes | 25 | Arcane | Light | Light | Alteration | 1 | 4 | Modify | instant | 20 | hits a single target with a small beam of focused light that can cut though most mundane objects/materials • if used in combat as both an instant and an action can be used to damage a single piece of armor, cutting its Armor value in half until repaired (no effect on rune-crafted and/or enchanted armor) • triggers Illumination |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Blurred Vision | yes | 269 | Arcane | Light | Light | Alteration | 1 | 7 | Hex | instant | 16 | target subtracts d20 from their to hit roll for melee/ranged and from casting roll with LOS powers • suffer -1 disadvantage on all perception test • consuming the hex causes the target to suffer from Blindness for 1 round or 1 minute |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Expel Darkness | yes | 109 | Arcane | Light | Light | Alteration | 2 | 1/Tier against | Dispel | instant or action | 20 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if the effect is dark magic, use resistance equal to 7x the Tier of the caster of the effect • can also be used to remove all natural shadows or darkness in a 1" per Tier radius around the target for a short time (2 rounds in combat) • can also be used to dispel/shatter one dark magic based enchant/crafting • triggers Illumination |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Far Sight | yes | 360 | Arcane | Light | Light | Alteration | 2 | 13 | Environment | action | 20 | anywhere in LoS, included distant horizons, can be viewed as though the caster was within 20" of that point • effectively magnifying vision over long distances, but not actually reducing range |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Blind | yes | 182 | Arcane | Light | Light | Alteration | 3 | 9 | Control | instant | 20 | blinds a target for 1 round @ Tier3, 2 rounds @ Tier4, 3 rounds @ Tier5 | Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Magic Mirror | yes | 540 | Arcane | Light | Light | Alteration | 3 | 3 per Tier | Reveal | instant | 20 | permanently imbues magical properties onto an otherwise ordinary mirror or any solid reflective surface (i.e. a glass orb), after which it can be activated or used by anyone with the proper phrase or incantation • effects vary by Tier: Tier 3 = Mirror of Truth • will show brief glimpses or images in response to questions (i.e. "who is the fairest in all the land") Tier 4 = Mirror of Seeing • must be cast on a pair of mirrors • for a brief time the mirrors are connected and the user of the primary mirror is granted one-way vision through the secondary mirror Tier 5 = Mirror of Communion • must be cast on a pair of mirrors • for a brief time the mirrors are connected and allow two way vision and verbal communication Tier 6 = Mirror of Scrying • allows the user to observe any target or location they can bring to mind for a short time • undetected by normal means • cannot be used to see past or future events |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Mesmerize | yes | 302 | Arcane | Light | Light | Alteration | 4 | 14 | Channel | action (uninterrupted) | 16 | All targets in a 90˚ arc that are facing the caster are mesmerized for the duration of the channelling. Treat this as being blinded, silenced and immobilized for the duration. • Inflicting damage of any kind to the targets breaks the mesmerizing effects • each channeling lasts for 15 minutes outside of combat • triggers Illumination |
Channel Effects persist for 1 full round, typically inflicted at the beginning of the turn of any effected targets. May continue casting in consecutive rounds if paying 10% of the full spirit cost with no casting roll required, provided the caster is not interupted and did not move. • while channeling the caster counts as being Vulnerable • if the channeled power causes CC effects of some kind, it is assumed that they are one continuous CC effect • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted or moves |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Light Travel | yes | 215 | Arcane | Light | Light | Alteration | 5 | 9 | Movement | instant | 20 | target rapidly moves in straight line, anywhere within LoS of a light source • movement is so fast as to appear as having been instantaneously transported • no limit on distance however must guess distance before measuring • if miscalculation would result in striking a solid object take 4x regular collision damage |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Invisiblility | yes | 416 | Arcane | Light | Light | Alteration | 6 | 14 | Transmute | action | 10 | renders a single target/creature (up to Huge) or item (up to XL) completely invisible to normal ocular senses until canceled, dispelled, or taking damage • automatically maxes out Stealth and renders target undetected |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Bifrost | yes | 489 | Arcane | Light | Light | Alteration | 7 | 20 per 1" radius | Portal | action | 10 | Creates a singular point of origin, typically a large purpose-built magical construct or structure of some kind, for a shimmering rainbow bridge that can traverse immense distances in a very short time • with the correct command or phrase the Bifrost can be summoned forth from the point of origin to any other location that the caster is aware of, or can be summoned to travel back to the point of origin from their current location • though others can be granted access to the bifrost and even summon it at will, this is typically always done with the Casters express permission, or at least under their observation • many casters will appoint a guardian to watch over the origin point and even empower this guardian to grant or deny access to the Bifrost |
Portal Always Tier 7. Portal magic varies greatly by School but typically must be anchored to one or more fixed locations • after initially being cast/used the portals typically dissapear unless tethered to a physical location/object, in which case they instead become dormant • once dormant, portals can typically be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by speaking a command word and paying the spirit cost for the portal power • the size of the opening is typically dictated as a 1" radius per 20 spirit used to cast the power and anything larger than this cannot pass through • portals do not typically have a suctioning effect of any kind and matter must be moved, pushed or thrown into it • some portals may also require a physical key, magical object, specific incantation, word of power, or passphrase to activate |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Orb of Light | yes | 54 | Arcane | Light | Light | Conjuration | 1 | 1 | Utility | instant | 40 | conjures a small floating orb of light that can be controlled up to 40" away • lasts up to one day • triggers Illumination, with the Orb as the target |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Fairy | yes | 197 | Arcane | Light | Light | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 4 | Summons a Fairy from the Dawn Realm as a familiar (see CoC: Fairy) • triggers Illumination |
Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Light's Lash | yes | 526 | Arcane | Light | Light | Conjuration | 2 | 6 | Weapon | instant or action | self | Conjures Light's Lash, a coil of pure light, that can extend to seemingly impossible lengths • can be wielded as a large 1d12 damage whip with 12" Reach and an Entangle +5 Weapon attribute • triggers Illumination along its entire length • can also be used as an unbreakable rope of near infinite length |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Trick of the Light | yes | Arcane | Light | Light | Conjuration | 2 | 1 per 1" | Illusion | instant | 16 | Allows the caster to manipulate the way light falls on objects and/or casts shadows in a spherical radius of 3" per Tier around the target point • this effect can make objects or target appear as though they are something they are not or give the caster limited control over where shadows fall |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Light Binding | yes | 214 | Arcane | Light | Light | Conjuration | 3 | 2/tier | Binding | action | 14 | targets are blinded AND silenced • any damage breaks the bindings • whoever breaks the bindings, whether through damage or dispelling, is blinded for 1 round • triggers Illumination |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Lantern Wisp | yes | 332 | Arcane | Light | Light | Conjuration | 3 | 3x Creatures Threat Rating | Minion | action (uninterrupted) or 1 minute | 8 | Summons a Lantern Wisp (see CoC: Lantern Wisp) • triggers Illumination upon the Lantern Wisp (i.e. cannot be invisible upon initial summoning) |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Plane of Reflection | yes | 138 | Arcane | Light | Light | Conjuration | 4 | 8 | Obstacle | action | 16 | creates a two dimensional plane with an area of 2 square inches per lvl (i.e. 6"x2"=12"sq. would required level 6), oriented however the caster sees fit, that appears as a reflective mirror like surface but has no true corporeal form • the plane of reflection blocks LoS for anything behind it but can extend LoS around corners in some cases (treat it like a double sided mirror) • some targets may become confused by it (forcing an intellect or wisdom test where appropriate) • any LoS spirit or faith power targeted at the Plane of Reflection is deflected at the same angle at which it struck the Plane of Reflection • Light based LoS projectiles have their critical cast chance doubled if deflected off the plane of Reflection prior to hitting their target • has no effect on physical ranged projectiles however since it disrupts LoS intuitively targets would not generally attempt to shoot through it |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Prismatic Tower | yes | 379 | Arcane | Light | Light | Conjuration | 5 | 17 | Sentinel | action (uninterrupted) or 1 minute | 10 | pulsates Light energy in a 4" radius at the end of the Casters turn, inflicting 4d6 damage and randomly dispelling 1 negative effect on any target in range • triggers Illumination |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Light Beacon | yes | 418 | Arcane | Light | Light | Conjuration | 6 | 6 | Totem | instant | 10 | radius 4" • any friendly target within the Totem's radius can re-roll failed resistance checks, stat tests, hit rolls and faith Difficulty tests (Holy only) • the Totem counts as Illumination |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Lightforged Titan | yes | 490 | Arcane | Light | Light | Conjuration | 7 | Supreme | action | 10 | UNDER DEVELOPMENT | Supreme Always Tier 7 • summons a supremely powerful entity that the caster has no control over whatsoever • acts immediately, according to its own Initiative Score • worth XP if slain |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Blinding Touch | yes | 19 | Arcane | Light | Light | Destruction | 1 | 3 | Shock | action | melee | 1d8 damage and blinds the target for 1 round • triggers Illumination |
Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Imbue Brilliance | yes | 89 | Arcane | Light | Light | Destruction | 2 | 3 | Imbue | instant | 6 | negates block/parry/ward-off, if target is blinded then blindness is removed but causes extra 0.5dam/lvl • triggers Illumination |
Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Luminous Shot | yes | 131 | Arcane | Light | Light | Destruction | 2 | 6 | Shot | action | 32 | A ball of light hits the target for 1d12 light damage, +2 damage for each full 3" it travels (max +2/Tier) if fired in presence of light sources (absorbs light energy as it travels) | Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Bright Flare | yes | 184 | Arcane | Light | Light | Destruction | 3 | 6 | Amplify | instant | 16 | prevents the target from using ranged LoS based attacks/skills for 1 round and reduces Stealth to zero • while active, any time the caster inflicts damage with a light or solar destruction power, the target effected by Bright Flare takes 2d6 damage and the duration is extended for another round. • duration cannot exceed the tier of the caster • triggers Illumination on the target for the duration |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shattered Glass | yes | 230 | Arcane | Light | Light | Destruction | 3 | 6 | DOT | instant | 30 | 1d6+2 damage, use AC instead of resistance with no dodge allowed | DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Bright Lance | yes | 271 | Arcane | Light | Light | Destruction | 4 | 10 | Missile | action | 40 | A magical glowing lance is thrown at the target, dealing 2d8+8 light damage with 10%/Tier chance to blind target for 1 round • triggers Illumination |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Lucent Blade | yes | 373 | Arcane | Light | Light | Destruction | 5 | 7 | Strike | action | melee | +2d12+4dam • cannot be parried, blocked, or caught (i.e. immune to Focus: Catch Weapon) • if wielding a weapon with the 'Overpowering' effect deal 20% additional weapon damage • triggers Illumination |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Seal of Light | yes | 520 | Arcane | Light | Light | Destruction | 5 | 20 | Seal | 5 minutes per Tier | 4 | Anyone attempting to break or tamper with the seal will cause it to glow with brightly, temporarily blinding them and inflicting 4d6 Arcane damage • if the seal is broken this damage is tripled and the target will have an image of the seal or the object upon which it was placed permanently seared into their eyes, effectively blinding them for life, until the seal is properly opened or the effect dispelled |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional casting roll upon breaking it is with no modifiers and cannot critically cast or miscast |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Pillar of Light | yes | Arcane | Light | Light | Destruction | 6 | 12 | Burst | action | 16 | a pillar of light descends upon the target from above, bathing it in intense luminous energy • if targeting a foe they take 2d12+8 damage • if targeting an ally Pillar of Light instead heals the target for 2d12+8 HP and benefits from any modifiers associated with Fortification powers • triggers Illumination |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Death Stare | yes | 457 | Arcane | Light | Light | Destruction | 7 | 2x Targets Threat Rating | Death | action | 4 | instantly kills a living target | Death Always Tier 7 • single target, short ranged LOS, cause instant death (some restrictions apply) • can only be successfully used once per day |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Flash Bang | yes | 40 | Arcane | Light | Light | Devastation | 1 | 6 | Bomb | instant | 16 | remains dormant on target for 1 full round, then if exposed to natural light or hit by any light based power of any kind, it explodes dealing 1d6 damage in a 2.5" radius, blinding all targets • counts as Illumination upon exploding |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shining Splendor | yes | Arcane | Light | Light | Devastation | 2 | 10 | Nova | action | 3 | 2d6 damage • all targets that PASS a Perception test within the radius have their Initiative Score reduced by 10 for their next turn • triggers Illumination |
Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Deadly Mirage | yes | 194 | Arcane | Light | Light | Devastation | 3 | 10 | Trap | action | 28 | 3" radius mirage that often draws targets towards it, can trigger on any turn to do 3d6 damage • counts as Illumination once triggered |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Prismatic Arch | yes | Arcane | Light | Light | Devastation | 3 | 17 | Beam | action | 10 | creates a burning rainbow arch between the caster and the target that remains in play for one full turn • can be a direct straight line or can be an arch reaching a height of up to 1/2 its length • the initial target is hit for 2d8 damage • while in play any targets crossing through or passing under the Prismatic Arch also take 2d8 damage |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Bright Wave | yes | 272 | Arcane | Light | Light | Devastation | 4 | 12 | Cone | action | Cone Template | affected targets may choose to be blinded for 1 round or take 1d20+1d10 dam • template counts as Illumination |
Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Lightfall | yes | 298 | Arcane | Light | Light | Devastation | 4 | 28 | Storm | action | 20 | a cascade of light falls from the sky in a 5" radius, inflicting 1d12+1d4+2 damage • 15%/Tier chance to reduce Stealth to zero for any target hit • triggers Illumination |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Bright Volley | yes | 346 | Arcane | Light | Light | Devastation | 5 | 23 | Multi | action | 32 | fires 3 individual bright lances that must target different targets • triggers Illumination |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Myopic Plague | yes | 541 | Arcane | Light | Light | Devastation | 5 | 26 | Plague | action | 30 | inflicts searing pain in the targets eyes, causing 2d6 damage per round and for the duration, causing -10 to hit with all physical attacks and LoS powers as well as cutting their Perception in half for stat tests/roll-offs | Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Exploding Prism | yes | Arcane | Light | Light | Devastation | 6 | 16 | Blast | action | 32 | summons forth a large glass prism that is launched as a projectile, inflicting 3d10 damage to the initial target and then shattering into deadly shards of glass that inflict 3d6 damage in a 1.5" radius with a 2 damage per round bleed effect | Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Ocular Apocalypse | yes | Arcane | Light | Light | Devastation | 7 | Ultimate | action | battlefield | battlefield is flooded with intense light, targets that are quick enough to shield their eyes will only temporarily go blind, those that do not will have their eyeballs ruptured, 25% chance will affect the caster | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | ||
True Sight | yes | 74 | Arcane | Light | Light | Fortification | 1 | 3/Tier | Boon | instant | 6 | grants +10 hit/Tier with ranged weapons & 'shots', consuming the buff causes the targets eyes to shine with a bright golden light (triggers Illumination) and grants the following LoS effects for up to 1 hour • +2 Advantage per Tier of caster for spotting hidden enemies • sees the true form of any type of illusion • automatically sees through any form of invisibility • perceives the true form of any shape shifting creature |
Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Healing Light | yes | 124 | Arcane | Light | Light | Fortification | 2 | 2/Tier | Healing | action | 20 | A single target receives 1d6+1 healing per Tier or caster may choose to double the cost for all targets in a 1" radius to receive 1d6+1 healing per Tier • all targets are immune to Focus loss for 1 round • triggers Illumination |
Healing typically single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add spell power modifiers as increased healing • critical cast results in double the healing value • if cast more than once per day out of combat double the spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Light Shield | yes | 130 | Arcane | Light | Light | Fortification | 2 | 8 | Shield | instant | 14 | creates a 1d12+10 arcane damage shield that negates all Light effects • the attack which destroys the shield blinds the attacker for 1 round • triggers Illumination |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Light Ward | yes | 216 | Arcane | Light | Light | Fortification | 2 | 5 | Ward | instant | 12 | while ward is active target is immune to Blinding effects and provides Illumination • the ward may also be used to suppress all sources of Illumination present on the target if they wish to do so • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Light powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Bend Light | yes | Arcane | Light | Light | Fortification | 3 | 6 | Synergy | instant | 6 | while active, target may hide in plain sight (within reason) and gains +3 advantage against active or passive detection • upon dropping below 4 stealth target immediately gains 1d4 Stealth • effect is consumed if target is detected |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Glasshide Armor | yes | 292 | Arcane | Light | Light | Fortification | 4 | 12 | Armor | instant | self | while active, immune to acid based attacks/damage, reflects 50% of next incoming physical damage, which destroys the Glass armor casts Shattered Glass on anyone within 1" | Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Aegis of Light | yes | 338 | Arcane | Light | Light | Fortification | 5 | 3/Tier | Shell | action | self | 1d6HP/tier shield vs all Spirit and Faith damage (except Holy) • caster may choose to automatically cancel (with no refund) a single Shadow/Dark/Void power cast against targets within the Aegis of Light (even if cast from within), at the cost of consuming the Aegis, regardless of remaining HP on the shield • while active the caster gains a free Honor Code stack of their choice for every 6 HP of damage negated by the Shield and/or if consuming the Aegis • triggers Illumination |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Prismatic Empowerment | yes | 378 | Arcane | Light | Light | Fortification | 5 | 7 | Empower | instant | self | while active: automatically generates 3 Focus or 1 Honor Code Stack each round, reduces the cost of all Fury, Vigor, Spirit, or Stealth skills by 25%, and reduces the Difficulty of all Faith powers by 2 (to a minimum of 1) • consume buff to gain an extra action this round • triggers Illumination when consumed or anytime persistent effects are utilized |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shifting Prism | yes | Arcane | Light | Light | Fortification | 6 | 18 | Defense | instant | self | 3 glass prisms float around the caster • for each prism active enemies must pass a Perception test if they wish to target the caster, where failing even one prevents targeting • this effect does not cost an enemy any portion of their turn and if failing they may elect a different target • each prism also automatically copies and stores a single LoS spirit power, either cast by the caster or by an enemy that targeted the caster • a Prism may be consumed as an instant to free-cast an unmodified version of the stored power, or for an action all prisms may be consumed at once |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Child of the Dawn | yes | 454 | Arcane | Light | Light | Fortification | 7 | Avatar | instant | self | UNDER DEVELOPMENT | Avatar always Tier 7 • self cast only • transforms the caster into a powerful avatar of the particular School of Spirit powers invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in a given Realm at any time • if an Avatar is already active the spell will automatically fail. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Sunshine | yes | 360 | Arcane | Light | Solar | Alteration | 1 | 4 | Environment | action | 20 | Causes the sun to shine in a 20" radius around the caster, according to current time of day, lasting until the sun sets. This effectively removes or negates whatever is obstructing or preventing it from shining, whether due to natural or magical means. This triggers the Solar Powered passive effect for Solar casters. Depending on other conditions this could also provide sufficient warmth to negate or even remove stacks of exhaustion caused by cold or wet effects. If cast while indoors or underground, the sell has no direct effect, but does make the caster aware of where the sun would be in the sky if they could see it. At Tier3 this effect can be placed on a stationary point instead of on the caster. | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Repel Chaos | yes | 109 | Arcane | Light | Solar | Alteration | 3 | 1/Tier against | Dispel | instant or action | 20 | Can dispel one known chaos based magic effect (i.e. fire, air, dark), use resistance equal to 7x the Tier of the caster of the effect • if successful can also choose to knock the target back 2+1d6" • if cast on a target that is influenced by chaos the target must pass a resolve test (with -1 disadvantage per tier) or be inflicted with Fear. • Can also be used to dispel/shatter 1 dark magic based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Mass Ejection | yes | 25 | Arcane | Light | Solar | Alteration | 4 | 4 per stack | Modify | instant | 20 | Transfer any number of stacks of Solar Mass from the caster onto another target within range. This includes the stack of Solar mass that results from casting Mass Ejection. Target may choose whether or not to resist this effect. If the target already has volatile stacks of some kind, the Solar Mass stacks are converted into the matching type of volatile stacks. | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Sunburn | yes | Arcane | Light | Solar | Alteration | 4 | 7 | Hex | instant | 16 | target takes 25% extra damage from Solar, Fire or Heat damage • each time the target is hit by Solar damage, add another stack of Sunburn at +10% per stack • max of 4 stacks • consuming the Hex causes the target to max out the Sunburn stacks until the end of their next turn, after which they gain 1 stack of Exhaustion |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Solar Conversion | yes | 416 | Arcane | Light | Solar | Alteration | 5 | 8 | Transmute | action | 10 | The caster selects any number of stacks of Solar Mass on the target to convert. The conversion consumes the stacks and provides 1d10+2 healing per stack or returns 1d12 spirit per stack. The caster can allocate the stacks between HP and spirit as they see fit. | Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Sundog | yes | 61 | Arcane | Light | Solar | Conjuration | 1 | (3x Creatures Threat Rating) per Tier | Minion | action (uninterrupted) or 1 minute | 6 | Summons 1 Sundog per Tier (see CoC: Sundog) | Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Solar Lenses | yes | 54 | Arcane | Light | Solar | Conjuration | 2 | 2 per target | Utility | instant | 40 | conjures a set of magical lenses that prevent any blinding effect caused by natural sunlight or Solar Mass | Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
The Dawn Spear | yes | 526 | Arcane | Light | Solar | Conjuration | 5 | 14 | Weapon | instant or action | self | Conjures the Dawn Spear, a long one-handed spear forged entirely from radiant metals found in the heart of a sun • can treated as a large polearm or staff weapon for determining proficiency • inflicts 2d8 damage as physical, light and heat based damage with ward-off, impale, and a throwing range of STR+5 • inflicts 1d6 passive light & heat damage to anything it touches other than the casters hand (if lodged in an enemy they take 1d6 dam per round) • after throwing, can be summoned back to the casters hand by issuing the command word "Solaris" |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
|
False Sun | yes | 408 | Arcane | Light | Solar | Conjuration | 6 | 24 | Illusion | instant | battlefield | creates a false sun in the sky that lights as per the real sun, even casting shadows based on its position in the sky • the sudden appearance of the False Sun generally has the effect of distracting most targets and turning their focus to the sky (especially if used during the night) • in many cases this can break LoS for hiding/stealth purposes or even allow targets to disengage from combat without being attacked • does not actually produce any light energy or heat |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Solar Focus | yes | 184 | Arcane | Light | Solar | Destruction | 2 | 2 | Amplify | instant | self | The next Solar destruction or devastation power cast does +2 damage per stack of Solar Mass to a single target. Also grants the caster +1 Focus if applicable. | Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Dawn Strike | yes | 373 | Arcane | Light | Solar | Destruction | 2 | 3 | Strike | action | melee | +1d8dam • if Dawn Strike is parried, blocked or warded off but the attack would otherwise have hit, the target is blinded for 1 round |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Solar Shock | yes | 19 | Arcane | Light | Solar | Destruction | 3 | 6 | Shock | action | melee | Transfers up to 1 stack of Solar Mass per Tier of the caster onto the target, inflicting 1d8 damage for each stack transferred • can only transfer stacks that were present prior to casting Solar Shock |
Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Sun Shard | yes | 271 | Arcane | Light | Solar | Destruction | 3 | 10 | Missile | action | 40 | Fires a jagged shard of glass charged with solar energy deals 2d8+6 damage to the target. If striking a magical shield or barrier of any kind it is immediately destroyed, regardless of the type of damage it blocks, but the damage of the Sun Shard is reduced by 6. | Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Searing Flash | yes | 432 | Arcane | Light | Solar | Destruction | 4 | 7 | Burst | instant or reaction | 16 | A quick flash of sunlight envelopes the target, causing searing heat that inflicts 1d20 solar damage. Can be used as an reaction on a target that is about to cast a spell. If inflicting more than 15 damage it interrupts the targets spell and refunds its cost. | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Sun Ray | yes | 240 | Arcane | Light | Solar | Devastation | 1 | 6 per tier | Beam | action | 10 | An intense ray of sunlight sweeps from left to right (or right to left), bathing a 90˚arc in bright daylight. Any target facing the caster takes 1d6 damage per tier and suffers -20 to hit and cast for 1 round. • If striking any hidden targets, they are detected if failing an Avoidance or Stealth test, using standard detection modifiers • the Sun Ray casts a shadow in 90˚arc behind any target struck • any targets inside the 10" 90˚ arc but inside the shadow cast by another target are unaffected • use a single casting roll with bonus spell damage divided evenly among targets |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Solar Flare | yes | Arcane | Light | Solar | Devastation | 2 | 3 per Tier | Cone | action | Cone Template | inflicts 1d6 damage +1d8 per Volatile (Solar Mass) stack on the caster prior to casting Solar Flare • total number of damage dice limited to the Tier of the power • invert cone template (wide end positioned next to caster) |
Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Coronal Wave | yes | 148 | Arcane | Light | Solar | Devastation | 3 | 10 | Nova | action | 3 | 3d6 damage +2 damage per Volatile (Solar Mass) stack present on the caster prior to casting Coronal Wave | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Call Down the Sun | yes | 431 | Arcane | Light | Solar | Devastation | 5 | 14 | Blast | action | 32 | A blast of solar energy streaks down from above, inflicting 3d10 Solar damage in a 1.5" radius around the target point • any target damaged has a 5%/Tier chance of being blinded for 1 round |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Storm of Radiance | yes | 298 | Arcane | Light | Solar | Devastation | 6 | 38 | Storm | action | 20 | radiant solar energy swirls in a 4" radius, inflicting 1d12+12 damage • LoS is completely blocked by the effect • caster immediately maxes out Solar Mass if touched by the storm |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
New Dawn | yes | 455 | Arcane | Light | Solar | Devastation | 7 | 14 | Ultimate | action | battlefield | hits all targets in a 90° frontal arc of caster • immediately detects all traps and hidden/stealthed targets to anyone that has LoS to them • MORE UNDER DEVELOPMENT |
Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Solar Shield | yes | 149 | Arcane | Light | Solar | Fortification | 3 | 8 | Shield | instant | 14 | creates a 1d12+10 arcane damage shield that negates all Solar effects and can be used to block self inflicted damage from volatile solar powers amd effects • the attack which destroys the shield causes 1d8+2 Solar damage to all in base contact with the shielded target |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Solar Ward | yes | 232 | Arcane | Light | Solar | Fortification | 3 | 6 | Ward | instant | 12 | while ward is active target is immune to Blinding and Dispeling effects • the ward also reduces the illumination and blinding chance of Solar mass by half • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Solar powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Sun Spheres | yes | 241 | Arcane | Light | Solar | Fortification | 3 | 8 | Defense | instant | self | while active 3 spheres of pure light circle around the caster • the spheres can be consumed at any time by the caster for no cost to either blind a target that has attempted to hit them (potentially preventing the attack if it requires LoS) or to add +5 to hit and +3 damage to any direct damage Light/Sun power • also illuminates are around the caster similar to a torch |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Radiant Brand | yes | 124 | Arcane | Light | Solar | Fortification | 4 | 8 | Healing | action | 20 | A single target is healed for 2d12 +1/level of the target • if target is dedicated to or born of Order increase to 3d12 • if target is dedicated to or born of Chaos deals damage instead |
Healing typically single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add spell power modifiers as increased healing • critical cast results in double the healing value • if cast more than once per day out of combat double the spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Solar Force | yes | 433 | Arcane | Light | Solar | Fortification | 6 | 10 | Synergy | instant | 6 | target gains +1 Hit per current focus/honor and +2 Hit per max spirit/faith tier, on all attacks • if failing to Crit with a D100 hit roll while Solar Force is active, the effect is consumed but the attack instead auto-crits |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Supernova | yes | 506 | Arcane | Light | Solar | None | 8 | unknown | Legendary | action | unknown | Causes a distant sun to go supernova | Legendary Legends speak of spells with the power to destroy worlds, however their existence is pure speculation and if they do exist they certainly cannot be learned through conventional means |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Prismatic Reflection | yes | Arcane | Light | Light | Alteration | 3 | 3/Tier against | Counter | reaction | 16 | After an enemy caster has sucessfully cast a LOS spirit power against you, as a reaction, you may reflect the spell back at the original caster and change its damage type to any spirit based damage type you choose. If this would alter/negate other effects of the spell or make the spell non-sensical, those effects are lost. | Counter When a target casts a spell, use reaction to interrupt, cancel, counter, redirect or reflect it. The enemy caster gains bonus resistance to the effect equal to 5x thier max Tier of power. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |