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Light Magic

Realm of Strife™ > Character Skills  > Spirit > Light Magic
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

Light Magic is the spiritual manifestation of the Realm of Dawn, the first glimmer of existence breaking through eternal night. It is the force of revelation, of truth made visible, and of order imposed upon chaos. To those who wield it, light is more than radiance—it is purpose, clarity, judgment and hope. Lumomancy grants its practitioners the power to dispel illusion and drive back the shadows that linger in all things. Wherever Light touches, ignorance fades and truth stands bare. Yet illumination is not without burden, for to see all things clearly is to also confront the flaws, corruption, and sorrow that darkness once concealed. Wielders of the light often speak of it as both gift and trial, for purity demands sacrifice, and even the warmest glow can cast the harshest shadow.

Where light powers illuminate, solar powers burn—radiant, pure, searing, and unrelenting. Those who call upon Solar Powers draw upon the power of the blazing heart of the sun, channeling its radiance to consume as readily as it sanctifies. Each act of Solarmancy gathers radiant energy until the caster stands wreathed in a halo of blinding glory, a living star upon the mortal plane. Yet too much of such power blinds even its bearer, as the boundaries between self and solar mass dissolve. If reaching its zenith, the solar mass erupts in a burst of all consuming brilliance.

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.