Light Magic

From Sagataflwiki

(Difference between revisions)
Jump to: navigation, search
(Tables: Adding CTI column, to both Spell and Gr. Spell tables)
(Tables: replacing tables)
 
Line 42: Line 42:
{|
{|
-
! SL !! Spell<br>name !! Effect<br>(SM/VSM) !! CTI !! R. !! Dur. !! Res. !! Notes
+
!rowspan=2| SL !!rowspan=2| Spell<br>name !!colspan=3| Effect !!rowspan=2| CTI !!rowspan=2| R. !!rowspan=2| Dur. !!rowspan=2| Res. !!rowspan=2| Notes
|-
|-
-
| 1 || sn || eff (-) || cti || r || d || no || xyz
+
! Normal !! Strong<br>Magic !! Very Str.<br>Magic
 +
|-
 +
| 1 || sn || effect || SM || VSM || cti || r || d || no || xyz
|}
|}
Line 50: Line 52:
{|
{|
-
! GSL !! Spell<br>name !! Effect<br>(SM/VSM) !! CTI !! R. !! Dur. !! Res. !! Notes
+
!rowspan=2| GSL !!rowspan=2| Spell<br>name !!colspan=3| Effect !!rowspan=2| CTI !!rowspan=2| R. !!rowspan=2| Dur. !!rowspan=2| Res. !!rowspan=2| Notes
|-
|-
-
| 3 || sn || eff (-) || cti || r || d || no || xyz
+
! Normal !! Strong<br>Magic !! Very Str.<br>Magic
 +
|-
 +
| 3 || sn || effect || SM || VSM || cti || r || d || no || xyz
|}
|}
 +
 +

Latest revision as of 10:01, 8 April 2012

The Realm of Light Magic contais Spells that lets the caster manipulate light in various ways, including creating it, and suppressing or extinguishing it (although the Realm of Shadow Magic can do this better - it can do the same with lower level Spells), and Summon and Dominate Light Elementals.

Summoning a Light Elemental should be done inside a Pentagram, for safety, and the Summoner will usually want to have a high Dominate Summoned stat.

It must be emphasized that there is nothing moral or ethical about Light Magic. It is simply the manipulation of photons, and would have been called Photon Magic (and Shadow Magic would then have been called Anti-Photon Magic) if it wasn't because those terms are excessively scientifical and therefore inimical to the low-tech (and usually medieval) mood and atmosphere that one desires for a fantasy setting.

Light Magic contain several Spells, of 3rd level and higher, that are greatly useful defensive tools for temporarily blinding attackers or other enemies, some close up and some at range (the later starting at 4th level). It is therefore highly attractive for those who wish to be able to defend themselves without the hassle of having to play blood money and/or deal with vengeful relatives of the deceased. This may be desirable in some settings, while in others, something must be done to minimize the ubiquitousness of this Realm. See the subsubsubsection labeled The Fluffy Bunny Realm, in the World Impact section, for how the Ärth setting deals with this issue.

Certain advanced uses of Light Magic requires some knowledge of geometry, as represented by the Mathematics Skill, such as the creation of parabolic mirrors.

Contents

The Realm of XYZ

General information about the Realm

Simple Spells

Put all Spells here that do not utilize Build Points at all, sorted according to sub-Realms or themes into sub-sections.

sub-Realm

sub-Realm

Build Spells

Put all Spells here that use Build Points

Build Point Usage

Define here all the things that Build Points may be spent on

Related Item Abilities

Item Abilities that are classified as belonging to this Realm for the purpose of avoiding the out-of-Realm tax on Investments.

Pertinent Enchantments

Alternate sub-Realms

Other sub-Realms that are legal choices, e.g. "horizontal" sub-Realms for Necromancy

The world

World impact

The Ärth setting

The Fluffy Bunny Realm

Design Notes

Log of important changes

Quick mini-glossary

See also

Elemental for the general rules on Elementals, and
Light Elemental for those rules that are particular to Light Elementals.

Tables

Table for Spells:

SL Spell
name
Effect CTI R. Dur. Res. Notes
Normal Strong
Magic
Very Str.
Magic
1 sn effect SM VSM cti r d no xyz

Table for Greater Spells:

GSL Spell
name
Effect CTI R. Dur. Res. Notes
Normal Strong
Magic
Very Str.
Magic
3 sn effect SM VSM cti r d no xyz
Personal tools