Clerical Spell Specification

[3/6] Radiation / Continual Radiation

[2/5] [Coloured] Light / Continual Light

[2/5] Darkness / Continual Darkness

[1] Hell-Glow / Moonlight

BTS: n/a

ULT: 15 / 25 hours

May subtract ULT of other Radiation Spells already learnt, subject to min. ULT of 5 hours.

Materials: holy symbol

Actions: blink

Effect of Throw:

01 to 50%

LI ± 1

51 to 100%

LI ± 2

101 to 200%

LI ± 3

201 to 300%

LI ± 4

301 to 400%

LI ± 5

401 to 500%

LI ± 6

Light Spells give +s to LI, Darkness Spells give -s to LI, Radiation Spells give either, as specified by the Caster.  A maximum LI plus or minus may be specified.

Coloured Light allows the Caster to specify the colour of the Light (only one per Spell).  If none is specified, the Light is of a random colour.

Hell Glow gives a reddish light of max. LI +2.

Moonlight gives Light equivalent to the current Phase of the Moon, as follows:

Range: 30d ft -5d(d-1)/2%

Cast on object: -25% (moves with object)

Radius: 10r ft -5r(r-1)/2%

Duration: t -5t(t-1)%    Duration of Radiation is measured in t hours. Duration of Continual Radiation is measured in t Caeriads. Otherwise, the Spells are identical.

Notes:

  1. Special Continual Radiation Items may be created by credit request using the Continual Radiation Spell. Duration may be measured in weeks for 50 cr, or in months for 150 cr. To maintain the Item at the same Duration brackets the same credit cost must be expended. Otherwise the brackets revert to Caeriads. Monthly Items may be maintained in weeks for the lower cost, but once an Item has not been maintained at the longer brackets its brackets cannot be increased again.
  2. Radiation Spells have effect throughout their specified Radius, and deteriorate at minus or plus one LI (for Light and Darkness respectively) beyond that Radius for further equal distances, down to LI+1/-1. The Radiation is distributed throughout the initial Radius. It does not shine / darken through major obstacles such as walls, but does shine / darken around minor obstacles such as bodies, creating shadows only outside the initial Radius.  When cast on objects (Items) they may be covered over to block the Radiation as if the cover were a major obstacle.
  3. Light and Darkness are opposites which cancel each other out, but multiple Light sources are not cumulative, nor are multiple Darkness sources. To calculate the current LI at any given point start at LI 0, add the strongest Light source, and subtract the strongest Darkness source. The exceptions to this are lanterns, torches and fires underground, which dispel up to two LI of shadow, but do not dispel Darkness Spells.
  4. Coloured Lights mix colour in proportion to their relative intensity, but are not otherwise cumulative.
  5. The full effects of Light and Darkness are as stated in the Light and Darkness section of the Thief System.