Elementalist Spell Specification

Class: Illusionist (Sg)

2. Nightsight (Multiple Targets)

BTS: 30% (Sg)

ULT: 50 hours

Materials: a piece of carrot (or other vegetable or organism believed to help see in the dark)

Actions: touch carrot to eyes of each Target in turn

Effect of Throw:

-5 to 4 Insanity

5 to 7 Target takes Sg/4 to Sg/3 to Sg/2 for Duration

8 to 11 No Effect

Throw Light Intensity 2

(Full Moon, torchlight, firelight)

Light Intensity 1

(New Moon, small flame)

Light Intensity 0

(Starlight)

12 to 13 Can make out some details Can distinguish shapes / outlines Can distinguish movement
14 to 15 Full vision Can make out some details Can distinguish shapes / outlines
16 to 17 Full vision Full vision Can make out some details
³ 18 Full vision Full vision Full vision

Duration: t hr    -2(t-1)

Radius: 20r ft    -r(r-1)/2 (centred on Caster)

No. Affected: n    -n(n-1)/2

Notes:

  1. The Spell may be cast on multiple Targets, specified by the Actions.  If the Actions are omitted (e.g. cast as a Word Spell), the Targets will be selected randomly from the Caster and others within the Radius (irrespective of whether they already have Nightsight as an innate ability).
  2. The Targets must remain within the Radius of the Caster for the Spell to be effective.  If a Target leaves the Radius and then returns within the Duration, he will regain the Nightsight effect.  Whilst within the Radius a Target with Nightsight from the Spell can use it to see outside the Radius.
  3. Nightsight enables vision (to the extent given by throw) in low Light Intensities, subject to normal limits on visibility (but with no restriction on visibility range due to the Spell effect).  It requires at least some light to be effective.
  4. Nightsight has no effect on races with Minimum Normal Visual Range £ 0, which have Nightsight as an innate ability (see the Light and Darkness section in the Thief System).