Elementalist Spell Specification

Class: Illusionist (Sg)

1. Ray of Light

BTS: n/a

ULT: 30 hours

Materials: a gem

Actions: blink

Effect of Throw:

-4 to 5 Insanity

6 to 7  LI -1 to -2

8 to 10 No Effect

11 to 15 LI + 1

16 to 20  LI + 2

21 to 30   LI + 3

31 to 40    LI + 4

41 to 50    LI + 5

>= 51    LI + 6

A maximum LI plus may be specified.

The Ray appears as a Cone shining out from the Materials with:

Range: 60d ft -d(d-1)/2

Radius at Base: 2.5r ft -r(r-1)/2    To make focusable by use of light concentration (i.e. can adjust size of Radius at Base from size of Materials to that specified on Casting): -3

Duration: t hours -t(t-1)

Notes:

  1. Ray of Light is a Radiation Spell, and as such has effect throughout its specified Cone, and deteriorates at minus one LI, down to LI+1, for every [Radius at Base] feet beyond that Cone in all directions except behind the Symbol. The Radiation is distributed throughout the initial Cone. It does not shine through major obstacles such as walls, but does shine around minor obstacles such as bodies, creating shadows only outside the initial Radius.
  2. It is always Cast on an object (the gem used as Materials), and so moves with it, and the gem may be rotated to move the Beam.  The gem may be covered over to block the Light 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. The full effects of Light and Darkness are as stated in the Light and Darkness section of the Thief System.