Enroth Rules: Spells of Light

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Create Food

Spell Points: 20
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Special
Luck roll: None

This spell creates food and water. The spell creates one day of food and water for the party for every 3 levels of Light Magic skill the caster has. Upon reaching Expertise in Light Magic, the amount of food and water created increases to 1 day for every two levels of the caster. Upon reaching Mastery, the amount of food and water created again increases to 1 day for every level of the caster. The material components for the spell are the caster’s Holy Symbol and at least one meal’s worth of food and water.

Golden Touch

Spell Points: 25
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One item
Luck roll: Special

This spell converts a single unbroken item in the caster’s inventory to gold, with a worth equal to 40% of the item’s actual value. There is a 5% chance for every level of Light Magic skill for the spell to succeed. If the spell fails, the item is not changed and becomes broken. Upon reaching Expertise in Light Magic, the conversion rate is 60% of cost. Mastery further increases the conversion to 80% of cost. The material components for this spell are the caster’s Holy Symbol and the item to be converted.

Dispel Magic

Spell Points: 30
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: Sight of caster
Luck roll: None

This spell removes all helpful spells on all the caster’s opponents in sight. This spell does not prevent future castings of beneficial spells. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5. The material component for this spell is the caster’s Holy Symbol.

Slow

Spell Points: 35
Range: 25 yds + 5 yds/Light Magic skill level of the caster
Components: V, S, M
Duration: 1 round/Light Magic skill level of the caster
Casting Time: 1 round
Area of Effect: 1 creature
Luck roll: None

This spell halves the movement and attack rate of the target. It will also double the initiative number of the opponents and remove all Dexterity bonuses to Armor Class as well. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 10. Upon reaching Mastery, the Casting Time is further reduced to 8. Only immunity to magic will allow resistance of the spell. The material component for this spell is the caster’s Holy Symbol.

Destroy Undead

Spell Points: 40
Range: 50 ft + 5 ft/Light Magic skill level of the caster
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 undead creature
Luck roll: ½

This spell calls down the power of the Gods to strike an undead creature and undo the evil magic that extends their unnatural lives. The undead target will receive 16 hp of damage + 2d8 hp of damage for every Light Magic skill level of the caster. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 10. Mastery further reduces the Casting Time to 7. A successful Luck roll will reduce the damage by half (round down). The material component for this spell is the caster’s Holy Symbol.

Day of the Gods

Spell Points: 45
Range: 10 feet
Components: V, S, M
Duration: 24 hours
Casting Time: 2 rounds
Area of Effect: Entire party
Luck roll: None

This spell simultaneously casts Power, Meditation, Speed, Lucky Day, Precision, and Guardian Angel upon all party members. The spell lasts for 24 hours and its effects are as if the caster cast the spell at a level equal to 150% of his/her Light Magic skill. Upon reaching Expertise in Light Magic, the spell effects are equal to twice the Light Magic skill of the caster. Upon reaching Mastery, the spell effects are equal to three times the Light Magic skill of the caster. The material component for this spell is the caster’s Holy Symbol.

Prismatic Light

Spell Points: 50
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Sight of caster
Luck roll: ½

This spell can only be cast indoors and creates multi-spectrum beams of light to radiate from the caster. This light will affect all opponents in the caster’s sight and inflict 25 hp of damage +1 hp dmg/level of the caster. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 9. Upon reaching Mastery, the Casting Time is further reduced to 7. A successful Luck roll reduces the damage by half (round down). The material component for this spell is the caster’s Holy Symbol.

Hour of Power

Spell Points: 55
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Entire party
Luck roll None

This spell simultaneously casts Bless, Haste, Heroism, Shield, and Stoneskin upon all party members. The duration and power of each of these spells are as if they were cast at 150% of the caster’s Light Magic skill. Upon reaching Expertise in Light Magic, the spell effects are equal to twice the Light Magic skill of the caster. Upon reaching Mastery, the spell effects are equal to three times the Light Magic skill of the caster. The material component required is the caster’s Holy Symbol.

Paralyze

Spell Points: 60
Range: 10 yds + 5 yds/Light Magic skill level of the caster
Components: V, S, M
Duration: 1 round/Light Magic skill level of the caster
Casting Time: 1 round
Area of Effect: One creature
Luck roll: Special

This spell disables the targeted monster for one round/Light Magic skill level of the caster. The affected opponent may not retaliate in any fashion. The targeted creature may make a Luck roll to resist the effect, and if successful, is only paralyzed for one round. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 10 and the Luck roll is made at -2. Upon reaching Mastery, the Casting Time is further reduced to 8 and the Luck roll is made at -4. The material component required is the caster’s Holy Symbol.

Sunray

Spell Points: 130
Range: 50 yds + 20 yds/Light Magic skill level of the caster
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Luck roll: ½

This spell is the most devastating priestly spell you may acquire. Harnessing the light of the sun and concentrating it on one pathetic creature, this spell causes 20 hp of damage + 2d10 hp dmg/level of the caster. Tied directly to that distant source, the spell can only be cast outdoors during daylight hours. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 10. Upon reaching Mastery, the Casting Time is further reduced to 9. A successful Luck roll reduces the damage to half (round down). Undead and Devils may NOT make a Luck roll. The material component required is the caster’s Holy Symbol.

Divine Intervention

Spell Points: 70
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3 rounds
Area of Effect: Entire party
Luck roll: None

This spell call upon the heavens themselves to heal the entire party of all damage, restoring all spell points, and removing all adverse conditions (including death and eradication). This spell can be cast only once per day. The gods will extract a heavy price upon the caster as well. The caster will age 10 years upon casting this spell. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 2 rounds and the caster may cast the spell twice a day. Upon reaching Mastery, the Casting Time is further reduced to 1 round and the caster may cast the spell three times a day. The material component for this spell is the caster’s Holy Symbol.