RPG/Light Spells

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Light Beam 1
MP: 7 Cost: $10 Difficulty: 4 Oppose: A 9 Range: 100 Targets: 1 Damage: 1d20 Duration: N/A
When this spell is cast, a beam of hyper-focused, white light strikes the target and generates a bright flash.

If the target fails the oppose, it is subject to damage. The target is also blinded, suffering a penalty to all sight-based rolls equal to the difference by which it failed the oppose. This penalty cannot be greater than 10, and it decreases by 2 at the end of every following round. On repeated hits, the penalty will replace the previous one if it is greater.


Unique Boost: Gamma Beam

By increasing the MP and material costs by 50% and the difficulty by 4, the spell can be changed so that the generated beam becomes high-frequency radiation that penetrates armor and obstacles. Only half of the damage from this spell can be soaked. The beam will also pass through walls and other barriers unless they are made of a material that blocks all radiation, such as lead, but its damage is reduced by 20% every time it passes through something that is not the target. The beam will also pass through any creature or object susceptible to light damage between the caster and the target, and any such extraneous target will suffer the damage of the spell if they fail to oppose, but any other affected target after that one, including the intended target, will suffer 20% less damage for each extraneous target affect before it along the beam's path. This can be applied to all variants of Light Beam .

Light Beam 2
MP: 20 Cost: $25 Difficulty: 6 Oppose: A 11 Range: 100 Targets: 1 Damage: 2cd20 Duration: N/A
This spell is functionally identical to Light Beam 1. The beam it generates is more intense and manifests more quickly.
Light Beam 3
MP: 35 Cost: $75 Difficulty: 8 Oppose: A 13 Range: 110 Targets: 1 Damage: 4cd20 Duration: N/A
This spell is functionally identical to Light Beam 1. The beam it generates is more intense and manifests more quickly.
Light Beam 4
MP: 50 Cost: $500 Difficulty: 10 Oppose: A 15 Range: 110 Targets: 1 Damage: 8cd20 Duration: N/A
This spell is functionally identical to Light Beam 1. The beam it generates is more intense and manifests more quickly.
Color Filter
MP: 5 Cost: $5 Difficulty: 5 Oppose: N/A Range: Self Targets: Self Damage: N/A Duration: 2cd4 Minutes
For the duration of this spell, any other spell cast by you will have its color changed to whatever you choose. This only affects spells' visual effects. Mechanical effects of affected spells are not changed unless those effects would be dependent on its color. You may continue to change the spell's color even after you cast it; this takes no action or concentration.

The color change effect caused by this spell will persist throughout any other affected spell's duration, even if it would exceed the duration of this spell. However, if Color Filter's duration expires, you won't be able to change affected spells' colors anymore.

You have the option of spending an additional 5 MP when casting this spell. Doing so allows you to add patterns to a spell's color.

Anyone using a spell or ability that detects magical effects, such as Detect Auras , will automatically recognize if a spell is currently being altered by Color Filter as long as its duration is in effect.

Unique Boost: Color Control

By increasing the MP cost to 20, the material cost to $25, and the difficulty to 7, the spell can be changed so that its duration becomes 24 hours. The pattern addition to the spell's effect is inherent to this boost and requires no additional MP.

Hologram
MP: 25 Cost: $40 Difficulty: 8 Oppose: N/A Range: 80 Targets: 10' Radius Damage: N/A Duration: 3cd6 Rounds
This spell creates holographic imagery within the targeted radius. Any image imaginable can be generated within this radius, though the properties of this imagery will affect the difficulty of the spell. The caster may use this spell to communicate information with visual cues or to distract or confuse an opponent.

If the caster is trying to use this spell to mislead an onlooker with illusion, the onlooker may get a chance to disbelieve at no action, which requires an Intelligence check of at least 5, though this difficulty may also be modified by the image's properties or the caster's skill. If the onlooker fails this chance, it is either convinced that the image is physically real or unable to discern the reality of the image, depending on the context of the spell's use. For example, if the caster is creating an illusory image of their self and an opponent fails the disbelief chance, the opponent will be unable to tell whether the image or the caster is actually the caster and may attack either at random. If the onlooker has reason to believe the image is not real, it may get as many disbelief chances it desires until it succeeds, but doing so takes concentration in the form of a Speak action, and each subsequent attempt on the same round has its difficulty raised by 3.

Producing two-dimensional, non-animated imagery does not affect the spell's difficulty or the disbelief difficulty. Making the image three-dimensional increases the spell's difficulty and the disbelief difficulty by 3. Producing multiple, separate images within the radius increases the spell's difficulty by 3 and MP cost by 5 per additional image, though each image may require its own disbelief check.

Making the imagery animated increases the spell's difficulty and the disbelief difficulty by 5. An animated image can be moved in any way the caster can imagine; doing so costs no action. However, the imagery cannot be moved outside of the spell's target radius. Attempting to control more than one animated Hologram simultaneously will cause each one's disbelief difficulty to decrease by 2 for each one being controlled.

If the caster is performing an animated image as an illusion, they may attempt to mislead an onlooker by making the image appear to respond to an attack or other physical contact. To do so, the caster must spend a hand action and make a Mat/Acc or Art/Per roll, modified by any relevant elemental modifiers, plus 5. The difficulty of this roll is equal to the result of the roll made to hit the image. If the roll succeeds, the image successfully dodges contact or otherwise maintains belief, though the GM may allow a free disbelief chance if it is considered appropriate. The attempt to make a misleading animation in this fashion can be done any time, even out of turn, as long as the caster is able and willing to spend a hand action.

Any onlooker who successfully contacts a Hologram image will immediately recognize that image as an illusion. Spells and abilities that detect magical effects, such as Detect Auras , will automatically cause the disbelief chance to succeed. Other spells and abilities that grant a creature additional or enhanced senses may also grant a bonus to the disbelief chance or automatic success at the GM's discretion. Also, since the image cannot escape the radius of the spell, any attack or effect that would smother the entire radius of the spell will cause the spell to end or decrease its disbelief difficulty.

Once a creature successfully disbelieves a holographic image, it will not need to make another check to realize it is simply an image unless some event would occur that would cause the onlooker to lose track of the image, which is typically left to GM discretion.

The function of this spell is largely open-ended. For advanced use, GM judgment may be required. A Hologram immediately ends if its area intersects with the area of a Darkness spell.

Unique Boost: Solid Hologram

By increasing the MP and material costs by 100% and the difficulty by 5, the spell can be changed so that the images produced have a false semblance of solid matter. They cast shadows, have texture, and collide with objects, but they are still weightless, cannot make actions, and cannot produce sounds apart from those resulting from collisions with objects. This inherently increases the disbelief difficulty by 7, and touching the spell's images does not guarantee a disbelief success. In addition, each image produced by this spell has an HP value equal to spell's MP cost and no soak. When an image loses all of its HP, it vanishes.

Unique Boost: Shocking Hologram

By increasing the MP and material costs by 50% and the difficulty by 3, the spell can be changed so that an image produced by the spell will deal electric damage to any creature that touches it. This adds a damage value of 2d12 and an oppose of Agi 12. This damage can only be applied to one creature once per round. If multiple images are touching a creature, that creature can only be damaged by them once per round, though each image would require a separate oppose check. A creature making a melee attack to this image automatically fails the oppose. A creature taking damage from this image will successfully disbelieve it immediately.

Blinding Flash
MP: 18 Cost: $30 Difficulty: 10 Oppose: P 11 Range: 100 Targets: 30' Radius Damage: N/A Duration: N/A
When this spell is cast, brilliant bursts of white light swirl around the target location. Any creature that can see and is located within the spell's radius must overcome the spell's oppose or be be blinded, suffering a -10 penalty to all rolls that rely on vision. This penalty decreases by 2 at the end of every following round.

Anyone within the spell's radius is subject to this blinding effect, including the caster, regardless of the direction they face. However, anyone who has foreknowledge of the spell's casting may receive a +5 bonus to oppose, at no cost of action, to blink in time to avoid the spell.

This spell also brightly illuminates the area it is cast in for a brief moment. A creature who is outside the spell's radius but is still nearby may be startled by the spell, but it will not be blinded, even if looking directly at the spell's radius.

Unique Boost: Blinding Strobe

By increasing the MP cost to 36, the material cost to $30, and the difficulty to 15, the spell can be changed so that it has a duration of 2cd6 Rds. The bursts of light will continuously flash in the spell's area, blinding every target every round. This also increases the spell's oppose by 3.

Teleport
MP: 75 Cost: $1000 Difficulty: 14 Oppose: N/A Range: Self Targets: Self Damage: N/A Duration: 1d10 Rounds
For the duration of the spell, you are capable of teleporting as per the Demon's Short-Range Teleport racial ability, allowing you to teleport to a location you can see. This can be performed on your turn at no cost of action once per round.

Unique Boost: Tireless Teleport

By increasing the MP cost by 75, the material cost by $4000, and the difficulty by 9, the spell can be changed so that its duration becomes 24 hours.

Unique Boost: Master Teleport

By increasing the MP cost by 50, the material cost by $2500, and the difficulty by 7, the spell can be changed so that works as per the Deviling's Teleport racial ability.

Photosynthesis Blast
MP: 25 Cost: $40 Difficulty: 11 Oppose: A 12 Range: 90 Targets: 15' Radius Damage: 6cd8 Duration: N/A
When this spell is cast, a photon singularity manifests above the target area and showers upon it intense light beams of a special mixture of frequencies. Plants and any creatures with the Photosynthetic advantage inside the spell's radius are healed for the spell's damage. Any creatures without that advantage are harmed normally.

Plants and photosynthetic creatures affected by this spell are also sustained as if having received a full day's worth of pleasant sunlight without risk of dehydration.

This spell cannot inflict traumatic damage.

Unique Boost: Photosynthesis Storm

By increasing the MP cost to 50, the material cost to $80, and the difficulty to 16, the spell can be changed so that it has a duration of 2d6 Rds. The photon singularity will persist for this period of time, healing or damaging every target every round. This also increases the spell's oppose by 1.

Illuminate
MP: 6 Cost: $5 Difficulty: 5 Oppose: N/A Range: 120 Targets: 60' Radius Damage: N/A Duration: 2cd6 Hours
When this spell is cast, a bubble of light with the spell's radius manifests at the target location. The space of the spell's area is brightly illuminated as if under unclouded, pleasant noon daylight. The caster of the spell may make the illumination effect dimmer if desired, but not brighter.

The area directly outside the spell's area is also faintly illuminated as the light from the spell's area drastically dissipates. This is a magically-produced light that does not adhere to standard physical laws. Shadows terminate more quickly than usual; the illumination created by this spell cannot be obstructed by objects in the spell's radius.

The light of this spell cannot blind or damage a creature, though a creature who is hypersensitive to light may have its concentration disrupted.

Candlelight
MP: 1 Cost: $0 Difficulty: 3 Oppose: N/A Range: Touch Targets: Special Damage: N/A Duration: 10 Minutes
When this spell is cast, a tiny ball of white light is generated. This ball emanates a pleasant light in all directions, illuminating fully up to 25 feet, and dimly up to 50 feet. This ball is weightless, has no heat, makes no sound, and can be moved by anyone. The immediate area around the ball is bright as daylight, though it cannot blind or stun a creature that is not hypersensitive to light. A Candlelight spell cannot significantly illuminate area beyond 50 feet, but one can be seen from much further away, depending on lighting conditions. The light generated by this spell is considered natural. Multiple instances of this spell can possibly compound to form a greater light source.

The ball can be "attached" to any object, creature, wall, or floor. The ball will hover at or near the creature or object it is attached to. The ball will follow any object it is attached to. The ball may also be unattached and will simply hover in place.

Anyone is capable of "grabbing" an unattached Candlelight. Doing so takes a hand action and causes the ball to attach to the grabber. A creature who has a Candlelight attached to it can attach the ball to other objects or creatures. Doing so requires a successful precise touch (Fist attack) if the other creature tries to resist. Likewise, if a creature wants to steal another's Candlelight , a successful precise touch (punchy attack) is required, though such an attack gets a -4 to hit and cannot deal damage to the creature. It is possible for a creature to have a Candlelight attached to it without its knowledge, though it is something that is usually easy to notice. It is also possible for a creature with Candlelight attached to release the ball, making it unattached; doing so costs no action. It is also possible for a creature or object to have multiple Candlelight balls attached to it, potentially resulting in a compounding illumination effect.

The ball of Candlelight can also be thrown. Doing so costs a hand action that must be separate from the casting of the spell, and it can only be done by a creature whom the ball is attached to. When thrown, the ball flies at the speed of light in a straight line until it collides with a creature, object, or barrier. The ball will then immediately attach to what it collided with. If the target of a thrown Candlelight trying to avoid it, it will require an Agi oppose, difficulty 7.

A Candlelight will also move if another object occupies its space. It can be contained, as well; doing so with an opaque container will cause its light to be blocked, but it will remain active until its duration expires.

When this spell ends, the ball of light simply winks out of existence. Candlelight immediately ends if its ball comes in contact with the area of a Darkness spell.

Color Bursts
MP: 2 Cost: $0 Difficulty: 3 Oppose: N/A Range: Special Targets: N/A Damage: N/A Duration: 2cd6 Rounds
For the duration of the spell, you can generate harmless bursts of light that look similar to fireworks a few inches from your hands. You can do this on your turn, once per round, at no cost of action.

The light bursts from this spell produce no sound and minuscule illumination. The bursts can be of any color, pattern, or shape imaginable, though they cannot be harmful. Forming the bursts into complex shapes requires a Art/Per or Mat/Acc roll, difficulty 7. Imagery created by this spell can linger in the air for up to 10 seconds.

Color Bursts has two functions in combat. First, if you are using it in a combat round, you are treated as if you have the Damage Magnet disadvantage until your next turn. Second, if you strike an opponent with a melee weapon while using this spell, you may choose to have the attack do no damage in exchange for giving the opponent a -1 penalty to its attack and spell casting rolls until the end of its next full turn.

Color Bursts cannot function if its caster is within the area of a Darkness spell.

Shadow Stretch
MP: 39 Cost: $125 Difficulty: 11 Oppose: N/A Range: 0 Targets: 60' Radius Damage: N/A Duration: 2cd8 Minutes
When you cast this spell, you can the ability to create and manipulate shadows within the spell's area by blocking light in specific patterns and locations.

All shadows in the spell's area can be moved or distorted in any way imaginable. This can be performed at any time, even out of the caster's turn, and costs no action, but only once per round. Manipulating shadows in this way is fairly easy, but attempting to create complex or animated shadow imagery requiring a Art/Int or Art/Acc check of circumstantial difficulty . However, a shadow cannot be made to have the appearance of hovering; shadows created by this spell must still adhere to surfaces.

The shadows created or affected by this spell can be used to obscure a small area, allowing more or greater opportunities to hide. However, an onlooker may notice discrepancies of shadow placement in the area. A shadow affected by this spell may also be used to deliver information or deliver an Intimidate attempt by shaping shadows. An affected shadow can look as if it is originating from any position, even implausible ones. If desired, the entire spell's area can also be made to look shadowed, though doing so makes the spell's use obvious.

The caster may also attempt to blind someone with this spell. Doing so causes the target to suffer a -6 penalty to vision-based rolls until the end of their next full turn, but Shadow Stretch will immediately end. There is no chance to oppose this penalty.

This spell serves no purpose in an area without light or surfaces for shadows to be projected upon. This spell cannot function effectively in areas experiencing rapidly changing light, such as from a strobe. This spell can either be facilitated or disrupted by other light spells, such as Candlelight and Illuminate , depending on the circumstances . This spell can also be used to "stretch" the area of a Darkness spell if its area intersects.

The caster can only maintain one Shadow Stretch at a time, though multiple instances can exist within the same area if they are controlled by different casters.

Unique Boost: Shadow Shroud

By increasing the MP and material costs by 66% and the difficulty by 4, the spell can be changed so that shadows can be manipulated to obscure a creature's location. Once per round, one creature who is within the area of the spell and is casting a shadow can have its shadow "wrapped around" it. This makes the creature harder to see, effectively giving it a +3 bonus to hide and sneak checks that are vision based, as well as a +3 bonus to active dodge and passive defenses.

Unique Boost: Shadow Slap

By increasing the MP and material costs by 100% and the difficulty by 5, the spell can be changed so that shadows can be manipulated to attack a creature. Once per round, one creature who is within the area of the spell and is casting a shadow can have its shadow "strike" it. The affected creature feels an implacable pain and takes HP damage equal to its Threat Level. This damage cannot be soaked or opposed, and it cannot deal traumatic damage.

Reflective Shield
MP: 12 Cost: $50 Difficulty: 8 Oppose: N/A Range: Self Targets: Self Damage: N/A Duration: 2cd8 Rounds
When you cast this spell, the arm of your choice is surrounded by an aura of silver light. An arm affected by this spell can be used as a shield with the skill used to cast the spell. The shield has the ability to block and parry and 0 soak, and it costs a hand action to use for active defenses. Active defenses with this shield get a +3 bonus. An arm affected by this spell is still capable of performing actions it normally could as if it were not holding a shield, though using the shield created by this spell still requires a hand action with that arm.

If you are targeted by a spell with an Agi or Def oppose and range greater than 0 and your hand affected by Reflective Shield is capable of performing an action, you may immediately spend a defensive action with that hand to receive a bonus to that oppose chance equal to half the difference of this spell's casting result and its difficulty, rounded down. If that oppose roll is successful, any effects that spell would have dealt to you are instead dealt to its caster. A spell reflected in this fashion offers an oppose chance to its new target, though its oppose increases by 4. If this spell deflects another spell in this fashion, the shield will vanish and this spell ends immediately. If the reflected spell was an area spell, other objects in the area are targeted normally, and the area around its caster is not considered targeted. The user of this spell may choose to not have a blocked spell reflected back at its caster, but doing so may cause the spell to affect a random other target or a random location in the spell's range.

Reflective Shield can also be carried by an arm already carrying a shield. If used this way, the shield will glow silver instead of the arm. Defensive actions with that shield are treated as normal with a +3 bonus to active defenses made with it. The hand carrying that shield can also make the aforementioned spell reflection.

If an empty arm affected by this spell equips a shield, the benefit of the spell will transfer to that shield. Likewise, if the affected arm loses an equipped shield, the spell transfers to the arm.

The aura of this spell is plainly visible. A savvy opponent will try to avoid having its spell reflected.

Unique Boost: Mirror Shield

By increasing the MP cost by 29, the material cost by $100, and the difficulty by 7, the spell can be changed so that it will not end upon reflecting an incoming spell.

Unique Boost: Reflective Cushion

By increasing the MP cost by 11, the material cost by $25, and the difficulty by 2, the spell can be changed so that the shield it produces has a soak value of 1d6. This can be applied multiple times, each time increasing the die size, up to a maximum of 1d12. If this spell is used over an actual shield, the spell's soak will stack with the shield's soak.

Magnify
MP: 10 Cost: $15 Difficulty: 5 Oppose: P 7 Range: Touch Targets: 1 Damage: N/A Duration: 2cd4 Minutes
This spell grants a target creature telescopic vision. The creature's line of sight is elongated tenfold, and it is capable of seeing things at long distances with great detail and clarity. Changing the focus of one's telescopic vision costs no action and can be done anytime. This effect can also be used to examine very fine details in a nearby object, emulating the effect of a magnifying lens.

This ability to see does not grant any bonuses to hit targets beyond a weapon's normal range, though this spell does prevent penalties that would be incurred for trying to hit a very faraway target without a scope.

Focusing on very faraway objects with telescopic vision reduces one's peripheral vision. This means any vision rolls to notice nearby phenomena take a -2 penalty.

Drain Color
MP: 15 Cost: $20 Difficulty: 7 Oppose: P 9 Range: Touch Targets: 1 Damage: N/A Duration: 4cd8 Rounds
When this spell is successfully cast on a creature or object of medium size or smaller, all of the subject's color is sapped away into the caster's hands. The subject loses all color, shade, and hue, appearing as a gray-scale entity with surface texture being its only distinguishable visual feature.

A creature affected by this spell also seems to lose some liveliness. For the duration of the spell, an affected creature's Per decreases by 1d4; this cannot reduce Per below 2.

The subject of this spell may, if lighting conditions are appropriate, make a creature or object nearly invisible. If attempting to a hide or sneak in a shadowy area while under the effect of this spell, a creature receives a 3d6 bonus to avoid visual checks, though this may vary at the GM's discretion. In addition, any sort of camouflage will be useless, though a gray-scale appearance may still be useful for hiding in the right circumstances.

Many sorts of objects will be rendered non-functional by this spell. Printed books, paper, and signage will become unreadable. Paintings will only be visible for their textures. Writing will only be readable by carefully examining texture and imprint. Monitor screens will only emit pale, homogeneous light. Any affected object with a reflective surface, such as a mirror, will only reflect images as colorless.

This spell only removes the appearance of color. It will not directly inflict harm or interfere with any vital functions.

To affect a creature or object larger than medium size, the spell must be cast a number of times equal to the target's Large category on the target before the original casting's duration expires. When the spell's effect finally does manifest, the spell's duration becomes whichever was the greatest of all the castings.

Darkness
MP: 40 Cost: $250 Difficulty: 9 Oppose: N/A Range: 0 Targets: 30' Radius Damage: N/A Duration: 3cd8 Minutes
When this spell is cast, the targeted area becomes a zone of complete darkness that magically nullifies all light and many other forms of radiation inside.

Natural light does not occur within the area of this spell, thus no one can see into or out of it by mundane vision. Any action that relies on vision made inside or targeting something within the area of this spell gets a -10 penalty, while any observation checks that rely on vision may fail at the GM's discretion. This also applies to vision checks made to regard something across the spell's area.

This spell causes many other Light spells to cease functioning or end immediately. Illuminate functions normally when intersecting with the area of this spell; Darkness does not interfere with the light inside Illuminate's area, but anyone inside Illuminate still cannot see through the area of Darkness, and those inside Darkness cannot see into the area of Illuminate .

Unique Boost: Deep Darkness

By increasing the MP cost to 85, the material cost to $700, and the difficulty to 15, the spell can be changed so that all visual checks made to see through the area are guaranteed to fail unless affected by Ultra-Infravision . A creature affected by Ultra-Invravision gets a -10 penalty to see through this spell's area. In addition , any illuminating spell whose area intersects with the area of this spell will immediately end.

Remote Vision
MP: 65 Cost: $650 Difficulty: 13 Oppose: N/A Range: Special Targets: Self Damage: N/A Duration: 2cd4 Minutes
When you cast this spell, you create a special node in another location from which you can see as if you were at that location. This node can be placed in any location that you've visited in the last week or anywhere up to five miles away from your current location, though placing it in a precise location can be difficult.

When this spell is cast, you choose the location of the node, then make a Mag/Acc roll. The result of this skill check determines the precision of the node's placement, as per the following table. If the precision is not on target, the node will appear in a random location within the specified range of the intended location. If the node would appear inside a solid object, then it will either appear at the next nearest location or fail to cast at the GM's discretion. If the roll result is 1 or less, the GM may decide where the node manifests, though it is still limited by the spell's range.

Result Precision
0-1 GM's Decision
2-5 Within 500 feet
6-11 Within 100 feet
12-15 Within 20 feet
15-17 Within 5 foot
18-20 Within 1 foot
20+ On target

Once the node has been generated, it enables relative visual perception with your normal vision range, though it can be rotated in any direction as a non-action requiring concentration. Any spell or ability that alters your visual sense will extend to the node. The node cannot be moved independently. However, it will move relative to any movements you make except rotation. If the node would collide with a solid object or darkened area while moving this way, it will continue moving and functioning but its sensory feedback will be obstructed as normal. Also note that the node will not provide sensation other than vision, so a user of this spell may miss information relevant to the situation.

As long as the node is active, you cannot see through your normal means of vision. Moving safely while using this spell may require reliance on other senses or the assistance of another creature. If you fall while moving, you must make a Mag/Def roll, difficulty 7 + any damage suffered from the fall, or the spell immediately ends. If forced to make an action while using this spell, you suffer the maximum blindness penalty (-10 or auto fail, depending on the roll) unless you can see yourself through the node, in which case you only suffer a -3 blindness penalty. You may also, at any time during the spell's duration, even out of turn, end the spell as a non-action to return to your normal perspective; you may not 'pause' the spell to see normally only to resume it later. The node does not affect the range of any of your non-sensory abilities; all actions you make are done so from your actual location.

The node itself cannot be perceived by natural sensory abilities or interacted with in any physical way. However, spells and abilities that allow a creature to sense magic, such as Detect Auras, will allow the creature to notice the presence of a Remote Vision node. The node cannot be destroyed by damage, but it can be a vector for sensory attacks, especially from other Light spells, and distraction attempts that rely on visual cues. Remote Vision offers no bonuses to overcome the difficulty of Hologram or other illusory effects, though collision between the node and the illusion may offer a circumstantial disbelief chance as the illusion becomes partially occluded.

Ultra-Infravision
MP: 35 Cost: $100 Difficulty: 9 Oppose: P 10 Range: Touch Targets: 1 Damage: N/A Duration: 3cd8 Minutes
The target of this spell can see frequencies of light beyond its natural sensory range. The subject's eyes glow with an ethereal light.

This spell allows a creature to see electromagnetic radiation beyond the visible light spectrum, including infrared and ultraviolet, as well as low-frequency gamma rays (30 EHz max) and high-frequency microwaves (3 MHz min). All of these frequencies are seen simultaneously, so seeing precise details within a certain range may take practice of mental exercise, usually resolved through a Mag/Acc or Sci/Acc skill check.

The cacophony of seeing nearly all light simultaneously may inflict a considerable mental strain. If this spell is cast upon a target not expecting the spell, it must make the oppose chance or suffer 1d8 MP damage with Per soak.

A creature affected by this spell does not suffer penalties to vision checks due to darkness, and the penalty given by the Darkness spell is ignored.

This spell has many potential applications, including following infrared radiation from a creature's body heat, analyzing an x-ray projection, finding a weak homing beacon, or being quickly alerted to very high-frequency hazards, all without the need for specialized devices. However, a character under this spell's effect is not given any benefit to distinguish natural light from magical light, so it might be possible to mislead an affected character this way.

A large variety of information can be gleaned from the use of this spell, but it also comes at the risk of susceptibility to high-amplitude rays that one would not normally be able to see. If the GM decrees that a creature affected by this spell is exposed to high-amplitude x-rays or gamma rays, the creature is treated as if affected by the Blinding Flash spell (oppose determined by source of radiation) in addition to the effects associated with ionizing radiation hazards.

Brilliant Soul
MP: 30 Cost: $75 Difficulty: 7 Oppose: P 9 Range: 30 Targets: 1 Damage: N/A Duration: 2cd12 Rounds
This spell wraps the target in a shining, white aura. The target is instilled with a feeling of inspiration and a desire to learn, but also recklessness. While affected by this spell, the target creature receives a +3 bonus to Intelligence, but its Accuracy is reduced by 3 (minimum 2).

This spell overwrites other Soul spells. If the target is affected by Harmonious Soul , both it and this spell immediately end.

Unique Boost: Blinding Soul

By increasing the spell's MP cost to 80, the material cost to $250, and the difficulty to 15, the spell gains the following additional effects. The target becomes immune to blindness. The target's vision range is tripled. The target receives a bonus to Agility oppose rolls equal to 2cd4. Anytime the target casts a Light spell, that spell's oppose difficulty increases by 6. Anytime the target performs an action that inflicts blindness, that blindness will take twice as long to expire. The spell's bonus to Intelligence becomes +5. The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted.

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