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Against the Shadow  |  Spells  |  Pillar of the Sun
Pillar of the Sun

New Spell Type: Covenant Spell

A covenant spell is essentially a number of spells rolled into one, possibly of different levels and schools. The channeler need only learn it once, but after that when she gains the ability to cast spells of the appropriate level and school she may cast any of the versions of the spell she has access to, by paying spell energy appropriate to the level of the version she is using. Most covenant spells have an extra cost, because they are more flexible than normal. This cost may be a longer casting time, a payment of extra spell energy, hit points or ability score damage, or something more esoteric.
without ever learning to cast Greater Evocation, and thus being able to cast

Example: Janika the channeler discovers the Pillar and learns the following spell. At 3rd level, she can use Bright Beam and Orcblind Radiance, provided she has access to Lesser Evocation and Enchantment, respectively. She may be able to cast all the versions of the spell; she might, say, get to 7th level and be able to cast Light of ObliterationShadowless Radiance.

If you don't wish to introduce covenant spells into your game, you may treat these as four separate spells. This is a tie in for the Pillar of the Sun location (found in the Atlas of Aryth section, under Midnight 2nd edition Gazeteer).


Pillar of the Sun (Covenant Spell)
Levels: 0, 1, 2, 4.


0-Level

Bright Beam
Lesser Evocation [Light]
Components: V, S
Casting Time: 1 round
Range: See text
Target: You
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
Cost: Longer than normal casting time

This spell causes a shaft of golden white light to fall upon the caster, even if deep underground. This ray creates bright light within 30' and dim light within a further 30'. The beam of light remains stationary, even if the caster moves.

1st Level

Blinding Radiance
Enchantment [Light, Fear, Mind-affecting]
Components: V, S, M
Casting Time: 1 standard action
Range: Centred on the caster, then stationary
Area: 60' radius emanation
Duration: 1 min./level (D)
Saving Throw: Will negates
Spell Resistance: No
Cost: 1 point of Wisdom damage

This version creates a beam of light identical to Bright Beam, except that yellow-gold runes seems to float in the air like motes of dust. However, it also contains a powerful mental charm that affects orcs and other creatures with a specific aversion to light (including dworgs). Any creature of that sort within the radius of bright light must make a Will save or suffer a -1 morale penalty to attacks, damage, saves and AC while it remains within the light, in addition to their normal penalty. To them, the light seems even brighter than it really is and fills them with mystical dread. Material Component: A translucent, colourless crystalthat is dropped to the ground and shattered when the spell is cast.

2nd Level

Shadowless Radiance
Greater Evocation [Light, Good]
Components: V, S, M
Casting Time: 1 standard action
Range: Centred on the caster, then stationary
Area: 60' radius emanation
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Cost: -2 to saves against spells and spell-like abilities used by evil Outsiders and legates for 24 hours.

This version of the spell creates a beam of light identical to Bright Beam, expect that large, glowing-white glyphs form a ring around the circumference of the bright light. The area is charged with the energies of goodness, similar to Consecrate. The effects are the same as Blinding Radiance, but they apply to all followers of the Shadow (anyone that is knowingly doing the bidding of Izrador or the Night Kings; see the the magic circle against shadow spell in Sorcery and Shadow), and also legates suffer a 5% spell failure chance as their connection to the Shadow is weakened. Material Component: A splash of water from a mystical spring, or that has been purified by magic.

4th Level

Light of Obliteration
Lesser Evocation [Light]
Components: V, M
Casting Time: 1 standard action
Range: Centred on the caster, then stationary
Area: 60' radius emanation
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
Cost: 1d6 points of damage to the caster

This version of the spell creates a beam of light identical to Bright Beam, except that it crackles with what appear to be threads of white lightning. Any undead or evil Outsiders within the radius of the bright light suffer 1d6 points of damage per round from the radiant energy and holiness of the light. Other minions of the Shadow take 1 point of damage per round. Material Component: A pinch of magnesium powder (known as whitefire steel to dwarves and gnomes).


Author: Dirigible.

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