Light

Priests only. Based on Psychedelic Goblin’s Light schtick. Should be capable of producing a “faerie fire” effect to highlight enemies. This schtick allows the priest to manipulate light, including removing it to create darkness, or using it to alter shadows. Light is unlike Illusion in that Light effects will not inconvenience the priest’s allies, if they wish it.

Light Special Effects

Darkness. (T3.) Allows the priest to dim or dispel the effects of light in a radius of Magic × 2 meters. The Difficulty of extinguishing light depends on the current level of illumination. Dim lighting (such as candlelight) has a Difficulty of 5, daylight 10, and blinding light 15. Merely dimming the light to a lower level reduces the difficulty by 5.

The effect is usually centered on, or directly beside the caster, and centering the effect at a distance incurs an additional penalty of +1 per 2 meters. The darkness lasts a number of sequences equal to the Outcome of the Theurgy check, and only moves if centered on an object or being that moves, or can be carried. All task checks made in total darkness suffer a –4 penalty unless they use the Fu schtick Friend of Darkness.

Cloak of Night. (T3.) You can cover yourself in darkness and night. Even in all but blinding light or sunlight, you can use your Theurgy as Dodge, even if you don’t know Blast. You can also sneak in shadows and darkness using your Sorcery skill.

The night hides her children even from magical detection. As long as you are in shadow or darkness, any attempt to detect you using supernatural means suffer a penalty equal to your Magic attribute.

You can give somebody else the benefit of the Cloak of Night for a Magic point. They will use your Theurgy for their Dodge, but they cannot parry actively; you must do that for them. Doing so costs only a single shot, however.

Eyes of Darkness. This allows the priest to act normally in complete darkness as per the Fu Schtick Friend of Darkness. This affect lasts a number of minutes equal to the Outcome of the spell. If the darkness is magical in nature, the priest must beat the Thaumaturgy or Theurgy skill level of the spellcaster who created the darkness on a Theurgy task check for this spell to work. (T3.) You may grant this to a number of companions equal to your Theurgy score for one Magic point. The corresponding>Eyes of the Sun power allows you to avoid the effects of blinding light, and penetrate heat haze and glare.

Illuminate. Allows the priest to create a light source that can vary in intensity from dim to blinding, illuminating a maximum radius of Magic × 2 meters. Dim lighting only has a Difficulty of 5, daylight equivalent 10, and blinding light 15. Anyone subjected to blinding light suffers a –4 penalty on all tasks that require vision while the light is in effect, and for a single sequence afterwards. Illuminate is subject to the same centering, range, and duration rules as noted for Darkness, above.

Blast. The Light or Darkness schtick of Blast.

Aura. A brilliant aura can make it hard to hit someone, up to +3 difficulty.

Target designation. In dim light or darkness, the AV penalty to hit a particular person can be negated, giving an effective bonus to hit.

Hood. Placing light or darkness over a person’s eyes will effectively blind them, putting them at a –4 penalty to their AVs.

Shadow Play. (T3.) The priest controls and creates shadows in a radius around her, making them take unusual shapes, and moving as desired. The Difficulty depends on the surrounding environment. A shadowy, cluttered room has a Difficulty of 5, a normally illuminated area 10, and open, daylit areas 15. At the least, the priest can play with her own shadow, manipulating those on her own body, deepening them to give a more dramatic appearance. The shadows have no physical effect but can be spooky and sinister. You must have some darkness to work with and can’t affect creatures able to see in darkness; it holds no terror to them. Under these restrictions, you can make Deceit and Intimidation stunts using your Sorcery action value. Because of the suggestibility of crowds, you don’t suffer multi target penalties for crowds of unnamed characters.

Will o’ Wisp. (T3.) You can create a glowing nimbus or phantom light that is so weak as to be visible only in darkness. This light can move, fade, and return to full strength, and if often very deceptive at night, creating a false hope in your victim or leading them astray.