Light Magic
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- | + | The Realm of Light Magic contais Spells that lets the caster manipulate light in various ways, including creating it, and suppressing or extinguishing it (although the Realm of [[Shadow Magic]] can do this better - it can do the same with lower level Spells), and Summon and Dominate Light Elementals. | |
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+ | Summoning a [[Light Elemental]] should be done inside a [[Pentagram]], for safety, and the Summoner will usually want to have a high [[Dominate Summoned]] stat. | ||
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+ | It must be emphasized that there is ''nothing moral or ethical'' about Light Magic. It is simply the manipulation of ''photons'', and would have been called Photon Magic (and Shadow Magic would then have been called Anti-Photon Magic) if it wasn't because those terms are excessively scientifical and therefore inimical to the low-tech (and usually medieval) mood and atmosphere that one desires for a fantasy setting. | ||
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+ | Light Magic contain several Spells, of 3rd level and higher, that are greatly useful defensive tools for temporarily blinding attackers or other enemies, some close up and some at range (the later starting at 4th level). It is therefore highly attractive for those who wish to be able to defend themselves without the hassle of having to play blood money and/or deal with vengeful relatives of the deceased. | ||
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+ | This may be desirable in some settings, while in others, something must be done to minimize the ubiquitousness of this Realm. See the subsubsubsection labeled The Fluffy Bunny Realm, in the World Impact section, for how the Ärth setting deals with this issue. | ||
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+ | Certain advanced uses of Light Magic requires some knowledge of geometry, as represented by the Mathematics Skill, such as the creation of parabolic mirrors. | ||
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== The Realm of XYZ == | == The Realm of XYZ == | ||
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=== World impact === | === World impact === | ||
==== The Ärth setting ==== | ==== The Ärth setting ==== | ||
+ | ===== The Fluffy Bunny Realm ===== | ||
== Design Notes == | == Design Notes == | ||
== Log of important changes == | == Log of important changes == | ||
== Quick mini-glossary == | == Quick mini-glossary == | ||
== See also == | == See also == | ||
+ | [[Elemental]] for the general rules on Elementals, and<br> | ||
+ | [[Light Elemental]] for those rules that are particular to Light Elementals. | ||
== Tables == | == Tables == | ||
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[[Category:Element Magic Category]] | [[Category:Element Magic Category]] | ||
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[[Category:Light Magic Realm]] | [[Category:Light Magic Realm]] | ||
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Revision as of 17:21, 22 January 2011
The Realm of Light Magic contais Spells that lets the caster manipulate light in various ways, including creating it, and suppressing or extinguishing it (although the Realm of Shadow Magic can do this better - it can do the same with lower level Spells), and Summon and Dominate Light Elementals.
Summoning a Light Elemental should be done inside a Pentagram, for safety, and the Summoner will usually want to have a high Dominate Summoned stat.
It must be emphasized that there is nothing moral or ethical about Light Magic. It is simply the manipulation of photons, and would have been called Photon Magic (and Shadow Magic would then have been called Anti-Photon Magic) if it wasn't because those terms are excessively scientifical and therefore inimical to the low-tech (and usually medieval) mood and atmosphere that one desires for a fantasy setting.
Light Magic contain several Spells, of 3rd level and higher, that are greatly useful defensive tools for temporarily blinding attackers or other enemies, some close up and some at range (the later starting at 4th level). It is therefore highly attractive for those who wish to be able to defend themselves without the hassle of having to play blood money and/or deal with vengeful relatives of the deceased.
This may be desirable in some settings, while in others, something must be done to minimize the ubiquitousness of this Realm. See the subsubsubsection labeled The Fluffy Bunny Realm, in the World Impact section, for how the Ärth setting deals with this issue.
Certain advanced uses of Light Magic requires some knowledge of geometry, as represented by the Mathematics Skill, such as the creation of parabolic mirrors.
Contents |
The Realm of XYZ
General information about the Realm
Simple Spells
Put all Spells here that do not utilize Build Points at all, sorted according to sub-Realms or themes into sub-sections.
sub-Realm
sub-Realm
Build Spells
Put all Spells here that use Build Points
Build Point Usage
Define here all the things that Build Points may be spent on
Related Item Abilities
Item Abilities that are classified as belonging to this Realm for the purpose of avoiding the out-of-Realm tax on Investments.
Pertinent Enchantments
Alternate sub-Realms
Other sub-Realms that are legal choices, e.g. "horizontal" sub-Realms for Necromancy
The world
World impact
The Ärth setting
The Fluffy Bunny Realm
Design Notes
Log of important changes
Quick mini-glossary
See also
Elemental for the general rules on Elementals, and
Light Elemental for those rules that are particular to Light Elementals.
Tables
Table for Spells:
SL | Spell name | Effect (SM/VSM) | R. | Dur. | Res. | Notes |
---|---|---|---|---|---|---|
1 | sn | eff (-) | r | d | no | xyz |
Table for Greater Spells:
GSL | Spell name | Effect (SM/VSM) | R. | Dur. | Res. | Notes |
---|---|---|---|---|---|---|
3 | sn | eff (-) | r | d | no | xyz |