DCC Greyhawk Spells - Light



OK, I'm mostly done my home game homework to run a Greyhawk campaign (good thing too, second session is Thursday where they willl likely level up to 1st level!

Most of my posts now have to do with magic.  Most of the old school spells are in DCC, or even better are rolled into one spell at different success levels.  But there are a couple spells I need to add to create that AD&D feel.

The first one is the Light spell.

The DCC Core Rules say, "Summoning magical energies is arduous, expensive, and 
dangerous. No wizard does it lightly. As a result, there are no mundane magics, no spells used simply to light a corridor, for example. Use a torch, fool; it is much safer!".  But elsewhere in the book, Wizard Staff creates glowing staves, the Darkness spell could be cast in a reversed state, and some magic items glow. Seems a bit contradictory?

However, I agree with the sentiment -- there shouldn't be orbs of continual light glowing on every corner lamp post.  It should be hard to create a light spell.  So how to handle it?

Well, in Sanctum Secorum Companion #34 (link), Anton Wilsbach wrote a spell called Illumination -- and it requires a costly focus.  That's a great idea.  So I riffed on that concept, requiring a 25gp spell focus or suffer a -4 to casting checks.  A lot of higher level effects like continual light spells can only be cast on a specially prepared focus, and it requires Spellburn of at least 1d6 Stamina, so Magic-Users won't be doing that lightly. I also added at higher spell check results added in the ability to distract or blind opponents, create sources of continual light, or even Daylight-like effects to burn the unholy vampires.

I will be using this spell in my game as a first level spell available to Clerics (using their holy symbol), Elves, Gnomes, and Magic-Users.

Got feedback?  Drop me a note at archadethered@gmail.com. 


Light

Level: Cleric 1, Gnome 1, Elf 1, Magic-User 1
R
ange: Touch or more (see below)
D
uration: 1 Turn/CL or more (see below)
C
asting Time: 1 action or more (see below)
S
ave: Reflex save vs. spell check

     The caster may cause a specially prepared focal object to illuminate.  A focal object costs at least 25 gp and takes a day to prepare.  Clerics often prepare their holy symbols.  Casting the spell without a prepared focal object at hand regardless of the spell’s target results in a -4 penalty to casting.

1          Lost, failure and worse!  Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.

2-11     Lost, Failure

12-13   The caster illuminates their prepared focus with the light of a candle that lasts 1 turn/CL.

14-17   The caster illuminates their prepared focus with the light of a torch that lasts 1 hour/CL.

18-19   The caster illuminates their prepared focus with the light of a lantern that lasts 2 hours/CL.  Further, the caster knows a command word that will extinguish the light.

20-23   As 18-19, and the caster alternatively can cast the light on an object that is not their focus up to 60’ away, that will last up to 1 turn/level if the caster concentrates.  If the caster casts the spell on a creature, they receive a Reflex save to avoid it or have their face illuminated for 1d4 rounds, giving them a -2 penalty to all checks from the glare.  This spell can counter Darkness.

24-27   As 18-19, and the caster can alternatively cast the light as a free floating light source up to 60’ away, that will last 1 turn/level if the caster concentrates and can move 30’ per round.  If the caster casts the spell on a creature, they receive a Reflex save to avoid it or have their face illuminated for 1d6 rounds, blinding them.  This spell can counter Darkness.

28-29   As 24-27, and the caster can alternatively cast the spell on their prepared focus and Spellburn an additional 1d6 points of Stamina to make the duration indefinite.

30+      As 24-27, but the light source is as bright as daylight, illuminating up to 100’ from the light source, harming vampires and other creatures burned by sunlight for 1d6 damage per round.  The caster can alternatively cast the spell on their prepared focus and spellburn an additional 2d6 points of Stamina to make the daylight’s duration Indefinite.

 


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