Old Light Magic
(Archived 23rd October 2005)





The Powers

The Light is pure. The Light is white. The Light blinds those fortunate enough to look upon it. The Light protects us, purifies us and brings us to a "higher place". The Light treads that fine line between "benevolent" and "fucker". Its followers do an awful lot of good work in the White City, indeed they were instrumental in its foundation, but when you get right down to it there's something not right about a religion that thinks being blinded is a good thing.


The Limits

Light Magic needs to build up. Slowly. A Light Sorceror works magic by slowly bringing the Light Within Without. In game terms what this means is that a Light Sorceror will have to proceed all spellcasting by counting slowly (see Raising the Light, below). All Light spells have a threshold that the caster must have counted to before they can be cast, they also usually force the caster to start again at zero. While a Light Sorceror is Raising the Light they cannot speak, call Dodges or Parries, or indeed employ any other skills that require active use. They cannot attack monsters but can defend themselves from attack (that is to say they can fight, but they can't actually hit anybody, and if they do hit anybody they won't do damage).




The Spells - First Level

Sight Beyond Sight - The first trick initiates of the Light are taught is how to see using the Light Within. Not so much a spell as an innate ability, any Ordained Light Sorceror or Knight of the Shining Order can see perfectly in any conditions, including being physically blinded, blindfolded, surrounded by darkness, smoke, fog, whatever. Non-Ordained Light Sorcerors can never use the Sight Beyond Sight.

Raising the Light - This is the spell you need to cast all the other spells. The caster begins to count slowly (think one... two... three... and so on). As they do so a light begins to build within them. While they're in single figures, their eyes glow. The teens and they develop a halo. Twenties and they're surrounded by light. Thirties and the light is actually painful to look at. Hit the forties and the caster is struck blind, as will be anybody who insists upon looking at them directly - a non-Ordained Sorceror using this spell will be consumed by the Light they call up when they reach this level. After the count has passed 10, a non-Ordained caster takes a Through Single to the location of their choice every multiple of 10 thereafter (i.e. the first hit at twenty, the second at thirty, and so on). While counting the caster must be relatively relaxed, they can defend themselves if attacked but cannot strike back, cannot call Dodges or Parries and cannot employ any skills that require active use. The only way to get rid of the Light once it's raised is to count slowly back down to 0 or to cast a spell.



Second Level

Purge - Threshold 10. This is your straightforward direct damage effect, which shoots a bolt of searing burning Light at the target. For every multiple of 10 the caster has reached it does two levels of damage to a single location on the target (i.e. Double at 10, Quad at 20, etc.). It will affect anyone and anything except for a Light Sorceror in the process of Raising the Light.

Purification - Threshold 20. This is more or less a healing effect. It inflicts one Body Hit to every location on the target. It then either cures the target of one disease or poison, or heals three levels of damage to any one location not reduced to 0 hits by this spell.



Third Level

Transcendence - Threshold 30. The caster transcends their physical body and becomes a being of pure Light until the end of the Encounter. In this form they are Insubstantial (that is to say, all physical damage to them counts as Halves), they cannot inflict damage on other people or even touch physical objects but they can cast spells normally. They can't pass through solid barriers unless the barrier is transparent, but they can flow through any opening large enough to clearly see through. When the caster returns to solidity they take a Through Single to every location from burning.

Glory - Threshold 35. This spell strikes the target permanently blind, and can only be cast by an Ordained Priest of the Light. It also immediately renders the target an Ordained Priest of the Light, and they must buy the Ordained skill at the next available opportunity (even if their Class would not normally allow it). The Light does not like its followers to be frivolous with its blessings, so use with care.



Fourth Level

Refinement - Threshold 45. This spell completely eradicates one physical object, boiling it away entirely into Light. Note that casting this spell will strike the caster blind, if they are not already.

Incandescence - Threshold 30. This spell starts dealing physical damage to anybody within a 15' radius of the caster except for Light Sorcerors in the process of Raising the Light. Everybody else takes one level of damage to a location of their choice every time the caster reaches a new multiple of 10 (i.e. the first at 30, the second at 40, etc.).



Fifth Level

Summon The Light That Blinds - Threshold 50. This calls forth a manifestation of the Light. The effects of this will be purifying, blinding, glorious and devastating.

Pass Beyond - Threshold 50. The caster ascends to the realm of the Light, never to return.



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