Celestial

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19 The College of Celestial Magics (Ver 1.3)

Write-ups are from Rulebook Edition 1.7 JUNE 11, 2010 per the Rules

19.1 Restrictions

Adepts of the College of Celestial Magics may not practise their arts in an area where their element is not present. A Magical Aptitude of 14 is required to learn this College. Note also that certain spells of this college may only be learnt by specific divisions (as listed after the Spell Number).

19.2 Base Chance Modifiers

The Base Chance of performing any talent, spell, or ritual of the College of Celestial Magics is modified by the following numbers, based on the division to which the adept belongs.

Aspect modifiers

  • Solar Mage with a Solar Aspect +1%
  • Solar Mage with a Lunar Aspect -1%
  • Dark Mage with a Solar Aspect -1%
  • Dark Mage with a Lunar Aspect +1%

19.3 Lighting condition modifiers

An Adept of Celestial Magics is affected greatly by the lighting conditions in their vicinity. The bonuses and penalties gained in this section apply only to nonmagical forms of Light and Dark. Magical forms of the elements may at best neutralise any penalties suffered due to the natural elements. For the purposes of these modifiers the vicinity is deemed to be any bounded area around the Adept (such as a room); or, if the Adept is in the open, the area within 30' of the Adept.
Shadow Weavers must be within a shadow that has a defined edge within the vicinity (the shadow must be large enough to contain the Adept, and can not be generated from the Adept's possessions), and Star Mages must be in direct light from point sources (eg; casting a shadow), otherwise the lighting condition modifier is -25%.
The lighting modifiers are in the Celestial Lighting Modifiers table (§19.10).

19.4 Talents

Speak to Creatures of Light/Darkness (T-1)

Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate in a limited fashion with non-sentient creatures. A Solar Mage or Star mage may communicate with those creatures who are light aspected, whereas a Shadow Weaver or Dark Mage may communicate with those creatures who are dark aspected. The talent is limited to a range of 10' (+ 10' / Rank), and the communication is equivalent to a language skill of 1 (+ 1 for every 5 full Ranks). The communication is a combination of spoken and sign language. If either vision or sound is not possible then the talent operates at half its actual Rank (round down). Moreover, if neither of these senses are available then the talent cannot function at all.

Night Vision (T-2)

Range: 50 feet + 10 / Rank
Duration: Always active
Experience Multiple: 100
Effects: This talent allows the adept to see in the dark with vision similar to that of a cat. Everything will appear monochromatic (i.e. shades of grey) and it is difficult to accurately estimate distance. The higher the Rank, the less of a problem this will be. Because the vision is monochromatic it cannot be used to do a Detect Aura. Note that some amount of light must be present before any sort of vision is possible.

Detect Aura (T-3)

Range: Special
Duration: Immediate
Experience Multiple: 75
Base Chance: Perception + 5% / Rank
Resist: Active
Effects: See the Rules for the definition

19.5 General Knowledge Spells

Light (G-2)

Range: 15 feet + 15 / Rank
Duration: 15 minutes x [D - 5] x [Rank]
Experience Multiple: 75
Base Chance: 50%
Resist: None
Storage: Investment, Ward
Target: Area
Effects: The Adept creates a volume in which nonmagical darkness is partially suppressed. The volume will be 1000 (+ 500 / Rank) cubic feet, and may be in any one contiguous area the Adept desires, provided that no dimension is smaller than one foot. The entire volume must be visible and within range at time of casting, and may not be moved. For visibility purposes, the Spell will increase Lighting levels within the volume to 60% + 2% / Rank. Rank 20 Light may not be seen through. It will not aid in providing bonuses for casting purposes, though it will neutralise penalties due to natural darkness, to a maximum of 5% + 1% / Rank. The volume counts as direct light for Star & Shadow Mages. If the lighting conditions are higher than that provided by the spell, no effect will be apparent. Note that because darkness is being suppressed, no light is generated, so any area outside the volume will not be lit. This spell can engender silhouettes, though not create shadows. If it is not possible to see into a lit volume, then objects within the volume are not visible. Any of this volume may be overridden by a higher ranked Spell of Darkness, or neutralised (back to original conditions) by an equal rank.

Darkness (G-3)

Range: 15 feet + 15 / Rank
Duration: 15 minutes x [D - 5] x [Rank]
Experience Multiple: 75
Base Chance: 50%
Resist: None
Storage: Investment, Ward
Target: Area
Effects: The Adept creates a volume in which nonmagical light is partially suppressed. The volume will be 1000 (+ 500 / Rank) cubic feet, and may be in any one contiguous area the Adept desires, provided that no dimension is smaller than one foot. The entire volume must be visible and within range at time of casting, and may not be moved. For visibility purposes, the Spell will increase Darkness levels within the volume to 60% + 2% / Rank. Rank 20 Darkness may not be seen through. It will not aid in providing bonuses for casting purposes, though it will neutralise penalties due to natural light, to a maximum of 5% + 1% / Rank. The volume counts as direct shadow for Star & Shadow Mages. If the lighting conditions are lower than that provided by the spell, no effect will be apparent. Note that because light is only being suppressed, it may still pass through, and no shadows are generated outside the volume. If it is possible to see through a Darkness, everything beyond it is normally visible. This spell can engender silhouettes of lit objects against the darkness, though not create shadows. Any of this volume may be overridden by a higher ranked Spell of Light, or neutralised (back to original conditions) by an equal rank.

19.6 General Knowledge Rituals

19.7 Special Knowledge Spells

19.8 Special Knowledge Rituals

19.9 Light and Dark Aspect

19.10 Celestial Lighting Modifier Table

LightD'nessSolarDarkShadowStarNatural LightingArtificial Lighting
0% 100% - 25 - - Magical Effect – no vision works
1% 99% -25 25 -10 5 Midnight in a storm Pitch Blackness Underground, no lights
5% 95% -20 20 0 15 Overcast night Single Candle Underground
10% 90% -20 15 10 25 New Moon, partially cloudy night 1 Torch Underground, Windowless room in day
20% 80% -15 10 20 20 Night with crescent Moon + stars 1 Lantern Underground
30% 70% -10 5 25 15 Night in a town Campfire at night; Shuttered room in day
40% 60% -5 5 15 10 Night of Full Moon Torch-lit Underground
50% 50% 0 0 10 5 Twilight, Major Storm Inside on overcast day
60% 40% 5 -5 5 0 Bright day in a forest, Solid rain Lamp-lit Interior
70% 30% 5 -100 -5 Overcast; Mist, Light rain Brightly lit Underground
80% 20% 10 -15 -5 -10 Autumn Morning, Light cloud Brightly lit Interior
90% 10% 15 -20 -10 -15 Bright sunny afternoon
95% 5% 20 -20 -15 -20 Noon
99% 1% 25 -25 -20 -25 Noon in a desert
100% 0% 25 - - - Magical Effect – no vision works

- Adept cannot cast under these conditions.