Light
Time: Action Target: empty space in Shooting Distance(16u)
Requirements: #Chants, #Motions Components: Health and Vitality
Test: Mage Stat Concentrating
Regardless of your Mage Stat Score, this Ability takes effect.
You create a tiny floating light within range that sheds bright light up to 2u and dim light another 2u. The light can be any color or shape that you choose.
Once a light is created, you gain the following actions:
Time: Action Target: A light created by your Light Spell in Sniping Distance(100u)
Animate your light, changing its shape color, brightness, and location. The brightness of the light cannot exceed the limits of the Light Spell and the location of the light must be within Sniping Distance(100u) of you and cannot pass through solid surfaces.
Time: Action Target: A light created by your Light Spell and a target location within Sniping Distance(100u)
Move the targeted light in a straight line to the targeted location. If the light was attached to anything, the light becomes detached from that thing upon starting its movement.
If the targeted light hits a surface as it moves, it becomes attached to that surface. If the surface hit is on an unwilling creature (or an object held by an unwilling creature), the creature must Pass an Edge Save Test in order to choose whether the light misses them, attaches to an object they are carrying of their choice, or misses them and continues its movement. On a Fail, you can choose the location at which the light became attached to the creature or an object it is holding.
Once the targeted light is attached to a surface, all contiguous portions of that surface within Swinging Distance(1u) of the attachment point begin to glow with the same light, shedding bright light up to 2u and dim light another 2u.
Completely covering the light and any lit up surfaces it is attached to with an opaque object, such as a cloak or a bucket, blocks the light.
Upgrades:
- Blinding. Requires Level 5.
- The lights created by this Ability become stronger in the following ways:
- All light ranges for this Ability are doubled.
- When a light attaches directly to a creature (not something it is holding) that creature gains a stack of Blinded.
- Any bright light exuded by this Ability counts as a Daylight Zone:
- The lights created by this Ability become stronger in the following ways:
- Burning.
- When a light becomes attached to a creature, you can choose to have it deal 2 Ethereal/Fire Damage to the creature.
- Burning(2). Requires Level 5.
- The "Burning" Upgrade now deals 3 Ethereal/Fire Damage.
- Burning(3). Requires Level 10.
- The "Burning" Upgrade now deals 4 Ethereal/Fire Damage.
- Guiding.
- If a light is attached to a creature (not an object held by the creature.) all Abilities that deal Solid Damage gain an Advantage against the creature.
- Spraying.
- When using this Ability, you can create 2 lights instead of 1.
- When creating lights, you can immediately use the "Sling Light" Ability as a Free Action.
- Spraying(2). Requires Level 5.
- When using this Ability, you can create 4 lights instead of 1.