Photomancy

 
 

Photomancy is runeless magic that involves the manipulation of light. Only those who are runeless might be able to use photomancy.

1. The Two Iconic Symbols of Photomancy

In the non-elemental magic of Photomancy, there are two iconic symbols. They are the Star and the Fire. These symbols are said to be the very source of photomancy magic.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the non-elemental magic of Photomancy, the Star symbolizes the positive source while the Fire represents the negative source.

2. Photomancy Magic Progression Tree

Photomancy Runeless Magic Progression Tree

3. Photomancy Magic Spells

3.1. Tier 1

Photomancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Comforting Light With this spell you surround a target within a warm, comforting ray of light. The light dispels any personality status changing effects and relaxes the target. The target's EP will be restored by 2d8 but will will have a penalty of 2d8 to melee, throw, and bow power for 1d6 rounds. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % N/A
Glaring Light With this spell you place a glaring bright light in front of the target. This causes the target to experience visual distortion. 10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A
Glow With this spell you can cause a small object, weapon, or body part to glow brightly. This glow produces enough light to light up a 20x20 area block area. 10 SA;
Free Action
20x20 area block around enchanted target 1d4 hours 1 skill point = 2 skill mastery % N/A
Light Shield This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 5 MR. It has a block rating of 5d4. If the user doesn't have block and magic block, the ally will have the missing skill at 20% mastery during the duration of the spell, but the mastery will never increase. 10 SA;
1 magic
self or 1 ally 1d6 rounds 1 skill point = 2 skill mastery % N/A
Piercing Light This spell shoot a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 5d4 magic damage to each target. 10 SA;
1 magic
straight line instant 1 skill point = 2 skill mastery % N/A

3.2. Tier 2

Photomancy Effect Cost Range &
Area
Duration Skill Points toSkill Mastery Prerequisites
Fire's Heat With this spell you are conjuring the negative source of light, fire, and placing its effects around a single target. The target will become very warm and lethargic. The target must make a Fortitude check against Heat Exhaustion. The target will loose any bonuses to attack actions, have its movement rates cut in half, and will have its attack power decreased by 20% 20 SA;
2 magic
1 target 2d4 rounds 1 skill point = 1 skill mastery % Either Glaring Light or Piercing Light mastered
Flash This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability and a penalty to perception of 10 points. Allies and the spell caster are protected from the flash. 20 SA;
2 magic 
all enemy targets 2d3 rounds 1 skill point = 1 skill mastery % Glaring Light mastered
Healing Light With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 5d6 plus your magic power worth of HP. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % Comforting Light mastered
Light Armor With this spell you provide yourself or an ally a set of armor made of light. The armor grants the wearer 1d10 PR and 2d10 Flat MR.  20 SA;
2 magic
self or 1 ally 2d4 rounds 1 skill point = 1 skill mastery % Light Shield mastered
Light Arrow With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d10 points of magic damage, 25% of the damage goes directly to HP. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % Piercing Light mastered
Light Casting With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has travelled beyond 500 feet, the spell ends. You can direct the light to head in a direction but the light will keep moving forward. 20 SA;
Free Action
500 feet (84 area blocks) until the light has passed 500 feet 1 skill point = 1 skill mastery % Glow mastered

3.3. Tier 3

Photomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Embracing Light With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 5d10 points of any kind of damage, letting only 10% of the damage through. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self. 30 SA;
3 magic
self or 1 ally until damage is absorbed 2 skill points = 1 skill mastery % Either Light Armor or Healing Light mastered
Fire's Burn This spell summons up the dark source of light, fire. Though the fire is never seen, its effect is felt as it burns the single target it is cast against, dealing 4d10 + 5 magic damage and 2d10 burn damage per round, nonstackable. 30 SA;
3 magic
1 target instant; until cured 2 skill points = 1 skill mastery % Fire's Heat mastered
Fitful Strobe This spell assault a target with lots of strobe lights of various colors. The target must make a Fortitude check with a -10 penalty. If the target fails, the target will have a seizure, being unable to act for 3 rounds and having visual instability for the following 6 rounds. If the target succeeds, the target will have nausea and visual instability for 6 rounds. 30 SA;
3 magic
1 target instant 2 skill points = 1 skill mastery % Flash mastered
Light Jumping This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. 30 SA;
3 magic
self and any thing or target you grab instant 2 skill points = 1 skill mastery % Flash mastered
Light Storm This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 6d8 magic damage, for each round the target is caught in the spell's area of effect. 30 SA;
3 magic
a 3x3 hex area around a spot of your choosing 2d4 rounds 2 skill points = 1 skill mastery % Either Light Casting or Flash mastered
Light Sword This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3, a block of 2d20, and an attack value of 5d10 plus the wielder's magic power. Any sword skills can be used with this sword and sword mastery increases its damage power. 30 SA;
3 magic
self or 1 ally 2d6 rounds 2 skill points = 1 skill mastery % Light Arrow mastered
Solar Flare This spell causes instant blindness for all enemy targets for 2d4 rounds. Furthermore, all enemy targets take 2d20 + 1d6 magic damage. The caster and allies are protected. 30 SA;
3 magic
all enemy targets instant 2 skill points = 1 skill mastery % Light Casting mastered
Star's Protection With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by half during the duration of the spell. Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals the protected's magic power worth of magic damage. 30 SA;
3 magic
self or 1 ally 2d4 rounds 2 skill points = 1 skill mastery % Light Armor mastered

3.4. Tier 4

Photomancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Fire's Warding With this spell you summon the negative source of light, fire. Fire offers warding to you or an ally of your choosing, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 2d12 burn damage for 1d6 rounds. The protected will suffer 1d8 burn damage per round for the duration of the spell. 40 SA;
4 magic
self or 1 ally 3d3 rounds 3 skill points = 1 skill mastery % Fire's Burn mastered
Flash Explosion This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the area of affect, ally and enemy, will suffer 3d20 magic damage. Allies and the caster are protected against the blindness effect of the spell. 40 SA;
4 magic
a 4x4 hex area around a spot of your choosing instant 3 skill points = 1 skill mastery % Either Solar Flare or Light Storm mastered
Light Guardian This spell summons a being of pure light for each of your allies and yourself. During the duration of the spell, you can have the light guardian do one of three things: heal you for 5d12 HP, guard you blocking 5d12 worth of any kind of damage, or attack a single target doing 5d12 magic damage. 40 SA; Free Action self and all allies 2d6 rounds 3 skill points = 1 skill mastery % Either Star's Protection or Embracing Light mastered
Light Travel This spell allows you to travel to anywhere you have ever been at the speed of light.  40 SA;
Free Action
self instant 3 skill points = 1 skill mastery % Light Jumping mastered
Star's Vengeance With this spell you summon the positive source for all light, a star. The star will counter attack for you or an ally of your choosing, for 2d6 attacks. Whenever the protected target is attacked, the star will activate, dealing 7d8 points of magic damage to the attacker. 40 SA;
4 magic
self or 1 ally 2d6 times attacked 3 skill points = 1 skill mastery % Either Light Sword or Star's Protection mastered
Star's Weapon With this spell you summon the positive source for all light, a star. The star blesses your weapon or the weapon of an ally of your choosing. No matter what the weapon was, it is now a special rod topped with a star. But despite being a rod, it is not a bashing weapon, it is a projectile weapon. When the wielder waves the rod at a target, small stars will shoot out of the rod and strike the target. The attack power is 6d10 + 5 magic damage. 40 SA;
4 magic
self or 1 ally 2d6 rounds 3 skill points = 1 skill mastery % Light Sword mastered

3.5. Tier 5

Photomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Fire's Death With this spell you summon the negative source of light, fire. This spell forms a magical red light that resembles fire within the target. For the first round the target is caught on fire, receiving 4d20 magic damage and unable to cast spells. When the second round comes, the fire instantly dies, and the coldness comes to fill the void left by the light fire. The target receives another 3d20 magic damage and must make a Fortitude check. A failed Fortitude check causes the target to suffer frost bite. 50 SA; 5 magic 1 target 2 rounds 4 skill points = 1 skill mastery % Fire's Warding mastered
Mass Light Travel With this spell you and all of your allies can travel to anywhere you have been at the speed of light. 50 SA; Free Action self and all allies instant 4 skill points = 1 skill mastery % Light Travel mastered
Star's Nova With this spell you call upon the positive source for all light, a star. A small star forms in the center of the battlefield and then instantly explodes, dealing 8d10 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected. 50 SA; 5 magic all enemy targets instant 4 skill points = 1 skill mastery % Either Star's Weapon or Star's Vengeance mastered
The End of the Tunnel This spell begins a death countdown on the target. The target has 3 rounds to make a Fortitude check with a -20 penalty. If the target fails by the third round, the target dies instantly. 50 SA; 5 magic 1 target 3 round death countdown 4 skill points = 1 skill mastery % Flash Explosion mastered

3.6. Tier 6

Photomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Big Bang This spell pumps every enemy target full of light. The target must make a Fortitude Check with a 25 point penalty. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed their check are hit by the exploding target and the exploding light, receiving 10d10 magic damage. If all targets succeed, the light still explodes dealing each 8d10 magic damage, but the targets themselves don't explode. The caster and allies are protected. 60 SA; 6 magic all enemy targets instant 5 skill points = 1 skill mastery % Either Fire's Death or Star's Nova mastered

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  • mythus
    mythus  4 weeks ago

    we can use the link i just shared to post and test and make sure everything works for us. We'll be usiing that link until everything is moved over. after that it will just be legendsofnorova.net

  • mythus
  • mythus
    mythus  4 weeks ago

    i notice that no one else has responded to the post

  • mythus
    mythus  4 weeks ago

    no not yet, however, yesterday we had thanksgiving at the kids birth mom's family. today shelly's mom is over with shelly doing thanksgiving prep, and so on. friday will be the last day of our thanksgiving with our famiily feast. I had to finish the upstairs rooms, the floorboards, light switches, and such.

  • DreamWriter05
    DreamWriter05  4 weeks ago

    It's not Thanksgiving yet.

  • mythus
  • mythus
    mythus  1 month ago

    sorry guys, been very busy with thanksgiving prep at home

  • Gryphon
    Gryphon  1 month ago

    That’s okay , I’ve got my hands working on making some polymer clay more pliable. I use FIMO and some colors are stiffer in nature than others. I’m working on my flowers of hope, since I’ve got the day off from work.

  • DreamWriter05
    DreamWriter05  1 month ago

    @Gryphon I'll post for Ruby soon. Just need to fuel up first. Be looking for a post either tonight or sometime tomorrow. :D

  • Gryphon
    Gryphon  1 month ago

    Ouch. Stupid bugs. Knowing you Mythus you’ll squash them. Where’s a can of raid when you need it?


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