Skip to content

Fae Shaman Sun Spells

Rules system: homebrew Sancturi system (November 2018 draft). Legacy design material, not canon for play.

Lore page: Fae Domains.

The Shaman spell list for the Sun demesne (light, fire, sun): six spells of light, warmth and radiant fire.1 The card format is explained on Fae Shaman Spells.

1st order

Spell Casting Effect
Sunscreen 1 standard action; interruption +4; 1 creature; range 15 ft; 1 hour/Demesne; save none; attack --; empower +1 creature 50% resistance to non-magical radiant and 10% resistance to Fire. Also 2 absorb vs Radiant.

2nd order

Spell Casting Effect
Cauterize 1 standard action; interruption +4; 1 creature; range 15 ft; instant; save none; attack Evocation, Fire; empower +1 damage and +1 wound The target takes 1 Fire damage, but a single stack of a bleeding wound is removed (cauterized).
Light 1 standard action; interruption +4; 1 object or 5'x5' area; range 60 ft; 1 hour/Demesne; save none; attack --; empower +5'/10/15 radius Bright light fully illuminates everything in a 30 ft radius, 50% illumination to 60 ft, 25% to 90 ft.
Warmth 1 standard action; interruption −2; 1 creature; range 30 ft; 1 hour/Demesne; save none; attack --; control 1 minor action The target absorbs the next 2d8+[REA] cold damage taken and gains 2 frost absorb for the duration.

4th order

Spell Casting Effect
Column of Incandescence 1 standard action; interruption +4; 5'x5' area; range 120 ft; 1 minute/Demesne; save none/Radiant; attack Evocation, Radiant; maintain 1 minor action A bright column of burning light fully illuminates everything in a 30 ft radius, 50% to 60 ft, 25% to 90 ft. It can be moved up to 60' per turn with a minor action. Any target Hit by the column takes [REA] Radiant damage. If the column rests on the target for at least half its movement on a single area, anything flammable catches light (−5 flammability check) and any Hit target takes an additional 1d8 Radiant damage.
Devour Darkness 1 standard action; interruption +0; 120' radius; centred on caster; 10 turns; save none; attack --; empower +1 contest, save difficulty Light expands outward from the caster into all areas at 50% illumination or less. Hidden creatures must roll a skill check again to stay Hidden, at a −10+Demesne penalty. Roll a caster's contest (d10 + Demesne + Spell Level) to dispel magical darkness and invisibility. If the area is dark from fog, smoke, sand or other loose material, the obscuring material is burned away.

Gap

The 3rd order and the 6th to 8th orders are headings with no spells. There is no 5th-order heading.


  1. Warmth and radiant fire in the current rules: Heat ↩