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.