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Old 08-12-2016, 12:59 AM   #15
Gef
 
Join Date: Sep 2004
Location: Yucca Valley, CA
Default Re: First magic style

Ephemera Cast by the Halo (6)

The brethren of the Halo understand better than most that mortal men are mere shadows, momentary flickers animated by divine whim, and yet cast in the very image of the divine, for they have learned the trick of creation themselves. (Yes, they talk like that.) They start with Light spells (but not Darkness), and move from there to Creation (but not Illusion). While some do serve in a military capacity, most are tradesmen, selling magical lights and bringing the full light of the sun to cathedrals on special occasions, or for rituals when it matters, beyond which it is their custom to encourage members to study Kubic, the Elder Tongue of the angels concerned with light and creation, which leads to the potent but difficult magic of runes.

Most acolytes have a limited Gift suitable only for Light and Darkness spells, so they can’t master the magic of creation on their own. While the Church of Man officially disapproves of White Magic, as it amounts to pestering Halos for His direct approval, they permit the Ephemera to teach it at the master level (very powerful, +4 but only expect it to work against demons or in defense of a town). Darkness and Illusion, though not on the syllabus, can be derived from theory of arcane magic available to masters, but demonstrating this fact is never a good way to get approval for White Magic!

The style uses just 3 textbooks: “By His Hand” is a primer on Biology and covers the creation spells including White Magic variants ($3400, 7#); “Piercing the Darkness” covers the vision spells with such a tight body of theory that a single Reduced Footprint perk applies to all of them, but only with respect to each other ($580, 7#); “Halo of the Divine” covers the balance ($560, 7#).

Required Skills: Religious Ritual (Church of Man), Thaumatology, Theology (Church of Man).

Required Spells: Continual Light. Journeymen require Sunlight, and masters require Create Object. All except Create spells count as Light.

Perks: Continuous Ritual (Flash), Extra Option: Stabilizing Skill (Religious Ritual for Light and Creation but not Darkness or Illusion), Mighty Spell (Sunbolt), Missile Spell Mastery (Sunbolt), Psychic Guidance (Sunbolt), Reduced Footprint (Vision), Magical Style Adaptation (Create Servant and Create Warrior), Shortcut to Power (Divination: Symbol-Casting – not a Light spell), Special Exercises (Moral Strength).

Acolyte: Light, vision spell Keen Vision.

Senior Acolyte (requires Light): Colors, Continual Light, Remove Shadow, Shape Light; vision spells Bright Vision, Hawk Vision, Magnetic Vision, Night Vision, Small Vision.

Deacon (requires Clerical Investment and half the spells of lower level): Flash, Glow, Light Jet, Mirror, Sunlight, Wall of Light; vision spells Air Vision, Darkvision, Glasswall, See Invisible.

Senior Deacon (requires Religious Rank 1 and half the spells of lower level): Continual Sunlight, Images of the Past, Sunbolt; vision spells Astral Vision, Water Vision; creation spells Create Earth, Create Food, Create Water.

Dean (requires Create Earth and Water, eligible for Religious Rank 1): Creation spells Control Creation, Create Animal, Create Mount, Create Object, Create Servant, Create
Warrior, Dispel Creation, Independence.

Last edited by Gef; 08-12-2016 at 01:22 AM.
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