Archives Fellow Travelers Voices of Reason Where am I? Making Fantasy a Reality The Guild Companion Please vote for us once every day by clicking here!

Radiant Reality,
Arcane Alchemist base list

Copyright Rich Kirkland ©2001

Edited by Rich Kirkland for The Guild Companion

Radiant Reality; Arcane Alchemist Base

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Lesser Detect Radiance

50'R

C

50'

I

2)

Radiant Protection

1 target

1 min/lvl

10'

F

3)

Lesser Focus Radiance

20'R

10 min/lvl

10'

F

4)

Lesser Disperse Radiance

20'R

10 min/lvl

10'

F

5)

Lesser Radiant Field

20'R

10 min/lvl

10'

F

           

6)

--

-

-

-

-

7)

Capture Lesser Radiance

20'R

10 min/lvl

10'

F

8)

Greater Detect Radiance

100'R

C

100'

I

9)

Lesser Control Radiance

1 source

10 min/lvl

100'

F

10)

Lesser Radiant Source

1 source

P

10'

F

           

11)

Radiant Armor

1 target

1 min/lvl

10'

F

12)

Greater Focus Radiance

50'R

10 min/lvl

100'

F

13)

Greater Disperse Radiance

50'R

10 min/lvl

100'

F

14)

Radiant Fuel

1 cu ft

1 hour/lvl

10'

F

15)

Radiant Cross Enchantment

Varies

-

10'

U

           

16)

Permanent Lesser Radiance

1 spell

P

10'

U

17)

Capture Greater Radiance

50'R

10 min/lvl

10'

F

18)

Greater Radiant Field

50'R

10 min/lvl

100'

F

19)

Greater Control Radiance

1 source

10 min/lvl

100'

F

20)

Greater Radiant Source

1 source

P

10'

F

           

25)

Extinguish

100'R

10 min/lvl

200'

F

30)

Permanent Greater Radiance

1 spell

P

10'

U

50)

Meltdown

30'R

-

200'

F

  1. Detect Radiance: Caster detects all sources of radiant energy in the area of effect. Caster is aware of the type of radiance (light, heat, electricity, etc.) and intensity (dim to bright, warm to hot) though not its source (fire, creature, ambient). This spell cannot pierce physical barriers such as walls. This spell can be used to locate invisible creatures (by heat). Generally, this spell is not required for detecting light, but it registers nonetheless.
  2. Radiant Protection: Target gains +10 to DBs and RRs versus all forms of radiant energy.
  3. Lesser Focus Radiance: Caster can increase the intensity of any one form of radiant energy in the area of effect. This can make light brighter, heat hotter, or increase the electrical charge. This spell redirects the existing radiant energy in the area of effect – so a dark room yields very little light, but a dimly lit room could be focused for easy reading.
  4. Lesser Disperse Radiance: Caster can decrease the intensity of any one form of radiant energy by up to 50 percent. The area within the area of effect can be cooled, dimmed and so forth, while the area outside of the radius accepts the excess energy. This can be used as air conditioning, fire suppression or even to discharge static.
  5. Lesser Radiant Field: Caster can manipulate all of the radiant energy within the area of effect and transform one form of radiant energy into another. For example, the light in the area can be converted to warmth with the sole side effect of making it dark in the area of effect. The power of any conversion is subject to GM interpretation. In general, this cannot be used as a form of attack. So the light energy cannot be converted into a laser, but it could be converted into a general increase in heat. Or heat from a fire could be transformed into an electrical charge and so forth.
  1. Capture Lesser Radiance: Caster is able to contain some of the ambient radiant energy. The caster may either contain the radiant energy in raw energy (a ball of radiance - similar to the source captured). The new radiant source will remain where summoned (generally floating in the air, but not always). The source is equivalent to a lesser fire elemental in power, but has no sentience. It is just a ball of energy until moved by a Radiant Control spell.
  2. Greater Detect Radiance: As Lesser Detect Radiance, except for area of effect and the caster may detect radiance through barriers.
  3. Lesser Control Radiance: The caster may control the movement and action of the target lesser source or lesser captured radiance or lesser radiant elemental. While under this control, the caster may make the radiance attack as a lesser fire elemental with appropriate criticals. The radiance only moves while the caster concentrates on it.
  4. Lesser Radiant Source: As Capture Lesser Radiance, except the caster may make a radiant source. The creation of a radiant source requires 10 days of casting the same spell in the same place. The process requires 2 hours of time each day for the 10-day period.
  5. Radiant Armor: As Radiant Protection, except target receives a +25.
  6. Greater Focus Radiance: As Lesser Focus Radiance, except for area of effect and range.
  7. Greater Disperse Radiance: As Lesser Disperse Radiance, except for area of effect and range.
  1. Radiant Fuel: Caster can convert matter into radiant energy. Any 1 cubic foot of non-magic substance can be converted into any combination of radiant energy. The substance will slowly be consumed over the duration of the spell as it is converted to the appropriate energy. If the spell is cancelled, then only a proportionate part of the substance is destroyed.
  2. Radiant Cross Enchantment: This spell allows the caster to use the next spell from this list to modify any other substance as categorized by another Arcane Alchemist Base List. The GM will have to monitor these effects and interpret the results. The caster may determine the type of radiant energy being used and through spell mastery may craft a desired result, but the GM will have final say. Once a particular effect has been successfully completed, it can be replicated at any time. For example, linking a radiant source light to a rock could make a rock that glows faintly all day, glows brightly for 1 hour a day, or can emit a sudden bright light once a day.
  3. Permanent Lesser Radiance: This spell makes the next spell cast from this list that effects lesser radiant to have a permanent duration. This spell and the enchantment must be cast for 24 days in a row. Each day, the target radiant will be effected by the spell for 1 additional hour per day (starting with only one hour the first day). If a day of casting this spell is missed, then the day count drops by 4 days. At the end of 24 days, the enchantment is permanent. This spell is not required to form permanent sources, but can be used to create permanent energy conversions such as light to heat and so forth.
  4. Capture Greater Radiance: As Capture Lesser Radiance, except the radiant energy is equivalent to a greater elemental.
  5. Greater Radiant Field: As Lesser Radiant Field, except may be used to not only control the ambient energy, but to manipulate it to form hot spots (+50 Firebolts – no directed skill bonus required) or fireballs (-20). The caster may use any one of these attacks as a normal action up to three times before the spell is cancelled. Until the charges are used up, the caster may otherwise manipulate the energy as described in Lesser Radiant Field.
  6. Greater Control Radiance: As Lesser Control Radiance, except caster can control greater sources and elementals.
  7. Greater Radiant Source: As Lesser Radiant Source, except the radiant energy is equivalent to a greater elemental.
  1. Extinguish: Caster can selectively extinguish all non-sentient radiant energy sources in the area of effect. Alternatively, the caster can use this spell against one sentient radiant energy source. It will automatically destroy a radiant elemental if it fails its RR.
  1. Permanent Greater Radiance: As Permanent Lesser Radiance, except effects greater radiant spells.
  1. Metldown: Caster can convert all visible light and ambient heat into one cataclysmic attack. The entire visible area will turn entirely dark and freezing cold. The attack causes 5 simultaneous fire ball attacks on the area of effect. After casting this spell, the caster will be stunned for a round as he recovers from the power of the attack. Anyone who saw the attack will need to make a fear resistance roll (anyone still living from the attack itself must roll at –50).

 

Note 1: For this spell list "radiant energy" refers to all forms of radiant energy including: light, heat, radiation, electricity and so forth. In general, knowledge of nuclear radiation should not be available unless the GM really wants his hands full.

Note 2: Many of the spell effects are open-ended and require interpretation. Don’t worry about doing a lot of math to work out energy conversions, just use what "seems" right at the time. Any discrepancy can be explained as being lost in the conversion. For those of you who say, "Blasphemy! Get real, get Rolemaster!" I can only say, feel free to work out the energy conversions on your own.

Where am I? Archives Voices of Reason Fellow Travelers Vote for us on the RPG 100 Sponsored by Mimic Media & Data Systems