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Solar Gaze

• Cost: 8+ magic points; 2D4 Sanity points


• Casting time: 1 round

Causes the air to thicken and form a temporary lens, which intensifies the searing
power of the sun. The caster recites a ritual phrase and 1D10 minutes later, the
surrounding air grows dense and resolves into a lens above the target. Each round,
the lens causes 1D6 damage as the rays of the sun fry the target’s flesh, which
bubbles and burns, ultimately leaving a smoking, blackened carcass. For every 8
magic points spent, the spell’s effects last two rounds.
The caster must target the spell on something or someone that they can see, with
the lens following that subject around. Shelter from the sun will dampen the spell
(going inside a deep cave would negate the spell’s effects). The spell may only be
cast in daylight and when the sun is at least partially visible (a Luck roll may be
required).
The target should make a Sanity roll (1/1D6 loss), as well as any witnesses (1/1D4
loss). Those within 5 yards of the target also suffer 1D4 points of damage per
round until they move away.

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