Saturday Spell-Flare

Flare“Alright, we’re in range, can you give me a clear look?”

“Keep a sharp eye.  Re jai!”  The mage waved his arms about in the darkness.  A cloud of light appeared before him, whisking up into the darkness and toward the shadowy tower before them.

As the light illuminated the tower’s top, his archer companion released his shot, taking the orc watchman in the chest with a well placed shot.  

The light subsided, leaving the tower in silence.

This spell uses the same mechanics as the fire bird spell, but applied to light to create a flare that moves in the original direction the caster defines.  There are plenty of reasons to want a light source that doesn’t stay near you.  A light that stays near you makes you a clear target to others in the dark and does little to illuminate them.  A light that flies away can cast light on the things the caster wants to see without exposing him too long.

Right Hand:

Ra (Light Radius): Light (Full), Order (Full)

Des (Energy Arc):

Des (Energy Arc):

Ra (Light Radius):

Left Hand:

Dain (Occult Radius): Fire (Indirect), Wind (Full)

Oh (Wind Arc):

Oh (Wind Arc):

Dain (Occult Radius):

saying “re jai”

The flare spell has 1d6/2 cubic feet of hot fiery gas with 4d6*200/2 lumens and 4d6*10/2 mph.  It has 2d6 turns of duration with linear decline. This means that on average we start with 1.75 cubic feet of flare at 1400 lumens (essentially a lightbulb) traveling at 70 mph. On average, it will last 7 turns.  In the first turn it will therefore travel over 200 feet, slowing to 60 mph with 1.5 cubic feet of 1200 lumens.  On the next turn it will travel 176 feet, slowing to 50 mph with 1.25 cubic feet of 1000 lumens.  And so on until the light slowed to a stop faded out some 750 feet from its origin.  (I’ll have you know, these calculations only took a few minutes, but just the same, the Mind Weave engine will handle them.)

What these numbers boil down to in result is that the flare can be used to get a brief glimpse of a long area, becoming narrower further away.  This is very useful for seeing what it looks like down a hallway or simply illuminating an enemy position.

This spell has a variety of components, requiring a fairly prolific mage to cast.  However, they are all fairly useful components and this spell is not at all out of the way for most mages.  This particular configuration costs 78 SP.  It has a casting time of 12.67 seconds for any caster with no Agility and 15 Dexterity.  In a situation where both parties are in the dark, a long casting time is probably not a problem.  However, if there is a reason to suspect time sensitive elements, the caster may prefer a swift spell, cutting all of the arcs to get the spell down to 2.67 seconds.  This would cut the speed and brightness in half, but could still work for certain situations.

Would you play a mage that uses magic for this kind of support role? Or would you prefer to simply light up the target with a fireball? A fireball is hard with any kind of range.  Any other spells or variations you’d like to see. Tell us below and we may do it in a coming week.

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