College of Light & Night
At this college you will learn to master the disciplines involving the manipulation of light and the absence thereof. A wizard must be at least Sixth Level to attend this college. The tuition is 7500 gp; the seminar requires two full weeks of intense study and an L2 IQ SR is required to pass. Upon successful completion of the course, you will receive the Sparkler spell. The remainder of the college's spells will be available for you to purchase at the Guild.
Level One
Sparkler / [D] / 3 / range 30'
Creates a yard-wide sphere of glowing motes, which moves about at the caster's direction. It will weakly illuminate a five foot radius. Lasts one turn or until dismissed.
Level Two -- 1000 gp
IQ = 12, DX = 9
Moonbeams in a Jar / [D] [E] / 7 / range 50'
Creates light -- moonlight intensity -- over a ten foot radius area; lasts one turn. Higher levels may increase the duration or radius.
Night Blight / [D] / 7 / range 50'
Creates darkness over a ten foot radius -- not total darkness, but as an overcast night; lasts one turn. Higher levels may either double the duration or the radius.
Level Three -- 1500 gp
IQ = 14, DX = 10
Say Cheese / 6 / --
Produces a flash of intense light from the caster's palm -- anyone looking that direction (or anywhere in the vicinity if at night) must make an L3 LK SR or be dazzled (halve their combat roll, double their SR's, etc.). If at night, anyone looking directly at the flash will be night-blinded for one turn if they fail a L6 LK SR.
Level Four -- 2000 gp
IQ = 16, DX = 11
Sunlight in a Bottle / [D] [E] / 12 / range 50'
Creates full daylight in a ten foot radius area; lasts one turn. Higher levels may double the duration or the radius.
Level Five -- 2500 gp
IQ = 18, DX = 12
Moon Banish / [E] / 20 / --
A lunar eclipse affecting the area within one mile of the caster; lasts for one hour or until dismissed. Higher levels double the radius.
Glow / [D] / 10 / --
The caster glows with torchlight intensity. Those touching him will take 1d heat damage. Those grappling or being grappled take 3d. Lasts one combat round.
Level Six -- 3500 gp
IQ = 20, DX = 13
Wall of Gloom / 12 / --
This conforms to the standards for all Wall spells. Within the wall area there is total darkness; those entering must make an L6 IQ SR or panic and flee.
Wall of Light / [E] / 22 / --
This conforms to the standards for all Wall spells. The Wall glows very brightly, illuminating the area within fifty feet. Anyone entering must take heat damage equal to the caster's IQ and make an L3 LK SR or be blinded for d6 turns.
Level Seven -- 4000 gp
IQ = 22, DX = 14
Darkmeld / [D] / 15 / --
The caster becomes a part of the night or deep shadow. They are nearly invisible when motionless and only silver or magicked weapons can strike them (however, a successful Medusa spell on a person in this state will kill them). The effect is dispelled by any strong light. Lasts one turn.
Level Eight -- 4500 gp
IQ = 24, DX = 15
Sun Screen / [E] / 35 / --
A solar eclipse affecting the area within one mile of the caster; lasts one hour. Higher levels double the radius.
Level Nine -- 5000 gp
IQ = 26, DX = 16
Fall of Light / [E] / 30 / range 100'
This spell works only under direct, unobscured sunlight. It causes a shaft of greatly magnified sunlight to fall upon a five foot radius area. All flammables will catch fire and the heat damage to all in the area equals the caster's IQ × 10.
Level Eleven -- 6500 gp
IQ = 30, DX = 18
Stars Out / [E] / 40 / --
Eclipses all starlight and moonlight within one mile of the caster; lasts one hour. Higher levels double the radius.
Level Thirteen -- 7500 gp
IQ = 34, DX = 20
Aurora / [D] / 40 / --
The caster gains a prismatic aura, all seeing it must make an L3 LK SR or be dazzled (halve their combat rolls, double their SR levels, etc.). The caster is immune to spells cast be dazzled opponents and does touch damage equal to CHA × 1d6. Lasts one round.