COLLEGE OF SOLAR MAGICS
  The College of Solar Magics is concerned with the practice of those magic arts having to do with light, sun and the daytime.  Solar
mages see themselves as close collaborators with mages from the College of White Magics and share some affinity with Air and Fire
mages.  They care little for Celestial mages or anyone involved with darkness.

Adepts of the College of Solar Magics may practice their arts without restriction.

The Base Chance of performing any talent, spell or ritual of the College of Solar Magics is modified by the addition of the following
numbers:
It is a day with bright sunlight        +20
It is a day with an overcast        +15
It is dawn or twilight        + 5
It is a moonlit night        -5
It is a cloudy night or a night of the new moon        -10
He is in total darkness except for artificial light*         -15
He is in total darkness (not even torches present)*        -20

*Total Darkness can only be achieved naturally if the adept is underground. Artificial light is light not cast by the sun or its reflection off of
other heavenly bodies or by the stars.

Talents

1. Speak to Creatures of Light (T-1)
The adept can speak to all creatures of light and most daytime animals within 10 feet (+ 10 additional feet per Rank). The
communication may be verbal in some cases, but will usually employ a combination of telepathic contact, sign language, and a few
verbal symbols at the lowest Ranks. The Experience Multiple for this talent is 50.

2. Eye of the Eagle (T-2)
The Adept has the ability to see in the farther with the same vision (near perfect) as a eagle. The talent gives the person great visual
ability in the daytime +1% for ranged or thrown weapons during the daytime. At rank 20 the adept has the same classification ability as
grey elves with class A weapons.  The Experience Multiple for this talent is 200.
                                       General Knowledge Spell

1. Spell of Detection (G-1)
RANGE: May be cast over self only
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: This spell gives the subject the ability to detect hidden objects, invisible object (partially not totally), and notice irregularities in
shape changed faces.  While under this spells influence subjects must roll under 2 X PC +1% per rank to notice the discretion.

2. Spell of Light (G-2)
RANGE: 15 feet + 15 additional/Rank
DURATION: 15 minutes X [D-5] x Rank  ( x 1, if unranked)
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: One 10-foot cube may be brightly lighted as described in the spell of the same name of the College of Fire Magics.

3. Spell of Warmth (G-3)
RANGE: 15 feet + 15 additional/Rank
  DURATION: 15 minutes X Rank (x 1, if unranked)
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The Adept creates a volume of warmth (10 cubic feet + 10 per rank) that can be within the range of 50 & 80 degrees.  

4. Spell of Scintillating lights (G-4)
RANGE: 15 feet + l additional/Rank
DURATION:  30 minutes + 30 additional/Rank
EXPERIENCE' MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The target of the spell is enveloped in a confusing pattern of lights. Any attempt to hit the target while the spell is in effect will
have 2 (+ 2 per Rank for a total of 40 at rank 20) subtracted from the Strike Chance.  During the night the benefit conferred is only +1 per
for a total of +20 at rank 20 with the duration time being halved as well. This subtraction applies only to physical weapons, not magic.

5. Wall of Sunlight Spell (G-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: Creates a 10-foot high I foot thick Wall of sunlight 20 feet long or a 10 foot high, 1 foot thick Ring of Light with a 5 foot radius, or
a pillar of starlight 5 feet thick by 15 feet high. The Adept can increase any dimension by 1 foot per Rank. The spell may not be cast on top
of other entities. Shadow and darkness-aligned creatures (including Dark Mages and Shadow Weavers) suffer [D - 5] (+ 1 per Rank)
damage if they come in contact with the wall. Creatures with special vulnerability (vampires & other denizens of the night) to the sun suffer
double damage if they fail to resist.

6. Witchsight Spell (G-6)
RANGE: 15 feet + 15 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: This spell gives any one target of the adept's choice the ability to see normally invisible entities or objects or those which have
been rendered invisible by magic (i.e., via the spells of Blending, Walking Unseen, and invisibility). It also gives the target the night vision
of an Elf.

8. Strength of Light Spell (G-8)
RANGE: 15 feet
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The target's Physical Strength or Endurance is increased by 1 (+ 1 for every 2 or fraction of 2 Ranks) for the duration of the
spell.  This spell may only be cast by Sun Magics who are exposed to natural light (not torches or magical light)

9. Spell of day striding (G-9)
RANGE: 10 feet
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The target may move at 3 times its normal TMR when not in a combat situation.  The sun will provide the energy needed for
movement such that animals or individuals can walk a full day and not feel fatigued while under the influence of this spell.

10. Shield of the Sun spell (G-10)
RANGE: 20 feet
DURATION: 15 minutes + 15 per rank.
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The subject of this spell is able to ignore 2 point of damage caused by fire, lighting or cold for every four ranks in this spell
(total of 10 at rank 17). This spell may only be cast in daylight and its duration is halved if the subject enters an area with no exposure to
daylight.

General Knowledge Rituals

1. Ritual of Listening to the Sun (Q-1)
The Adept may, by remaining in one place and taking no other action except performing this ritual, read something. of the future in the
sun.  He must occupy a vantage point where he has a clear view of the sky (not indoors or in a hollow), and it must be a clear day. The
ritual may not be performed during the night or during overcast. It takes 1 hour to perform. The Base Chance of success is equal to the
Adept's Magical Aptitude + 4 per Rank. The Experience Multiple is 150. The GM provides all answers whispered by the sun in the form of
generalized statements that can be as accurate or misleading as the GM feels appropriate.

2. Ritual of Summoning and beseeching Creatures of light (Q-2)
The Adept may summon and beseech l creature of light (+ 1 for every 5 or fraction of 5 Ranks). The Base Chance of the ritual being
effective is 20 % (+4 per Rank). Any creature of the light called must be native to the area. If the ritual succeeds, the creature will arrive in a
state of being receptive to the will of the Adept. If it backfires, the creature will arrive and act with hostility toward the Adept. If merely
unsuccessful, the creature will not arrive at all. Receptive creatures will cooperate with the Adept so long as they desire (no maximum
length of time) or until sent away by the Adept. The Experience Multiple for this ritual is 250.
Special Knowledge