10/18/2026
A sample "mid-level" spell from the current SK 4E playtest rules. Enjoy!
LIGHT OF AR (Life, Shadow)
Prerequisites: Magical Arts: Life or Shadow level 5
DR: 15
Casting Time: 2 actions
Stamina Cost: 5
Range: 10 yards (Close)
Effect Area: A cone ending in a 3-yard wide terminus
Duration: Instantaneous
Ritual Components: Three of the following – Three lit white or gold candles, a crystal prism, a holy symbol of Arreus, a preserved sunflower blossom, or a lock of hair from an angelic being.
Details/Description:
Also known as Sacred Light or Sun’s Radiance, when you invoke this rare spell – an incantation more common in the East – a burst of pure and radiant light – extends from your palm outward. All creatures caught within this 10-yard-long cone (ending in a terminus 3 yards across) must succeed in an Endurance roll versus a DR set by your Magical Arts roll or suffer 1 point of Stamina damage per point of failure (maximum 5 points) and is Blinded until the end of their next turns. Furthermore, creatures with the Tainted or Light Intolerance weakness, or the Nether-sight ability, also take 1 point of Health damage per point of failure (maximum 5 points; armor is ineffective).
Note that Priests of Arreus and members of the White Magi receive a +2 bonus to Magical Arts: Life or Shadow rolls made to decipher and learn this spell.
-Critical Success: The maximum damages increase to 10 points.
-Critical Failure: Bright flashes within your own mind, causing you to become Partially Blinded for one minute.