The Illuminati

The Illuminati were the original keepers of the School of Light, though in the upheaval caused by the break up of the College, several high ranking members left to join the newly formed Guilds of the Wardens, the Towers and the Circle.

The remaining Illuminati have not taken too kindly to this, seeing it as a betrayal of their ancient task of fighting the Drow and practitioners of the School of Darkness. Most are willing to accept that those who have become Wardens are at least following worthwhile principles. However, those Mages who have given up fighting evil and instead have focused on the mere study of magic are beyond contempt.

Where one of the Illuminati Guild bonuses requires natural sunlight, the GM must be consulted to determine whether this bonus applies. Even if its sunny in the real world, the scenario may dictate that its not sunny in the game world, that the character is underground, etc.

Guildmaster

Kingdom: High Illumnati Dawnstrider.
Barony Van Heusen:

Joining

A starting character can join the guild immediately.

A non-starting character must prove they can adhere to the guild requirements; this will take a minimum of 5 ranks where they must have no guild affiliation. The Character Ref will decide if/when they are ready.

Requirements

A member of the Illuminati must

  • oppose all Shadow Masters & Drow and their plans.
  • help any other member of the Illuminati to the best of their ability.
  • not teach or give access to Light spells (via magic items, ritual scripts or spellbooks) to any person who is not an Illuminati. It is ok to cast Light spells on people who are not members of the Illuminati.
Tax

10%

Advanced Training

A member of the Illuminati has access to

  • Weapon skills to Advanced Mastery.
  • Shield skills to Advanced Mastery.
  • Armour skills to Advanced Mastery.
  • Spells, Magic Ritual and Enchant Item in the School of Light to any level.
  • Magic Adepts in the School of Light.
  • Spells, Magic Rituals and Enchant Item in the School of General to level 6.
Bonuses

A member of the Illuminati gains the following bonuses.

  • [LOSE] He may use the title Illuminati.
  • [KEEP GAINED] Improved Mana recovery in natural light.

The Illuminati recovers Guild Rank/15 (rounded down) extra Mana while resting in bright sunlight. Note this ability is not usable in cloudy or overcast skies and the Illuminati must be resting in the sunlight to gain the extra Mana.

  • [LOSE] Healing Sunlight ability.

When in natural sunlight, the Illuminati can Concentrate (and additionally cannot move or talk) to exchange Mana for Life Points. For each full minute, the Illuminati can exchange 2 Mana for 1 Life Point, healing the normal fraction of Body Points. Thus an Illuminati who concentrates for 10 minutes can use 20 Mana to gain 10 Life Points, 6 Body Points on the Chest and 3 Body Points on all other locations.

Healing Sunlight ability cannot be used at the same time as Improved Mana recovery.

  • [KEEP RESTRICTED] Ability to negate or reduce the effect of Dark spells.
    • For every 10 Guild Ranks (rounded down), the Illuminati gains a +1 dexterity bonus to avoiding Dark Dart spells.
    • For every 10 Guild Ranks (rounded down), the Illuminati gains a +1 willpower bonus to resist the Dark Fear spells.
    • For every 20 Guild Ranks (rounded down), the Illuminati can reduce the effect of the Dark Entangle or Dark Weakness spells by one level. A Dark Weakness reduction can be removed by a ‘lower level’ Remove Weakness light spell.
      Oppose all Shadow Masters & Drow and their plans.

Example 1: Alitae is Guild Rank 20 and decides to reduce the effect of Dark Entangle by one level. Thus Dark Entangle has no effect, Double Dark Entangle effects as Dark Entangle etc.

Example 2: Alitae is Guild Rank 40 and now decides to reduce the effect of Dark Weakness one level. Thus Dark Weakness has no effect, Double Dark Weakness effects as Dark Weakness etc. As a Double Dark Weakness effects as a Dark Weakness, it can be removed completely by the Remove Weakness light spell.

  • [KEEP BOUGHT] Ability to learn the following extra spells, which form part of the Light list.

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Sun Dart 2 Sun Dart 4 Sun Dart 6 Sun Dart 8
Sun Blade 0 Sun Blade 1 Sun Blade 2 Sun Blade 3 Sun Blade 4
High Level
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Sun Dart 10 Sun Dart 12 Sun Dart 14 Sun Dart 16 Sun Dart 18 Sun Dart 20
Sun Blade 5 Sun Blade 6 Sun Blade 7 Sun Blade 8 Sun Blade 9 Sun Blade 10
Sun Dart <n>

Range: 20’
Duration: Instantaneous
Type: Offensive, Elemental
Target: Person
Resisted By: Power Armour, Dexterity
Power: Sun
Effect:
Sun Dart’s effects vary depending on the amount of daylight:

  • Day (or in natural Light): causes <n+2> points of Power damage to every location of the target creature and <n+2> Life Point damage
  • Dusk/Dawn: causes <n> points of Power damage to every location of the target creature and <n> Life Point damage
  • Night (or in Dark/Shadows): causes <n-2> points of Power damage to every location of the target creature and <n-2> Life Point damage

Sun Dart 0 does nothing.
The Light spell will not affect the spell as it is not natural light.

The spell vocal should end with the words “Sun Dart <n(+-2)>” to indicate the damage and the caster should point at the targeted character.

Sun Blade <n>

Range: Touch
Duration: 15 minutes
Type: Protective (Weapon)
Target: Weapon
Power: Sun
Effect:
Sun Blade can be cast on any weapon, its effects vary depending on the amount of daylight:

  • Day (or in natural Light): adds <n+1> Power damage
  • Dusk/Dawn: adds <n> Power damage
  • Night (or in Dark/Shadows): adds <n-1> Power damage

Sun Blade -1 still remains in effect, but does nothing.
The Light spell will not affect the spell as it is not natural light.

Sun Blade 0 causes no additional damage, but does protect the weapon from being melted, warped or otherwise destroyed by magical means.

The call upon a successful hit is “Sun <n(+-1)>”, if the weapon is doing additional damage.