And Then...
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There was light.
Stamina 1 (1-3)
Aura of Light - Surrounds target and repulses evil and dark kinds for 1 action per success.
Ethereal Light - A soft light illuminates dark places, up to 1 square yard per success with command variable which allows caster to adjust range at any time within yards rolled.
Stamina 2 (4-6)
Refract Light - Bends light to shed it in various directions as called.
Beam of Light - Bright laser beam of light pierces a called target or target area. Repulses and does mild damage to evil and dark kinds.
Dim Light - cause light particles in immediate area to dim.
Stamina 3 (7-9)
Enchant Weapon - Enchants a weapon with power of light, 1 Level per success+30 damage, weapon will shed light, repulse light sensitive and evil types, and imbue target with concentrated light particles to damage. Enchantment lasts 1-3 attack per success.
Stream of Light - Continual stream of bright light floods a called area. Damages and repulses dark and evil kinds. Stream dispels as called or when caster's stamina is low.
Aura of Light - Surrounds a called target, blinds and burns them until elemental casts another spell.
Stamina 4 (10-12)
Divine Aura of Light - Repels evil and dark kinds, protects from dark powers (10% per success), allows one protected to see through shadow cloaks, and if touched, does a lot of damage +40. One protected by this aura cannot use magic while shielded, to do so dispels the aura.
Protection from the Light - Protects from light elements (10% per success).
Doorway of Light - Door protected radiates a pale blue aura, and delivers potent light particle streams to burn and blind anyone who contacts it that is not selected to enter, MA roll +40 damage, +80 damage to dark kinds.
Stamina 5 (13-15)
Spear of Light - Does double damage to dark or evil kinds, +50.
Dome of Light - Can be used as a shield, or to trap enemies within its bath of light. Anything which passes through it that was not selected for pass-over is disintegrated. Does double damage to evil.
Eclipse the Light - Blocks out light elements.
Stamina 6 (16-18)
Imbue with Light - A light power as selected imbues a weapon or item permanently.
Gateway of Light - Called destination, and anyone who tries to enter who is not selected to pass is severely damaged, +60 +60 dmg. quantum light stream, double light dmg, to evil and dark kinds.
Stamina 7 (19-21)
Speed of Light - Target affected phases into light field and moves fast as light.
Wall of Light - Forms as laser wall where called and damages anyone not selected for passover who contacts wall. Can be used to imbue the walls of a home or fortress as well.
Stamina 8 (22-24)
Bridge of Light - A bridge of light which those selected to cross can walk on.
Light Form - Target affected takes on an ethereal light form.
Pierce Shadows - A radius of light pierces shadows and the outer fringe of the shadow plane to make them retreat and reveal anything hiding there.
Stamina 9 (25-27)
Light Harness - Make a non-combative light effect permanent.
Raise into the Light - Raises a target into the light. Heals good alignments (1 HP per success, 5 HP per ace), Destroys wraiths that are not immune to it, and does evil double damage.
Light Elemental - Invoke a light elemental from the elemental plane which commands light elements. 1 MA-Level per success.
Stamina 10 (28-30)
Ward of Light - Surrounds a site, or targets as called. Protects from dark kinds and their powers (+10% per success) and burns on contact, +100 dmg. Is permanent until dispelled by caster.
Fortress of Light - Create a fortress of light in a called area with light element wards as called. Power of Wards is 1 MA-Level per success, +100+MA Level dmg.
Ghost in the Machine - Turn select target into a planes walker of light, their quasi-physical form composed mainly of light. Normal weapons will not damage them, and their HP turns into vital force. Light Walkers can step through the elemental planes to travel anywhere light reaches, and they command all Light elemental powers innately (at their level). Dark Powers do them double damage. Level starts at 5, or at a Light Elemental's current level.
Field of Light - The environment around caster in a radius of 1 mile per success, turns into a field of white light as all selected within that field are shifted into the elemental plane of light. Evil suffers double damage the duration, while other alignments heal if wounded.
Stamina 11 (31-35)
Master of Light - elementalist can formulate light commands, use them for warding, creating enchanted items, artifacts, and catalysts, and blend them with other gifts.
Stamina 12 (36-40)
Improved Power