Shines a light for a radius of 5 tiles around the wearer.
(One Handed) Uses a Str dice roll for dmg + strength modifier.
Damage dealt is divided by 2.
Critical hits light the enemy on fire.
Shines a light for a radius of 5 tiles.
Wearing jewels like this one makes the wearer lucky in many situations. In every situation happening to the wearer, a d4 will be rolled to determine if the user is lucky.
Rolling a 4 will succeed, Any other result is a failure and the situation continues as usual. When succeeding, events happening to you will change for the better. (You can reroll a poor roll or make an enemy reroll a good one. When looting, you will find more spoils. etc.)
Int (6): When casted. Allow to see in complete darkness for a distance equal to the intel + mod of the caster until the spell is canceled.
If a light source is shined in the caster’s eyes when the spell is active. The caster will be blinded for a turn.
Int (4): Casts a glowing orb that shines a light for a radius of 4 tiles + intel mod.
Last for 8 hours or until canceled.