[1] May be cast on self only. (Or own weapon, in the case of Flaming Weapon. Others will find the weapon burning hot to the touch. The flame will go out in three seconds if the weapon is dropped.) [2] Heliomancy. Caster spends two hours in direct sunlight; if the roll is succesfull, he gets a vision. Critical failures sometimes blind the caster for 1d6 days. [3] Only works against certain classes of zombies, notably those created with Celestial or Earth magic. [4] Only works against a certain classes of entities, notably earth and fire spirits. [5] Only works in direct sunlight. Daylight and noontime bonuses do not apply. [6] This spell is identical to Blur (page M50,) but it only works in direct sunlight. Sun mages are rare. Sun-aspected celestial "magery" is an inborn trait; it evinces itself during adolescence. Sun mages do not study magic; new powers appear pretty much at random. (I.E., GM's decision.) The sun mage improves his skills through practice and meditating in full sunlight. Sun-aspected celestial magery is not the same as Sun-cult religious magic. Sun magery is secular. There is no guild of sun mages. Sun magic is affected by astronomical events and lighting. (Exception: heliomancy may only be practiced in direct sunlight and the caster gains no bonuses for it.) Half an hour before sunrise to sunrise: -1 Half an hour before sunrise to sunrise, candlelight or less: -2 Sunrise to half an hour after sunrise: +0 Sunrise to half an hour after sunrise, in direct sunlight: +1 Ordinary day: +1 Ordinary day, in direct sunlight: +2 Within half an hour of noon: +2 Within half an hour of noon, in direct sunlight: +3 Half an hour before sunset to sunset: +0 Half an hour before sunset to sunset, in direct sunlight: +1 Sunset to half an hour after sunset: -1 Sunset to half an hour after sunset, candlelight or less: -2 Ordinary night: -2 Ordinary night, candlelight or less: -3 Within half an hour of midnight: -3 Within half an hour of midnight, candlelight or less: -4 Character design: It costs 10 points for one level of Sun Magery, 20 points for two, and 30 points for three. Sun mages cannot learn ordinary secular magic. For an additional five points, the character may learn clerical magic. Clerical investment et al is extra. Most sun mage clerics worship Sun dieties, but this is not essential; one infamous sun mage led an Arch cult. Although these spells are Mental/Hard or Mental/Very Hard, they are purchased based on the average of IQ and HT, rounded down. (Powerful sun mages are noted for their vigor.)