Lights in the Darkness
Normally, the cosmetic aspects of spell signatures are unique to individual casters based on their personality, field of study, and religious affiliation. In Lights in the Darkness, the sensory components of spell signatures are associated with the specific patrimony of a given spell.
During adventurer creation, players may choose how a particular spell manifests for a given arcane spell caster. Arcane spells researched in the course of play, however, have manifestations determined by the Judge. In contrast, spell signatures for divine spell casters depend almost wholly on the deity or supernatural entity they worship.
Note that in game terms, these changes do not affect the mechanical usage of the Collegiate Wizard or Theology proficiencies.
Spellbooks and Spell Repertoires
In Lights in the Darkness, arcane spell casters do not begin play belonging to a guild or in service to a master. This has profound consequences as arcane spell casters learn no spells for free after character generation. Instead, new spells must be acquired in the course of adventuring.
The first time a given spell is added to a spell repertoire, an arcane caster must expend resources equal to 100 times the level squared. After this initial expenditure, no further costs are incurred, although the time requirements for additions and changes remain unchanged.
Time Requirement Clarifications:
– Adding a new spell formula to a spellbook requires one day in total study free of all distractions.
– Filling an open spell repertoire slot requires one week in total study free of all distractions.
– Swapping one spell for another in a full spell repertoire requires one week per spell level in total study free of all distractions.
See the Arcane Spells sub-section for additional spells available to arcane spell casters.
Similarly, see the Divine Spells sub-section for additional spells available to divine spell casters.