TEXT: Darkslayer
  Special
  Notes:  Darkslayer can only be used against the specific enemies
  of the caster’s deity (c.f. Guardian’s Ways, RMCI). The items
  created by this list are made of solidified light, and cannot be
  made permanent. The GM may wish to have the weapons created
  by this list deliver Holy or Slaying criticals against the appropri-
  ate targets.
  Area of
  Effect
  Duration
  Range
  1—Weapon I
  self
  1 min/lvl
  self
  2—Shield I
  self
  1 min/lvl
  self
  3—
  4—Armor I
  self
  1 min/lvl
  self
  5—Weapon II
  self
  1 min/lvl
  self
  6—Shield II
  self
  1 min/lvl
  self
  7—
  8—Armor II
  self
  1 min/lvl
  self
  9—
  10—Weapon III
  self
  1 min/lvl
  self
  11—Shield III
  self
  1 min/lvl
  self
  12—
  13—Armor III
  self
  1 min/lvl
  self
  14—
  15—Weapon IV
  self
  1 min/lvl
  self
  16—Shield IV
  self
  1 min/lvl
  self
  17—
  18—Armor IV
  self
  1 min/lvl
  self
  19—Weapon V
  self
  1 min/lvl
  self
  20—Shield V
  self
  1 min/lvl
  self
  25—Armor V
  self
  1 min/lvl
  self
  30—Weapon True
  self
  1 min/lvl
  self
  35—Shield True
  self
  1 min/lvl
  self
  40—Armor True
  self
  1 min/lvl
  self
  50—Darkslayer
  1 target/lvl
  1 min/lvl
  touch
  1—Weapon I (E) Allows the caster to create a weapon of
  solidified light to wield in combat against his diety’s enemies.
  The weapon must be a small, one-handed weapon (such as a
  dagger or hand axe), and will dissipate if it leaves the caster’s
  hand. The weapon strikes with a +5 bonus, and inflicts an
  additional heat critical of equal severity.
  2—Shield I (E) Allows the caster to create a normal sized shield
  of solidified light. The shield is acts as a +5 normal shield, and
  will illuminate a 5’ radius area with radiance equivalent to a Light
  spell. The shield will dissipate if it leaves the caster’s hand.
  4—Armor I (E) Allows the caster to create a suit of armor of
  solidified light. The armor is completely unencumbering, pro-
  tects as AT/4, and has a percentage chance equal to the caster’s
  level to dissipate any darkness-based attacks directed at the
  wearer.
  5—Weapon II (E) As Weapon I, except a larger weapon (club,
  mace) with a +5 bonus can be created, or a weapon of the size
  created by a Weapon I spell with a +10 bonus can be created.
  6—Shield II (E) As Shield I, except the shield has a +10 bonus,
  and will illuminate a 10’ radius area.
  8—Armor II (E) As Armor I, except the armor protects as
  AT/8.
  10—Weapon III (E) As Weapon II, except a larger weapon
  (broadsword, quarterstaff) with a +5 bonus, or a Weapon II with
  a +10 bonus, or a Weapon I with a +15 bonus can be created.
  11—Shield III (E) As Shield I, except the shield has a +15 bonus,
  and will illuminate a 15’ radius area.
  13—Armor III (E) As Armor I, except the armor protects as
  AT/13.
  15—Weapon IV (E) As Weapon III, except a missile or thrown
  weapon (long bow, thrown axe, etc.) or a Weapon III with a +10
  bonus, or  a Weapon II with a +15 bonus, or a Weapon I with a
  +20 bonus can be created. Missile weapons will continually
  create their own ammunition without reloading, and thrown
  weapons will reappear in the hand of the wielder after striking
  their targets.
  16—Shield IV (E) As Shield I, except the shield has a +20 bonus,
  and will illuminate a 20’ radius area.
  18—Armor IV (E) As Armor I, except the armor protects as
  AT/18.
  19—Weapon V (E) As Weapon IV, except a two-handed or
  mounted weapon (two-handed sword, mounted lance, etc.) with
  a +5 bonus, or a Weapon IV with a +10 bonus, or a Weapon III
  with a +15 bonus, or a Weapon II with a +20 bonus, or a Weapon
  I with a +25 bonus can be created.
  20—Shield V (E) As Shield I, except the shield has a +25 bonus,
  and will illuminate a 25’ radius area.
  25—Armor V (E) As Armor I, except the armor protects as
  AT/20.
  30—Weapon True (E) The caster can create a weapon of any
  type he chooses. The weapon strikes with a +30 bonus, delivers
  an additional heat critical, and inflicts bonus damage as a
  ‘Lightblade’ (additional concussion hits equal to the severity of
  the critical delivered times the level of the creature struck, i.e., ‘C’
  critical inflicted upon a 20th level creature = 60 concussion hits).
  35—Shield True (E) As Shield I, except the shield has a bonus
  equal to 2x the caster’s level, and will illuminate an area equal to
  2x the caster’s level with a radiance equivalent to an Utterlight
  spell.
  40—Armor True (E) As Armor I, except the armor protects as
  AT/20, and the wearer is immune to all darkness-based attacks.
  50—Darkslayer (FE) The caster can bestow either Weapon V,
  Shield V, or Armor V upon 1 target/level (granting all three spells
  would require the casting of Darkslayer three times). Those
  bestowed must also be followers of the caster’s deity.
  Ross Henton
  rhenton@gte.net
  
  Lightslayer
  Special
  Notes:  Lightslayer can only be used against the specific enemies
  of the caster’s deity (c.f. Guardian’s Ways, RMCI). The items
  created by this list are made of solidified darkness, and cannot be
  made permanent. The GM may wish to have the weapons created
  by this list deliver Unholy or Slaying criticals against the appro-
  priate targets.
  Area of
  Effect
  Duration
  Range
  1—Weapon I
  self
  1 min/lvl
  self
  2—Shield I
  self
  1 min/lvl
  self
  3—
  4—Armor I
  self
  1 min/lvl
  self
  5—Weapon II
  self
  1 min/lvl
  self
  6—Shield II
  self
  1 min/lvl
  self
  7—
  8—Armor II
  self
  1 min/lvl
  self
  9—
  10—Weapon III
  self
  1 min/lvl
  self
  11—Shield III
  self
  1 min/lvl
  self
  12—
  13—Armor III
  self
  1 min/lvl
  self
  14—
  15—Weapon IV
  self
  1 min/lvl
  self
  16—Shield IV
  self
  1 min/lvl
  self
  17—
  18—Armor IV
  self
  1 min/lvl
  self
  19—Weapon V
  self
  1 min/lvl
  self
  20—Shield V
  self
  1 min/lvl
  self
  25—Armor V
  self
  1 min/lvl
  self
  30—Weapon True
  self
  1 min/lvl
  self
  35—Shield True
  self
  1 min/lvl
  self
  40—Armor True
  self
  1 min/lvl
  self
  50—Lightslayer
  1 target/lvl
  1 min/lvl
  touch
  1—Weapon I (E) Allows the caster to create a weapon of
  solidified darkness to wield in combat against his diety’s en-
  emies. The weapon must be a small, one-handed weapon (such as
  a dagger or hand axe), and will dissipate if it leaves the caster’s
  hand. The weapon strikes with a +5 bonus, and inflicts an
  additional cold critical of equal severity.
  2—Shield I (E) Allows the caster to create a normal sized shield
  of solidified darkness. The shield is acts as a +5 normal shield,
  and will darken a 5’ radius area with blackness equivalent to a
  Darkness spell (the darkness so created will not impede the
  caster’s vision). The shield will dissipate if it leaves the caster’s
  hand.
  4—Armor I (E) Allows the caster to create a suit of armor of
  solidified darkness. The armor is completely unencumbering,
  protects as AT/4, and has a percentage chance equal to the
  caster’s level to dissipate any light-based attacks directed at the
  wearer.
  5—Weapon II (E) As Weapon I, except a larger weapon (club,
  mace) with a +5 bonus can be created, or a weapon of the size
  created by a Weapon I spell with a +10 bonus can be created.
  6—Shield II (E) As Shield I, except the shield has a +10 bonus,
  and will darken a 10’ radius area.
  8—Armor II (E) As Armor I, except the armor protects as
  AT/8.
  10—Weapon III (E) As Weapon II, except a larger weapon
  (broadsword, quarterstaff) with a +5 bonus, or a Weapon II with
  a +10 bonus, or a Weapon I with a +15 bonus can be created.
  11—Shield III (E) As Shield I, except the shield has a +15 bonus,
  and will darken a 15’ radius area.
  13—Armor III (E) As Armor I, except the armor protects as
  AT/13.
  15—Weapon IV (E) As Weapon III, except a missile or thrown
  weapon (long bow, thrown axe, etc.) or a Weapon III with a +10
  bonus, or  a Weapon II with a +15 bonus, or a Weapon I with a
  +20 bonus can be created. Missile weapons will continually
  create their own ammunition without reloading, and thrown
  weapons will return to the hand of the wielder after striking their
  targets.
  16—Shield IV (E) As Shield I, except the shield has a +20 bonus,
  and will darken a 20’ radius area.
  18—Armor IV (E) As Armor I, except the armor protects as
  AT/18.
  19—Weapon V (E) As Weapon IV, except a two-handed or
  mounted weapon (two-handed sword, mounted lance, etc.) with
  a +5 bonus, or a Weapon IV with a +10 bonus, or a Weapon III
  with a +15 bonus, or a Weapon II with a +20 bonus, or a Weapon
  I with a +25 bonus can be created.
  20—Shield V (E) As Shield I, except the shield has a +25 bonus,
  and will darken a 25’ radius area.
  25—Armor V (E) As Armor I, except the armor protects as
  AT/20.
  30—Weapon True (E) The caster can create a weapon of any
  type he chooses. The weapon strikes with a +30 bonus, delivers
  an additional cold critical, and inflicts bonus damage as a
  ‘Darkblade’ (additional concussion hits equal to the severity of
  the critical delivered times the level of the creature struck, i.e., ‘C’
  critical inflicted upon a 20th level creature = 60 concussion hits).
  35—Shield True (E) As Shield I, except the shield has a bonus
  equal to 2x the caster’s level, and will darken an area equal to 2x
  the caster’s level with a darkness equivalent to an Utterdark spell.
  40—Armor True (E) As Armor I, except the armor protects as
  AT/20, and the wearer is immune to all light-based attacks.
  50—Lightslayer (FE) The caster can bestow either Weapon V,
  Shield V, or Armor V upon 1 target/level (granting all three spells
  would require the casting of Lightslayer three times). Those
  bestowed must also be followers of the caster’s deity.
  Ross Henton
  rhenton@gte.net
  
SOURCE: textdata/thevault/Rolemaster/Utilities/Rolemaster - Darkslayer & Lightslayer.pdf