School of Magic | Dark |
Domain | Arcane |
Polarity | Chaos |
Realm of Origin | The Void |
Associated Colors | Black |
Associated Materials | Onyx, Obsidian |
Crafting/Enchanting Material | Dark Matter |
School of Powers | Shadow |
Academic Name | Shadowmancy |
Traditional Name | Lore of Night |
School of Powers, Volatile | Void |
Academic Name | Nethermancy |
Traditional Name | Lore of Nothing |
Lore coming soon…
Passive Effects
Passive Effects for Dark Magic are unique to each School of Powers:
Shadow Power Passives
Applies to Shadow Powers only NOT Void Powers
Insidious Force
- -10 to enemy resist if power is used from behind the target or target is unaware it is being targeted (i.e. caster is hidden)
Void Power Passives
Volatile Powers
- All Void Powers are considered Volatile Powers
Call of the Void
Using Void powers is a dangerous affair, as it opens the caster up the eternal emptiness of the void, inexplicably calling them towards oblivion.
- Immediately after any successful cast of a Void Power roll 1d10 per stack of Volatile Void energy, if rolling one or more “0’s” the caster succumbs to the Call of the Void
- If succumbing to the Call of the Void, effects vary depending on whether an offensive or non-offensive power was used
- offensive power: the caster will redirect the power onto themselves (or if not possible, the nearest ally)
- non-offensive power: the caster cancels the power at the last second (still losing the spirit) and instead auto self inflicts a wound (typically with whatever main hand weapon is equipped)
Shadow & Void Power List
See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Miscast results). Use the filters below to refine your search.
Spell Name | Publish | ID | Domain | School of Magic | School of Power | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description | Archetype Details | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dark Orb | yes | 27 | Arcane | Dark | Shadow | Destruction | 1 | 1 +2/Tier | Shot | action | 24 | An orb of dark magic is hurled at the target dealing 1d8 +2/Tier shadow damage. After it explodes it creates a dark mist for 1 round around the target reducing the hit chance of all attacks by 10 per Tier, Insidious-Force | Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Dark Ribbon | yes | 28 | Arcane | Dark | Shadow | Devastation | 1 | 1+5/tier | Beam | action | 8 | The beam terminates upon hitting a single 'primary' target, then bounces to up to 1/tier 'secondary' targets w/in 4" of primary target • all secondary targets take 1d10 damage while primary target takes the sum of all damage done to secondary targets • use a single hit roll for all targets and divide bonus damage evenly between primary and all secondary targets, after determining base damage • has no effect if there is no secondary targets |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Eye of the Night | yes | 36 | Arcane | Dark | Shadow | Conjuration | 1 | 1 | Utility | instant | 30 | creates a floating eye under the control of the caster up to 30" away • the caster can switch his vision at will to that of the Eye of the Night • the Eye can see in the dark & is invisible if in shadow • Eye is destroyed if hit w/ direct light & temporarily blinds caster (1 round if in combat) |
Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Fear | yes | 38 | Arcane | Dark | Shadow | Alteration | 1 | 4 | Control | action | 15 | A single target is subjected to Fear (CC effect), with +1" movement/tier of the caster added to the regular fear effect. Insidious-Force | Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Vessel | yes | 38 | Arcane | Dark | Void | Alteration | 4 | 20 | Control | action | 15 | The caster selects a single sentient/living target (typical against their will) to become a vessel for all current and future stacks of volatile Void energy, as if they were the caster. For the duration of the effect any self inflicted damage from Critical Casts or Miscasts is inflected on the Void Vessel instead. Any instant or action the Void Vessel makes has a chance to trigger Call of the Void, causing them to inflict harm upon themselves where possible. Alternatively, if the Void Vessel triggers Call of the Void the caster can choose to re-target the instant or action as they see fit. This effect lasts until the void vessel dies, is willingly released by the caster, the caster sleeps, or the effect is dispelled. | Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Shadow Beast | yes | 61 | Arcane | Dark | Shadow | Conjuration | 1 | (3x Creatures Threat Rating) per Tier | Minion | action (uninterrupted) or 1 minute | 6 | Summons 1 Shadow Beast per Tier (see CoC: Shadow Beast) | Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shadow Writhe | yes | 62 | Arcane | Dark | Shadow | Destruction | 2 | 3 | DOT | instant | 20 | Inflicts 1d6 damage each round. If not engaged in base contact, each time damage is dealt to the target they must turn 180 degrees. While under the effects of Shadow Writhe, the target cannot attack anyone that Disengages from Combat. | DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Nether Sickness | yes | 62 | Arcane | Dark | Void | Destruction | 4 | 15 | DOT | instant | 20 | Inflicts 1d6+4 damage each round. Each time damage is dealt to the target they must pass a Mental Resistance test or take an additional 1d6+4 shadow damage | DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shadows Embrace | yes | 63 | Arcane | Dark | Shadow | Fortification | 2 | 2/Tier | Healing | action | 15 | A single target receives 1d6+1 healing per Tier and increases stealth by +1 per Tier if already hiding • if caster is hiding or in shadows heals the caster for the same amount |
Healing typically single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add spell power modifiers as increased healing • critical cast results in double the healing value • if cast more than once per day out of combat double the spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shifting Shadows | yes | 64 | Arcane | Dark | Shadow | Fortification | 1 | 3/Tier | Boon | instant | 4 | -5 hit/Tier to enemies that target you, consume to instantly hide without taking a turn to do so @ 20% success per Tier | Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Black Chains | yes | 87 | Arcane | Dark | Shadow | Conjuration | 2 | 2/tier | Binding | action | 10 | targets are immobilized and/or snared • while chained any beneficial ability or power used on them is automatically negated • any damage breaks the chains • upon being broken, dispelled or otherwise ending all persistent postive and negative effects are removed from the target |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Cloud of Despair | yes | 99 | Arcane | Dark | Shadow | Destruction | 2 | 2/lvl of target | Burst | action | 12 | affected target uses their own main hand attack as a regular auto-hit attack on against themselves on their next turn • Insidious-Force |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Netherbreach | yes | 99 | Arcane | Dark | Void | Destruction | 5 | 16 | Burst | action | 12 | Reality tears open for a brief moment, unleashing unspeakable horrors from the Void realm that assail the target. Deals 5d12 damage, where up any number of d12's can be replaced by a flat 10 damage for each stack of volatile Void energy present on the caster (must decide before rolling damage). | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Dark Ransom | yes | 104 | Arcane | Dark | Shadow | Fortification | 2 | 3 | Synergy | instant | 4 | no effect until consumed • consume at any point to prevent detection while hiding or to prevent something from causing a loss in honor |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Imbue Secrecy | yes | 105 | Arcane | Dark | Shadow | Destruction | 1 | 3 | Imbue | instant | 4 | Renders an weapon utterly silent, preventing any stealth reduction when attacks are made with that weapon and causing it to count as "Stealthy". If the weapon is already Stealthy adds Stealthy +1. Insidious-Force | Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Extinguish Light | yes | 110 | Arcane | Dark | Shadow | Alteration | 2 | 1/Tier against | Dispel | instant or action | 15 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if the effect is light magic, use resistance equal to 7x the Tier of the caster of the effect • can also be used to extinguish natural light sources in a 1" per Tier radius around the target (i.e. snuff out a torch, candle, or lantern) • can also be used to dispel/shatter one light magic based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shadow Bolt | yes | 143 | Arcane | Dark | Shadow | Destruction | 2 | 6 | Missile | action | 30 | Fires a shadowy projectile that deals 3d6 shadow damage. Has a 5% chance (+5%/Tier) to cause Fear on the target if they fail a Resolve test. • Insidious-Force |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Bolt | yes | 143 | Arcane | Dark | Void | Destruction | 3 | 8 | Missile | action | 30 | Fires a projectile brought forth from the Void that deals 3d8 shadow damage. Has a 5% chance (+5%/Tier) to Silence the target on their next turn. • Insidious-Force |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shadow Ward | yes | 144 | Arcane | Dark | Shadow | Fortification | 2 | 5 | Ward | instant | 8 | while ward is active target is immune to Fear and fear-related effects • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Shadow powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Imbue Silence | yes | 147 | Arcane | Dark | Void | Destruction | 2 | 4 | Imbue | instant | 4 | Target is Silenced for one round/Tier, damage cancels effect on second and subsequent rounds • If target is subjected to Fear or fear-like effects, prolong Silence one more round. • Insidious-Force |
Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Contagion | yes | 161 | Arcane | Dark | Void | Devastation | 3 | 11 | Bomb | instant | 12 | Remains dormant on a target until affected by a Silence and/or Fear effects, at which time that effect spreads to any target with 2" that fails a Resolve Test. Each time Void Contagion is triggered all targets affected by it take 1d8+4 damage. If it does not spread to another target upon being triggered the effect ends on all targets after inflicting its damage. | Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Nether Ward | yes | 162 | Arcane | Dark | Void | Fortification | 3 | 6 | Ward | instant | 8 | while ward is active target is immune to Silence effects and any type of self-inflicted dark or physical damage is reduced by half • when consumed the ward grants +50 Arcane Resistance, increases to +60 if resisting Void powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Weapon | yes | 163 | Arcane | Dark | Void | Alteration | 1 | 4 per Tier | Modify | instant | 15 | Turns targeted weapons into Void Weapons, including any projectiles they fire. When attacking with a Void weapon if the D100 hit roll is 20 or less, ignore all of the targets Armor. One target/Tier or one round/Tier or mix of both (i.e., at Tier 4 could affect one weapon for four rounds, or two weapons for two rounds, or four weapons for one round) | Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Black Blade | yes | 180 | Arcane | Dark | Shadow | Destruction | 3 | 3 | Strike | action | melee | +1d8 dam, does not reduce stealth or allow target to auto-detect your presence • Insidious-Force • if wielding a weapon with the 'Stealthy' effect add the Stealthy value as extra weapon damage |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Blackheart Totem | yes | 181 | Arcane | Dark | Shadow | Conjuration | 3 | 7 | Totem | instant | 8 | radius 3" • totem's radius counts as being in shadow at all times • adds 1d6 bonus damage to any Shadow/Dark power or Stealth ability used while inside totem's radius |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Boggle | yes | 183 | Arcane | Dark | Shadow | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 3 | Summons a Boggle from the Void realm to act as the casters familiar (see CoC: Bogle) | Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Whispering Worm | yes | 183 | Arcane | Dark | Void | Conjuration | 5 | 3x Creatures Threat Rating | Familiar | 10 minutes | 3 | Summons a Whispering Worm as a familiar (see CoC: Whispering Worm) under development... "a highly intelligent 'Fine' sized void creature in the form of a black worm, roughly 3 cm in length. Whispering worms crawl into the ear of sentient beings whispering lies and half-truths to gain a semblance of mind control over the host. They are also of known to act as familiars to powerful Nethermancers, augmenting their power even as they slowly lead them down the path of self-destruction." | Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Cloaking Shadows | yes | 189 | Arcane | Dark | Shadow | Alteration | 3 | 1/ 1" radius | Environment | action | 15 | engulfs an area in shadows w/in 1"/Spirit spent of a fixed point for up to 1 day, blocks LOS while in area (i.e. hiding & targeting), caster can still target as normal | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Dark Shield | yes | 192 | Arcane | Dark | Shadow | Fortification | 3 | 8 | Shield | instant | 10 | Creates a 1d12+10 arcane damage shield that negates all Shadow effects • the attack which destroys the shield inflicts Fear on the attacker and allows the shielded target to immediately hide if they so choose (assume LOS is temporarily broken) |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Dark Strength | yes | 193 | Arcane | Dark | Shadow | Fortification | 3 | 9 | Empower | instant | self | base weapon dam increased according to available stealth/4 • mages/druids also gain +shadow & demonic dam ' str/4 • consume to auto-crit your next single regular mainhand attack |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Lightning | yes | 202 | Elemental | Dark | Void | Devastation | 2 | 16 | Beam | action | 8 | Jagged black void lightning shoots out from the caster, inflicting 2d6+2 damage to all targets in a 1" wide line with no dodge allowed on a single casting roll. There is a 5% per Tier chance that a creature from the void realm will be summoned at the terminus point of the void lightning. The creature is randomly determined but cannot exceed the threat rating of a dark conjuration power of the same Tier as the caster. Default can be assumed to be 1 shadow beast per Tier of the caster. | Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shadow Rain | yes | 228 | Arcane | Dark | Shadow | Devastation | 3 | 21 | Storm | action | 15 | 4" radius, 1d10+1d8 damage, 5% chance +5%/Tier to cause targets to immediately move at regular speed in a random direction | Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Eldritch Storm | yes | 228 | Arcane | Dark | Void | Devastation | 4 | 24 | Storm | action | 15 | The air in a 4" radius swirls with blackened phantasms and otherworldly shapes, distorting reality and causing intense physical and mental pain. Targets caught within the Eldritch Storm suffer 1d10+6 shadow damage and cannot tell friend from foe on their own next turn. | Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Twisted Shadow | yes | 245 | Arcane | Dark | Shadow | Destruction | 3 | 7 | Amplify | instant | 12 | The targets own shadow attacks them witha regualr main hand attack for 1 rnd/Tier. • While active all of the casters destruction powers gain +3 shadow dam & on spell-hit inflicte Fear if the target fails a Resolve test. • The shadow is invulnerable except to light powers which dispel it if hit (use targets resist) |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Shield | yes | 249 | Arcane | Dark | Void | Fortification | 2 | 7 | Shield | instant | 10 | creates a 1d12+8 arcane damage shield that negates all Void effects • the attack which destroys the shield silences the attacker for 1 round • also cancels out Call of the Void, however doing so destroys the shield and therefore silences the shielded target |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Walk | yes | 250 | Arcane | Dark | Void | Alteration | 3 | 9 | Movement | instant | 15 | disappear and then reappear anywhere within range • may elect to reappear hidden • doing so causes you to become undetected and returns 1d4 stealth |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shadow Crash | yes | 308 | Arcane | Dark | Shadow | Devastation | 4 | 9 | Blast | action | 24 | Launches a massive bolt of shadow magic that travels in a high arch through the air before crashing down to inflict 3d6+3 Shadow damage in 1" radius around the target point • any target damaged has a 10%/Tier chance to become Silenced until the end of their next turn • benefits from Insidious-Force |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Shadow Hydra | yes | 309 | Arcane | Dark | Shadow | Conjuration | 4 | 2+6/Head | Sentinel | action (uninterrupted) or 1 minute | 8 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Shadow Bolt'/round. • Each time the hydra takes 10 or more damage it loses 1 head (no AC or resists). • Can only lose multiple heads from a single attack if it is AoE or multi-target • Hydra despawns when no there are no heads remaining. |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Conjure Eldritch Pillar | yes | 309 | Arcane | Dark | Void | Conjuration | 3 | 3+6/Tier | Sentinel | action (uninterrupted) or 1 minute | 8 | Conjures a black pillar covered in writhing larva that seems to stretch to infinite heights and has an unnerving effect on anyone nearby. Anyone within 6" of the Eldritch Pillar cannot rest and any spell cast within 6" of the Eldritch Pillar has +10% miscast chance. • The pillar has 40 HP and the same AC/resists/modifiers as the caster, but is hardened to physical damage and sensitive to Light/Solar damage and all AoE damage. • The pillar may make 1 attack per tier each round, always preferring its melee attack if targets are in range. • The melee attack has Reach 3 and is a long appendage made up of thousands of larva which reaches out and strikes at a nearby target inflicting 2d8+6 damage with a STR 13 Grapple effect • if successfully grappling that appendage cannot attack again but instead pulls the target towards the pillar at rate of 1" per round • If brought into base contact with the pillar the target is immobilized and takes 3d8+9 auto damage each round. • Appendages that are struck are immediately destroyed, breaking the grapple and also dealing damage to the pillar itself • Broken appendages can reform and attack again on subsequent turns • If no targets are in melee reach, ranged attacks can be made instead, ejecting balls of larva up to 10", inflicting 1d8+3 physical damage while ignoring armor. |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Visions of Terror | yes | 319 | Arcane | Dark | Shadow | Alteration | 4 | 8 | Hex | instant | 12 | target must make full move in a random direction each round • counts as cast with Insidious-Force • consuming the Hex causes the target to attempt to flee the battlefield (move towards the nearest table edge) until passing a Resolve test and cuts the HP gain of the targets next Rest in half as their sleep is plagued by Nightmares |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Whispers from Beyond | yes | 319 | Arcane | Dark | Void | Alteration | 2 | 5 | Hex | instant | 12 | An otherworldly voice whispers in the targets ears, a mixture of lies and truths that defy explanation and cannot be articulated beyond the targets own inner thoughts. For the duration of the hex the target suffers -2 disadvantage on Resolve and Initiative tests and is forced to attempt to resist any beneficial spell cast on them (i.e., healing). • Consuming the hex causes the target to unerringly believe a lie of the casters choice until completing a full rest. The target is not aware that they are being compelled to believe this lie, and forgets it existed after completing the full rest. |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Armor | yes | 327 | Arcane | Dark | Void | Fortification | 4 | 13 | Armor | instant | self | while active gain +10 Armor, +10 Arcane Resist, -3 to enemy detection while hiding • after a successful armor save or Arcane resist silence the attacker for 1 round • after any 3 such instances the Void Armor is destroyed, silencing the caster for 1 round |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Wave of Terror | yes | 329 | Arcane | Dark | Shadow | Devastation | 4 | 15 | Nova | action | 2 | 3d6 damage and targets are affected by Fear | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Black Smoke | yes | 344 | Arcane | Dark | Shadow | Fortification | 6 | 16 | Defense | instant | self | while active caster doesn't reduce stealth & enemies suffer -10 hit ranged/melee vs caster, if caster wounded smoke jumps to target & inflicts 1d4 times the non-crit dam done to the caster, consuming the smoke | Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Dark Grasp | yes | 354 | Arcane | Dark | Shadow | Destruction | 5 | 8 | Shock | action | melee | 4d8 damage, 5% chance +5%/Tier to Silence the target on their next turn, Insidious-Force | Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Touch from Beyond | yes | 354 | Arcane | Dark | Void | Destruction | 1 | 3 per Tier | Shock | action | melee | 1d8 damage per Tier. Causes the target to be filled with an unquenchable emptiness that prevents them from regaining HP by any means unless first passing a Mental Resistance test. The effect is persistent until passing 3 Mental resist tests in this manner, or alternatively until removed as if it was a curse. | Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Nightmare Illusion | yes | 375 | Arcane | Dark | Shadow | Conjuration | 5 | 20 | Illusion | instant | 12 | Creates a stationary nightmare illusion that takes on a different form in the eyes of anyone that looks at it, based on their own worst fears • while the illusion is believed to be real anyone that looks at it or attempts to target it is affected by Fear unless passing a Resolve test |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shadowmeld | yes | 376 | Arcane | Dark | Shadow | Alteration | 5 | 20 | Transmute | action | 8 | a single target/creature (up to Huge) or item (up to XL) loses all physical form, becoming an ethereal shadow that is immune to all physical damage but takes double light and solar damage • while under the effects of Shadowmeld the target cannot interact with the physical world (can walk through walls etc…) and may only use shadow or void powers, which cause double damage at half the Spirit cost • for every hour spent in Shadowmeld there is a 1% chance that the target will become permanently ethereal, this increases by 1% for every hour that Shadowmeld is maintained • if the effects become permanent the target will eventually fade away entirely |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Screaming Horror | yes | 381 | Arcane | Dark | Shadow | Devastation | 5 | 17 | Cone | action | Cone Template | 4d8+4 damage and targets are Silenced for 1 round. Insidious Force | Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Eldritch Fingers | yes | 381 | Arcane | Dark | Void | Devastation | 1 | 7 | Cone | action | Cone Template | Countless crawling fingers made of an inky blackness surge forward in a cone in front of the caster, inflicting 1d6+4 damage and applying -3 disadvantage to any Resolve or Initiative roll the targets must make. This effect stacks with any other forms of disadvantage and only ends if dispelled or after a half rest. No HP or Spirit can be gained back from this half rest, as the memory of hundreds of fingers crawling over their skin haunts their rest. | Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Black Arrows | yes | 398 | Arcane | Dark | Shadow | Devastation | 6 | 19 | Multi | action | 24 | Fires 1d12+1 arrows in high arc 10" overhead, which remain in the air until the next round. At the start of the castrers next turn use the LoS of the arrows to pick targets as desired (w/in range of caster). Use a separate hit roll for each target, where each individual arrow inflicts 5 damage. Insidious Force. | Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Hungering Tentacles | yes | 398 | Arcane | Dark | Void | Devastation | 2 | 3 per Tier | Multi | action | 4 | Thick black undulating tentacles erupt from the casters form, granting 1 melee attack per tier with Reach (4"). Each attack inflicts 2d6 physical damage, using casting rolls and modifiers against the targets AC. • Hungering Tentacles ignores the 4-3-2 rule but no more than 2 tentacles can strike the same target |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Enslave | yes | 407 | Arcane | Dark | Shadow | Alteration | 6 | 18 | Channel | action (uninterrupted) | 12 | Subverts the will of a single target, bringing them under the casters complete control for the duration of the channeling. While the target is aware of their actions whiel enslaved, they cannot resist in anyway • has no effect on undead, constructs, or beasts • each channeling lasts for 1 hour outside of combat |
Channel Effects persist for 1 full round, typically inflicted at the beginning of the turn of any effected targets. May continue casting in consecutive rounds if paying 10% of the full spirit cost with no casting roll required, provided the caster is not interupted and did not move. • while channeling the caster counts as being Vulnerable • if the channeled power causes CC effects of some kind, it is assumed that they are one continuous CC effect • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted or moves |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Pit of Shadows | yes | 426 | Arcane | Dark | Shadow | Devastation | 6 | 18 | Trap | action | 20 | 3" radius, 3d12+4 damage | Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Endless Horizon | yes | 442 | Arcane | Dark | Void | Conjuration | 6 | 13 | Obstacle | action | 12 | creates a two dimensional plane with an area of 1 square inch per lvl (i.e. 3"x2" would required level 6), oriented however the caster sees fit, that is invisible to normal senses • anything passing through that plane that fails an Arcane resist immediately returns to its point of origin and loses its movement • treat inanimate objects as having 0 resistance to this effect |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Void Shell | yes | 443 | Arcane | Dark | Void | Fortification | 6 | 3 per Tier | Shell | action | self | Grants 50% absorption against all Spirit based damage as well as 100% absorption against Light/Sun damage • can absorb damage from 1 attack per Tier, where a single Light/Sun based attacks counts as two attacks • upon breaking there is a chance that the target that broke the shell is affected by Fear, equal to 1% per total points of damage absorbed • while active the Void shell breaks LoS |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Death Fright | yes | 456 | Arcane | Dark | Shadow | Destruction | 7 | 2x Targets Threat Rating | Death | action | 3 | Instantly kills a living target. Insidious Force. | Death Always Tier 7 • single target, short ranged LOS, cause instant death (some restrictions apply) • can only be successfully used once per day |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Murder of Shadows | yes | 467 | Arcane | Dark | Shadow | Devastation | 7 | Ultimate | action | battlefield | the shadow of every target on the battlefield makes a potentially lethal attack on its owner, 25% chance will also affect caster | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Herald of the Void | yes | 472 | Arcane | Dark | Void | Fortification | 7 | Avatar | instant | self | UNDER DEVELOPMENT | Avatar always Tier 7 • self cast only • transforms the caster into a powerful avatar of the particular School of Spirit powers invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in a given Realm at any time • if an Avatar is already active the spell will automatically fail. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Void Gate | yes | 473 | Arcane | Dark | Void | Alteration | 7 | 20 per 1" radius | Portal | action | 6 | Must be cast upon a identical pair of gateways constructed from obsidian or onyx to establish a permanent two-way connection. The two gateways correspond to matching points within the Void Realm. Passage through the gates takes a fraction of the time it would take to physically travel between them by traversing the void space between them. While passing through void space it is not possible to physically interact with the Void Realm however care must be taken as the many denizens of the Void Realm will be aware of your presence and may attempt to reach into your mind. This is an unsettling experience that can leave a fragile mind broken and drive lesser beings to madness. | Portal Always Tier 7. Portal magic varies greatly by School but typically must be anchored to one or more fixed locations • after initially being cast/used the portals typically dissapear unless tethered to a physical location/object, in which case they instead become dormant • once dormant, portals can typically be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by speaking a command word and paying the spirit cost for the portal power • the size of the opening is typically dictated as a 1" radius per 20 spirit used to cast the power and anything larger than this cannot pass through • portals do not typically have a suctioning effect of any kind and matter must be moved, pushed or thrown into it • some portals may also require a physical key, magical object, specific incantation, word of power, or passphrase to activate |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Maw of the Void | yes | 481 | Arcane | Dark | Shadow | Conjuration | 7 | Supreme | action | 8 | Summons the Maw of the Void | Supreme Always Tier 7 • summons a supremely powerful entity that the caster has no control over whatsoever • acts immediately, according to its own Initiative Score • worth XP if slain |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Nightfall | yes | 503 | Arcane | Dark | Shadow | None | 8 | unknown | Legendary | action | unknown | All natural sources of light are nullified in given area | Legendary Legends speak of spells with the power to destroy worlds, however their existence is pure speculation and if they do exist they certainly cannot be learned through conventional means |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Dread Seal | yes | 521 | Arcane | Dark | Shadow | Destruction | 1 | 5 per Tier | Seal | 5 minutes per Tier | 3 | Anyone attempting to break or tamper with the seal is filled with dread and must pass a Resolve test (at -1 Resolve per Tier) before continuing • when the seal is broken shadow magic assaults the mind with the targets greatest fear, causing 3d6 shadow damage and inflicting Fear on the target at -3 Arcane Resistance per Tier, after which the target will have a 20%/Tier chance be permanently afraid of whatever type of object the seal was placed on (i.e. if placed on a book, target will have an irrational fear of ALL books) |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional casting roll upon breaking it is with no modifiers and cannot critically cast or miscast |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shadow Plague | yes | 525 | Arcane | Dark | Shadow | Devastation | 2 | 9 | Plague | action | 20 | Causes 1d6 damage. • Any time a target under the effects of Shadow Plague is also affected by Fear, all targets affected by Shadow Plague take 1d6 damage. |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
The Knife of Infinite Lies | yes | 528 | Arcane | Dark | Shadow | Conjuration | 4 | 10 | Weapon | instant or action | self | Conjures the Knife of Infinite Lies, a small bladed weapon made of polished obsidian that casts every changing reflections in its glassy surface. • treat as a small knife with 1d10 damage, Stealthy(3), Thrown (+5) • once a target is wounded by it, the damage of that wound will be repeated every round until either the conjuration ends, or the wound is hit with a direct source of light |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
The Reaper of Worlds | yes | 528 | Arcane | Dark | Void | Conjuration | 3 | 12 | Weapon | instant or action | self | Conjures the Reaper of Worlds, a viciously curved and serrated onyx blade set into a handle made from the bone of an ancient and long forgotten creature. Can be wielded in two forms: • 1) As a medium one handed sickle-like weapon, that inflicts 1d10+4 damage, and is treated as an 'Axe' type weapon with Cleaving 8% and Stealthy • 2) A large two-handed scythe-like polearm, that inflicts 1d10+8 damage with Ward-off (+2) and Reach 2" • in either form its blade passes through any non-magical non-organic matter without effect, negating most armor, blocks and parries • Any killing blow struck with the Reaper of Worlds harvests the creatures soul, preventing it from being resurrected. • Wounds caused by the Reaper of Worlds are magical in nature and appear as blackened flesh rather than open wounds. Any damage caused by the Reaper of Worlds cannot be healed unless the magical wound is first dispelled (based on the level of the caster). |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Shadow Sight | yes | 534 | Arcane | Dark | Shadow | Alteration | 4 | 4 | Reveal | instant | 15 | For a short time (1 round per Tier in combat) the caster can see anything that is located within an area of shadow or darkness, effectively having LoS to it, even if normally blocked by solid matter • however this does NOT allow projectile/LoS based attacks to pass through solid matter |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |
Darken | yes | Arcane | Dark | Shadow | Alteration | 2 | 5 | Modify | instant | 15 | turns a single conventional light source such as a torch or candle into an active source of shadow, producing a radius of darkness at an equivalent distance which cancels out all light • has no effect if the area is already dark |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Shadow Walk | yes | Arcane | Dark | Shadow | Alteration | 2 | 8 | Movement | instant | 15 | instantly move from one shadow to another within range | Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Black Portal | yes | Arcane | Dark | Shadow | Alteration | 7 | 20 per 1" radius | Portal | action | n/a | UNDER DEVELOPMENT | Portal Always Tier 7. Portal magic varies greatly by School but typically must be anchored to one or more fixed locations • after initially being cast/used the portals typically dissapear unless tethered to a physical location/object, in which case they instead become dormant • once dormant, portals can typically be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by speaking a command word and paying the spirit cost for the portal power • the size of the opening is typically dictated as a 1" radius per 20 spirit used to cast the power and anything larger than this cannot pass through • portals do not typically have a suctioning effect of any kind and matter must be moved, pushed or thrown into it • some portals may also require a physical key, magical object, specific incantation, word of power, or passphrase to activate |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Black Mirror | yes | Arcane | Dark | Shadow | Conjuration | 5 | 10 | Obstacle | action | 12 | creates a two dimensional plane with an area of 1 square inch per lvl (i.e. 3"x2" would required level 6), oriented however the caster sees fit, that is invisible to normal senses • any target attempting to look through the plane will not see what is behind it, but instead distorted dark reflection of themselves • this effectively breaks LoS without actually preventing physical matter from passing through the plane • if looking into the black mirror and failing a resolve test, targets are effected by Fear. |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Terror Bomb | yes | Arcane | Dark | Shadow | Devastation | 2 | 4 | Bomb | instant | 12 | Remains on the target and any time Fear or fear-related effects occur within 6" stores up a charge • caster may trigger the Terror Bomb as they will, at the start of the targets turn • this gives the caster control over the movement portion of the targetes turn (can elect to sprint) • at the end of the targets movement phase the bomb explodes for 1d6 damage per charge in a 2" radius |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Dread Armor | yes | Arcane | Dark | Shadow | Fortification | 3 | 9 | Armor | instant | self | while active treat the caster as having the Fearsome trait • after a successful armor save the Dread Armor detaches from the caster and surges towards the opponent that just attacked, inflicting 2d6 damage and causing Fear if failing a Resolve test before dissapearing |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Light Eater | yes | Arcane | Dark | Shadow | Fortification | 5 | 2 per Tier | Shell | action | self | envelopes the caster and everything inside the affected radius in darkness, preventing LoS for enemies unless they are in base contact and treating caster as always in no-light conditions, regardless of being within direct light sources • grants 1d6HP/tier shield versus Light/Solar based damage, converting 100% of the negated damage into Spirit or Stealth, allocated as the caster sees fit |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Darkness Incarnate | yes | Arcane | Dark | Shadow | Fortification | 7 | 30 | Avatar | action | self | UNDER DEVELOPMENT... upon transforming inflicts Fear in an 8" radius | Avatar always Tier 7 • self cast only • transforms the caster into a powerful avatar of the particular School of Spirit powers invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in a given Realm at any time • if an Avatar is already active the spell will automatically fail. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Conjure Void Horror | yes | Arcane | Dark | Void | Conjuration | 4 | 3x Creatures Threat Rating | Minion | action (uninterrupted) or 1 minute | 6 | Summons 1 Void Horor (see CoC) | Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver | |
Black Shroud | yes | Arcane | Dark | Shadow | Alteration | 3 | 2 +1/Tier against | Counter | reaction | 12 | When an enemy caster has announced what spirit or faith power they are casting (but before rolling to cast), as a reaction, a shroud of black magic attempts to wind around their mouth magically gagging them. • Interrupts the targets spell casting and refunds its costs, but Silences the enemy caster for 1 round |
Counter When a target casts a spell, use reaction to interrupt, cancel, counter, redirect or reflect it. The enemy caster gains bonus resistance to the effect equal to 5x thier max Tier of power. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |