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.
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8
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Spell Name | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description |
---|---|---|---|---|---|---|---|
Dark Orb | 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 |
Dark Ribbon | 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 |
Eye of the Night | 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) |
Fear | 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 |
Conjure Shadow Beast | 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) |
Shifting Shadows | 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 |
Imbue Secrecy | 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 |
Void Weapon | 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) |
Touch from Beyond | 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. |
Eldritch Fingers | 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. |
Dread Seal | 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) |
Shadow Writhe | 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. |
Shadows Embrace | 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 |
Black Chains | 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 |
Cloud of Despair | 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 |
Dark Ransom | 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 |
Extinguish Light | 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 |
Shadow Bolt | 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 |
Shadow Ward | 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 |
Imbue Silence | 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 |
Conjure Boggle | 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) |
Void Lightning | 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. |
Void Shield | 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 |
Whispers from Beyond | 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. |
Hungering Tentacles | 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 |
Shadow Plague | 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. |
Darken | 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 |
Shadow Walk | Alteration | 2 | 8 | Movement | instant | 15 | instantly move from one shadow to another within range |
Terror Bomb | 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 |
Void Bolt | 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 |
Void Contagion | 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. |
Nether Ward | 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 |
Black Blade | 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 |
Blackheart Totem | 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 |
Cloaking Shadows | 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 |
Dark Shield | 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) |
Dark Strength | 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 |
Shadow Rain | 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 |
Twisted 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) |
Void Walk | 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 |
Conjure Eldritch Pillar | 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. |
The Reaper of Worlds | 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). |
Dread Armor | 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 |
Black Shroud | 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 |
Void Vessel | 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. |
Nether Sickness | 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 |
Eldritch Storm | 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. |
Shadow Crash | 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 |
Conjure Shadow Hydra | 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. |
Visions of Terror | 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 |
Void Armor | 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 |
Wave of Terror | Devastation | 4 | 15 | Nova | action | 2 | 3d6 damage and targets are affected by Fear |
The Knife of Infinite Lies | 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 |
Shadow Sight | 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 |
Conjure Void Horror | Conjuration | 4 | 3x Creatures Threat Rating | Minion | action (uninterrupted) or 1 minute | 6 | Summons 1 Void Horor (see CoC) |
Netherbreach | 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). |
Conjure Whispering Worm | 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." |
Dark Grasp | Destruction | 5 | 8 | Shock | action | melee | 4d8 damage, 5% chance +5%/Tier to Silence the target on their next turn, Insidious-Force |
Nightmare Illusion | 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 |
Shadowmeld | 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 |
Screaming Horror | Devastation | 5 | 17 | Cone | action | Cone Template | 4d8+4 damage and targets are Silenced for 1 round. Insidious Force |
Black Mirror | 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. |
Light Eater | 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 |
Black Smoke | 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 |
Black Arrows | 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. |
Enslave | 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 |
Pit of Shadows | Devastation | 6 | 18 | Trap | action | 20 | 3" radius, 3d12+4 damage |
Endless Horizon | 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 |
Void Shell | 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 |
Death Fright | Destruction | 7 | 2x Targets Threat Rating | Death | action | 3 | Instantly kills a living target. Insidious Force. |
Murder of Shadows | 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 | |
Herald of the Void | Fortification | 7 | Avatar | instant | self | UNDER DEVELOPMENT | |
Void Gate | 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. |
Maw of the Void | Conjuration | 7 | Supreme | action | 8 | Summons the Maw of the Void | |
Black Portal | Alteration | 7 | 20 per 1" radius | Portal | action | n/a | UNDER DEVELOPMENT |
Darkness Incarnate | Fortification | 7 | 30 | Avatar | action | self | UNDER DEVELOPMENT... upon transforming inflicts Fear in an 8" radius |
Nightfall | None | 8 | unknown | Legendary | action | unknown | All natural sources of light are nullified in given area |
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