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 School of Darkness

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SgtSarros
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Posts : 582
Join date : 2017-09-20
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School of Darkness Empty
PostSubject: School of Darkness   School of Darkness EmptyTue Jun 02, 2020 6:52 pm

The Darkness school is a dangerous one. Unlike other planes, the darkness plane tries to full your body with itself. The more you cast the more it tries to make you part of that plane. Casters of this school can not exceed their endurance level in darkness points, or risk becoming one with darkness permanently.

Guildmaster: Thorne

School of Darkness Thorne10_800x600


Assistant Guildmaster: Malantha

School of Darkness Melant10_800x600


Assistant Guildmaster: Yuki

School of Darkness Yuki_m11_800x600




First Circle:

Attunement ( Dark )
Cost: 5 MP, 2 Dark Points per target
Uses: Psyche if needed ( See below )
Description: Aligns a weapon with dark energy, allowing the wielder to target magical creatures such as archons, angels other creatures that would resist damage from a  a normal weapon. Allow gives a short term bonus of +1cs to fighting, as well as +1cs damage to Light-aligned creatures only, for 2 rounds. Can target 1 weapon for every circle of magic the caster knows. Can also be used to realign a weapon from Light to Darkness, but a yellow roll is required to do so.


Blindness
Cost: 5MP, 2 Dark Points
Uses: Psyche
Description: Removes the ability for someone to see. The target is at -2 cs to all attack rolls until the blindness is removed. Those with enhanced hearing only suffer -1 cs. Lasts for 1 hour on white, 1d6 hours on green, 1 day on yellow, and 1d7 days on red.


Create Darkness
Cost: 5MP, 2 Dark Point
Uses: Psyche
Description: Removes light from an area, plunging an area into darkness. At Circle 1 this can darken the average bedroom. Circle 2 a large living/dining room area. At Circle 3 it can darken an entire restaurant. Circle 4 and above this spell works outdoors during the daylight hours as long as there is at least some shadow coming from above, such as trees in a forest ( this will not work on an open beach for example ). This spell lasts for 1d5 minutes / rounds times the maximum Circle of the caster.



Second Circle:

Dalani's Ghost
Cost: 10 MP
Uses: Psyche
Description: Summons a ghost that joins the combat with the caster 1 init below theirs. On their turn attacks with Excellent fighting. Does Good Darkness damage. Restores 2/4/6/10 hp to the caster, dependent on color of attack. Lasts 5 rounds or until dispelled or destroyed. ( 50 hp, can be banished )


Dark Fire
Cost: 10 MP, 2 Dark Point
Uses: Psyche
Description: Throw a ball of darkness at a target that burns for Psyche Fire damage. Target rolls agility to avoid. Does +1 CS damage to those of Light or Water ( but only one bonus, not both ), stacking with normal elemental bonuses.


Dark Portal
Cost: 10 MP, 2 Dark Point Same world, 4 Dark Point Different World
Uses: Psyche ( Only on request )
Description: opens a tunnel through the plane of Darkness to a place they have been to before.


Gloom
Cost: 10 MP, 2 Dark Point
Uses: Psyche
Description: Fills a target with sadness and depression. Target rolls psyche to resist. In affected, Target suffers -1 to all magic rolls for 1d3 rounds, 1d5 on a yellow. Also suffers -1 cs defense vs all mind spells.


Grasping Hands
Cost: 10 MP, 1 Dark Point
Uses: Psyche
Description: Grabs at a target to yank them against a wall to pin them there. Opponents roll agility to avoid. If caught, Target rolls at -2 CS for all rolls and is only able to cast magic or try to break free. Any green strength roll breaks free. Lasts 3 rounds maximum.


Night vision
Cost: 10 MP, 1 Dark point ( 2 if cast on another )
Uses: Psyche ( Only at request )
Description: Allows the caster to see in dim light without penalty. also gives +1 CS to rolls against sneaking or hidden targets.




Third Circle:

Dark Armor
Cost: 15 MP, 2 Dark Points
Uses: Psyche
Description: Creates armor out of the darkness on the caster. Provides Typical armor protection against Darkness, Shadow, and Light magic. Lasts three rounds, five on a yellow. On a red becomes Good armor protection.


Distracting Shadows
Cost: 15 MP, 1 Dark Point
Uses: Psyche
Description: Roll Psyche to resist. If affected hears disturbing and distracting sounds and words from the areas around the target. All FASE rolls are at -1 for 1d3 rounds, 1d5 on a yellow. Does not affect damage done. Those with Steelmind or Mind 3 can roll psyche at +1 cs.


Ravenous Wave
Cost: 15 MP, 2 Dark Points
Uses: Psyche
Description: Conjures a wave of pure darkness that rolls like a wave towards three enemies. Roll endurance to resist. If affected take Good Darkness damage and Absorb ( Minor ) ( Steals 1 hp and 1 mp per round to the caster, lasts 1d3 rounds ). On a red becomes Absorb ( Light ) ( 2 hp and mp per round ).


ScatterGloom
Cost: 15 MP , 2 Dark Points
Uses: Psyche
Description: Summon two Glooms which can be used to envelop allies. A target inside of a Gloom is concealed and gets to roll +1 against any roll made against them, and enemies roll -1 against any roll made by them. Lasts three rounds.




Fourth Circle:

Black Sand
Cost: 20 MP, 2 Dark Points
Uses: Psyche
Description: Coats the ground in an area with cold, numbing Darkness. Any creature in the battlefield area, friend or foe, takes Poor darkness damage every round. Those with Light 2 or Nature 2 take Typical damage, while those of Shadow 2 take Feeble. Those of Darkness 2, along with those who are levitating or flying, take no damage. Lasts 3 rounds, 5 on a yellow, 7 on a red.


Dalani's Spectre
Cost: 20 MP, 2 Dark Points
Uses: Psyche
Description: Summons a spectre that joins the combat with the caster 1 init below theirs. On their turn attacks with Remarkable fighting. Does Excellent Darkness damage. Restores 2/4/6/10 hp to the caster, dependent on color of attack. Lasts 5 rounds or until dispelled or destroyed. ( 80 hp, can be banished )


Evodil's Exhaustion
Cost: 20 MP, 2 Dark Points
Uses: Psyche
Description: Drains an opponent of stamina. Opponents roll endurance to resist. Steals 30 Stamina from an opponent, 40 on a yellow, with half being given to the caster or a target of caster's choice. Target is also unable to recover stamina by any means for 1d3+2 rounds. On a red this applies for the maximum 5 rounds.


Clawing Hands
Cost: 20 MP, 2 Dark Points
Uses: Psyche
Description: Grabs at a target to yank them against a wall to pin them there. Opponents roll agility to avoid. If caught, Target rolls at -2 CS for all rolls, and takes Typical darkness damage both on their turn and on the caster's turn until they are free. Target is only able to cast magic or try to break free. Any green strength roll breaks free. Lasts 5 rounds maximum.
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