“Are you willing to serve the Conclave? Remember… we do not reward failure.” – Guildmaster Calirin of Earendam, High Priest of the Aklaju
This master of negative energies makes pacts with demons, causing death, disease, poison and plague, even raising the dead. The energies manipulated by this sphere resonate with Lawful and Evil, thus precluding all good aligned characters and those of chaotic ethoi.
Introduction
Born of the shuddeni and their master, Tzet-Askhari, the magics of Void became the binding thread that held their fragile, volatile society together. In the centuries before contact with other races, it was this power which determined who and what directed shuddeni lives. Human scholars, following the lead of such infamous pioneers as the Lilunite Archmage Kaagn, descended into the dark underworld in search of greater power. As the War of Night shrouded the world, the races of the Prime learned to fear the might of the Dragon and its dread minions; in turn, the aelin would take to the study of demonkind, following the direction of their god, Serachel. Even the srryn, by way of Sitheus, found themselves taken by blood pacts and control of the dead. In time, these various threads would be woven together into the modern studies of the Void scholar.Those who minor in the study of Void typically skirt the primary focus of the sphere, honing instead their simpler maledictions and general magical empowerment. The path of the major sphere squarely focuses on the Void scholar’s primary tools: symbols of power. They are used to empower spells, bind spirits, and most importantly, conjure demons from specific locations beyond the Silver Veil. Greater scholars of Void make use of these symbols in a variety of ways– distinct from one another in how or where they inscribe such diabolic signs.
As a planar sphere, Void magic is not strictly granted by any individual god; yet, it is undeniable that all of its power inevitably derives from the will of Ashur. Other deities that are commonly venerated are Serachel and Lilune, with a less prominent dedication to Sitheus. It is also possible, even likely, that a Void scholar will become enmeshed in the machinations of one of the Thirteen ancient demon lords, and in turn, be called into their service. Regardless, the energies manipulated by this sphere resonate with Lawful and Evil, thus precluding all good aligned characters and those of chaotic ethoi. While shuddeni are the most notorious students of the Void, humans, aelin, nefortu, and even caladaran and ethron, have all found themselves linked to its study.
Class Abilities
Click an ability name to see more details.
Minor & Major Void
Skills
Syntax: Automatic Typically, magic is a simple proposition to those who know it: focus on the spell, cast it, and it simply works. However, for those who see combat, maintaining that focus can be problematic. The concentration skill represents one's ability to cast in combat-- once maximized, one should virtually never lose concentration when casting a spell. Templars, being explicitly trained for battle, will never lose concentration. It is not necessary to have this skill to utilize powers granted by the Stones of Power to members of the Great Houses. Primary Attribute: Intelligence, Constitution See also: CAST
Syntax: Automatic
Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.
Primary Attribute: Dexterity
See also: PARRY
Syntax: Automatic
A staff is a long, slender pole, usually a blunt weapon and always held with
two hands. They are unparalleled as a defensive weapon, though it is their
resonance with magical energies makes them more of a draw to scholars.
Watchers dedicate themselves to mastery of the deeper intricacies of these
weapons, and some other guilds teach basic skills with them. Staves being so
defensively oriented, they are generally poor at breaking through defenses.
When wielded by any spellcaster, staves will enhance their magics, providing a
bonus to caster level.
Primary Attribute: Strength, Dexterity
See also: PARRY
Syntax: Automatic
A whip is usually composed of a flexible cord or a chain attached to a handle,
the lash typically dealing slashing damage, though they are often enchanted,
as well. Gladiators and Void templars are the only professions that receive
dedicated training in this weapon, though many others learn the basics of
using this weapon, and they are often used in the off hand. Because of their
flexibility, they are notoriously poor at parrying with, but they are
similarly difficult for opponents to use any defense save dodge or evade
against. The length of this weapon makes it throw off one's parrying if a whip
is offhanded, as well.
Primary Attribute: Dexterity
See also: PARRY
Range : Inventory Item/Target Person or Mob
Syntax: Zap <item> <target>
Non-adventuring scholars and alchemists are able to imbue wands with magical
spells, that they might be cast at a later date. Spells imbued within a wand
affect a specified target, and are typically offensive but not universally so.
Wands may be freely used in combat, even if the spell within ordinarily may
not.
Wands have a limited number of charges; should all charges be expended from
one, the item will be consumed.
Primary Attribute: Intelligence, Dexterity
See also: CAST, OVERCHARGE, individual spell helpfiles
Syntax : Automatic All scholars of the Void learn to use the darkness in their favour, and are able to use tricks of the shadow to occasionally avoid melee attacks when in a darkened room. They are also able to use this knowledge to see in the dark. Should the scholar take light-elemental damage, this will negate the chance to defend against attack for one hour. Primary Attribute: Intelligence See also: PARRY, DODGE
Range : Inventory Item/As Original Spell
Syntax: Recite <scroll> <target>
Non-adventuring scholars have refined their arts to the point where it is
possible for some to transcribe spells onto scrolls, that they might be cast
at a later date. Spells scribed upon a scroll function exactly as they do when
cast ordinarily, except they have no mana cost. Appropriate targeting for a
given spell may be found in that spell's helpfile. Scrolls may be freely used
in combat, even if the spell scribed upon it ordinarily may not.
As scrolls must be read aloud, they cannot be used while gagged or taking on
the aspect of an animal, and deafness will make it harder to do so.
Once recited, successfully or otherwise, a scroll is consumed. It is not
possible to recite a scroll higher than your own level.
Primary Attribute: Intelligence
See also: CAST, SCRIT OF KAAGN, SCRIPT MASTERY, individual spell helpfiles
Syntax: Automatic
A basic technique for focusing one's thoughts, meditation is a skill taught by
all guilds that their students may recover mana more quickly.
Primary Attribute: Intelligence, Wisdom
See also: TRANCE, MANA
Range : Inventory Item/Wielder's Group Syntax: Brandish <item> Non-adventuring scholars and alchemists are able to imbue staves with magical spells, that they might be cast at a later date. Spells imbued within a staff will affect the user and his group, and may not be targeted in any way. Spells which may only be cast on oneself may not affect anyone other than the wielder of the staff. Staves may be freely used in combat, even if the spell within ordinarily may not. Staves have a limited number of charges; should all charges be expended from one, the item will be consumed. Primary Attribute: Intelligence See also: CAST, REFORGE MAGIC, individual spell helpfiles
Duration : 6 Hours
Range : Caster's Current Room Reuse Delay: 2 Hours
Syntax: Inscribe <symbol> <reagent>
Both void templars and scholars can inscribe mystic figures in order to aid
them in the practice of their craft. Void templars most frequently use various
forms of the Trigon of Binding to bind demons into their arms and armour. All
Void scholars use symbols to empower a number of their spells. Additionally,
Void scholars may learn more symbols throughout their studies and use them in
rites to empower themselves or their minions.
This skill requires a reagent of specific material to inscribe the symbol
with. Void scholar guildmasters will typically have standard reagents for
sale, and other common reagents may be found in apothecaries. Other, more
exotic reagents must be found about the world or created.
Guildmasters will provide their reagents in a small leather pouch. These
reagents must be in the pouch, and not in the summoner's inventory in order to
properly inscribe with them.
Being fairly standardized throughout all studies, three basic symbols are
taught to all students of the Void.
Symbol
======
Pentagram of Summoning
Trigon of Binding
Circle of Protection
Void templars attempting to bind their weapons and shields with demons must
take special care with their trigons, because each binding ritual requires the
templar use a specific reagent, keyed to appeal to the intended demon.
As a rule, inscriptions will be consumed once used. Fighting in the same room
as a symbol has a high likelihood of destroying it. A symbol may be willfully
removed with the erase command.
Inputting the inscribe command without any arguments will display which
symbols the user has already learned.
Primary Attribute: Intelligence
See also: SUMMONING RITUALS, BINDING RITUALS, SYMBOLS, ERASE, EXSANGUINATE,
DEBONE, BLEED
Syntax: Automatic With this skill, a scholar may channel arcane energy through their weapon, deflecting attacks. A weapon is required to benefit from this skill-- any weapon. This skill does not function in places where magic cannot be used, and can be hampered by skills that also impact parry. Exceptions will be noted on those skills' helpfiles as needed. Primary Attribute: Intelligence, Dexterity See also: DODGE, PARRY
Syntax: Automatic Characters with proficiency in this skill will attempt a second attack each round with both their main and any offhanded weapons. Mastery of this skill does not guarantee the attack will be attempted every round, but it does make it very likely. Primary Attribute: Dexterity, Strength See also: DUAL WIELD
Syntax: Automatic A further refinement upon the more widely taught basic technique of meditation, trance is taught by the spellworking guilds and those focused on more meditative studies, in order to better recover their mana. Primary Attribute: Intelligence, Wisdom See also: MEDITATION, MANA
Syntax: Automatic
A basic mercantile skill used to get a better price on items from merchants,
haggling is a skill that is widely taught but a talent applied with the most
success by the charismatic.
Primary Attribute: Charisma
Syntax : Automatic Having much familiarity with arcane geometries and unnatural scripts, Void magi have attained a unique mastery over them. Having obtained this skill, they may then study various symbols that stand in places of power throughout the world. They may more directly exercise their mastery in two other ways: The first is that when using a scroll, they might recite it flawlessly, preserving the scroll for subsequent usage. The second is that they have a heightened chance to detect flaws in their own inscriptions, dependent on their own mastery of this skill. Primary Attributes: Intelligence, Wisdom See Also: INSCRIBE, RECITE, SYMBOLS
Syntax: Automatic
Fast healing is a skill taught by most guilds, that their students might apply
their knowledge to quicker recovery of bodily injuries, increasing the rate at
which they gain hit points.
Primary Attribute: Constitution
See also: HIT POINTS
Duration : Permanent (on/off toggle) Syntax: Fellpurpose One of the earliest lessons of the Void is that power can always be had at a price. While the fell purpose spell is active, the user will receive a bonus to their caster level, and all spells cast will typically cost double the mana. However, as the caster's aura grows redder, the additional mana cost will decrease and the bonus to caster level will increase. Primary Attribute: Intelligence See also: KARMA
Syntax: automatic An adept of spirit eventually learns to see past the thin veils separating our world from the spirit realm, developing an ability known as shroudsight. This extra sense becomes innate, requiring no special focus to activate -- with it, the mage will simply see denizens of and travelers through the astral plane. This sight allows her to see the shades, phantoms, wraiths and ghosts of the spirit realm, as well as astrally projected or voidwalking souls. This second sight furthermore permits the scholar to recognize demonic possessions and demon-bound weapons for what they are. Many wizened old magi have warned their apprentices about this ability, for once the eyes opened, that which is Seen cannot be Unseen. Primary Attribute: Wisdom See Also: ASTRAL PROJECTION, VOIDWALK, DEMONIC POSSESSION, BINDING RITUALS
Syntax: Automatic A sufficiently trained scholar of Void will learn to go beyond trivial plagues, and instead spread dreadful poxes when attempting the plague spell. As this wasting disease devours the victim from the inside, any commands they input have a chance to be canceled. A pox will penalize the victim's strength equally to a plague, but will spread to others more readily. A pox cannot afflict the undead. No caster with any measure of gold aura is able to take advantage of this skill. Primary Attribute: Intelligence See also: PLAGUE
Spells
Duration : Instantaneous Minimum Cost: 15 mana
Range : Single PC or Mob
Syntax: Cast 'Enervating Ray' <target>
With this spell, the caster sends out a ray of negative energy at their foe.
This ray both deals a small amount of damage and has a chance to sap the
target's strength. Having a faint red aura or darker will provide an effective
bonus to the caster's level when using this spell.
This spell restores a portion of mana spent when casting it.
Primary Attribute: Intelligence, Dexterity
See also: MAGIC APTITUDE
This is a short list of the more common wear-slots accessible to mortals. There are a few more, but are comparatively obscure. These should be most all that you'll deal with: -Left finger -Right finger -Neck (first) -Neck (second) -Torso -Head -Legs -Feet -Hands -Arms -Shield/Held/Dual Wielded/Light -About body -Waist -Left wrist -Right wrist -Wielded (weapons) -Floating -Branded (immortals' sigils and brands)
Duration : Level/2 hours Minimum Cost: 5 mana Range : Caster Only Syntax: Cast 'Detect Invis' This spell allows the caster to see all players, mobiles, and objects that are invisible. Primary Attribute: Intelligence See also: INVISIBILITY
Duration : Level/2 Hours, See Text for Exceptions Minimum Cost: 50 mana Range : See Text Syntax: Cast 'Blacklight' <Optional Inventory Item> The blacklight spell has a variety of functions, all relating to snuffing out light. When cast upon a glowing item, blacklight will snuff out the glow, and nothing further. This effect is permanent. When cast without a target, blacklight will create an orb of pure darkness; this item may be released to float by the caster. This orb will make the room the wearer is in dark. The orb is large enough to snuff out light from one glowing object either present or worn by anyone in the room, but no more. The orb will crumble when the duration expires. When the caster directs the blacklight spell at an item that is not glowing and that uses the <floating nearby> equipment slot, that item will begin to absorb light from its surrounds. An item so empowered will negate the effects of one glowing object per ten of the item's levels, and ten of the caster's levels. The absolute maximum number of objects whose glow can be negated is ten. If a Trigon of Binding has been scribed in salt where the caster uses this spell, a created orb will become permanent, and a blackened item will hold its power for triple the duration. Primary Attribute: Intelligence See Also: DIM, RADIANCE, INSCRIBE
Duration : Level/12 Hours Minimum Cost: 5 mana Range : Single PC or Mob Syntax: Cast 'Blindness' <target> This spell calls upon the power of the Void to blind its target. Characters affected by blindness are unable to use the look command in any way, and are unable to manipulate items, save to drink glowing potions, eat food, or drink water if these items are openly in his inventory. Characters affected by blindness attack and defend more poorly unless they are proficient in blindfighting. Primary Attribute: Intelligence See also: BLINDFIGHTING
Duration : Level/4 Hours, See Text Minimum Cost: 20 mana Range : Single PC, Mob, or Inventory Object Syntax: Cast 'Curse' <target> There are two functions for curses: An object that is cursed is stripped of any blessings, and is considered evil if it was not already blessed. This effect lasts for six hours. Evil items, much like blessed items, are more resistant to magical destruction such as shattering, and wearing such items may have interactions with other spells such as Yithmakra's Chosen. Contrary to popular mythology, a cursed weapon is no more useful against particularly holy targets than any other. When cast upon the self or a groupmate, all items currently worn by the target will be cursed. When cast on an ungrouped target, a curse will penalize its target's hitroll and saves. A character affected by a curse cannot be transported by any form of the word of recall spell, nor will they be moved by a spiritrecall. This spell cannot be used by a caster who has any measure of gold aura. Primary Attribute: Intelligence, Charisma See also: WORD OF RECALL, HITROLL, SAVES, YITHMAKRA'S CHOSEN, FUSE KARMA
Duration : Level + 12 Half-hours Minimum Cost: 5 mana Range : Target PC, Mob or Inventory Item Syntax: Cast 'Invisibility' <target> Using the energies of the caster's sphere, this spell shrouds its target from ordinary vision. It is impossible to see anyone or anything who is so hidden without some means of specifically detecting the invisible. It is impossible to disarm, steal, or loot a weapon that you are unable to see. Invisibility is not a perfect disguise: it does not conceal entry or exit from a room, muffle the sounds of speech, or shroud any actions; all who are present and awake in the room will be aware that someone has acted, if not who. Primary Attribute: Intelligence See also: DETECT INVIS, SIXTH SENSE, MASS INVIS
Duration: (Level/2) Hours Minimum Cost: 70 mana Range: Caster's Group Syntax: Cast "Yithmakra's Chosen" Named for one of the founding members of the shuddeni city of Yithoul, this spell spell promises power to its caster and their allies at what should be the most trivial of prices. The spell's purpose is multifold: those affected will regenerate mana more quickly, each evil item worn increasing the rate. Wearing holy items can have a negative impact on this effect. The spell also provides a bonus to both hitroll and damroll, and makes it easier to overcome opponents' saves. Additionally, anyone affected by the spell will be able to see in the dark. As with all things in the Void, such power does come at a price: any time someone affected by this spell kills anyone, PC or mobile, any karma accrued will draw the Chosen toward red aura, and magnify the effects of killing good- aligned targets. All benefits of being Chosen are contingent on the degree of red aura the chosen one possesses. Gold aura will hinder these things. The dark-vision is gratis. Primary Attribute: Intelligence See also: HITROLL, DAMROLL, INFRAVISION, KARMA
Duration : Level/6 Hours, See Text Minimum Cost: 20 mana Range : Caster Only Syntax: Cast 'Spectre' This spell enables the caster to pass through closed doors, including most, but not all, physically locked doors. Magically barred doors, such as from the Rune of Earth spell, prevent passage. If a Trigon of Binding has been scribed in bone dust in the room when this spell has been cast, this spell will last for two-thirds of the caster's level in hours. This spell cannot be cast by anyone who has accrued any amount of gold aura. Primary Attribute: Intelligence See Also: RUNE OF EARTH, KARMA
Duration : Level/12 Hours Minimum Cost: 15 mana Range : Target PC or Mob Syntax: Cast 'Shadow Barbs' <target> Skilled at inflicting pain in their foes, Void scholars may create shadowy barbs and embed them in their enemy's flesh (or whatever surface they have, if they are not fleshy). Any time the victim of this spell takes damage from any source, they will take additional negative-elemental damage; the amount is dependent on the caster's red aura and damroll. Darker red and more damroll is better, but benefits of increasing damroll will show diminishing returns. As this spell serves entirely to cause pain in others, it cannot be cast by anyone who has accrued gold aura. Primary Attribute: Intelligence
Duration : Level/16 Hours Minimum Cost: 60 mana Range : Caster Only Syntax: Cast 'Protective Shield' This spell calls forth a protective shield to ward against bashing, shield bashing, and surprise attacks. Like most such defenses, it is imperfect but typically reliable. Primary Attribute: Intelligence See also: BASH
Duration : Level/2 Hours Minimum Cost: 75 mana
Range : Caster or Target Item
Syntax: Cast 'Frozen Shield' <target>
This spell enchants a shield with a frigid chill; this causes it to grant
additional hitroll, damroll, and resistance to fire. When cast upon a blessed
item, the duration will be extended. One may place this spell upon a held
shield by casting it upon oneself. This spell does not coexist with Rotheld's
Bulwark; one may use one or the other, but not both.
Primary Attributes: Intelligence, Charisma
See also: HITROLL, DAMROLL, DAMAGE REDUCTION
Duration : Level/2 Hours Minimum Cost: 20 mana Range : Single PC or Mob Syntax: Cast 'Plague' <target> This spell produces a festering disease in its target, born out of the negative energies of Void magic. This significantly penalizes the target's strength and deals damage to them each half hour, potentially spreading the disease to others present at these times. As the disease spreads, the duration will be lessened on each new victim. This spell has no effect on the undead. This spell cannot be used by anyone with any measure of gold aura. Primary Attribute: Intelligence
Duration : Special Minimum Cost: 125 mana Range : Caster's Current Room Syntax: Cast 'Demon Summon' One of the summoning rituals of the Void, this spell calls forth a demon from beyond the Veil to the caster's current location. In order for this spell to be successful, the correct symbol must already have been inscribed in the room, in the correct material. If the combination is correct, a demon will be called forth, and will demand payment of the scholar in exchange for its services. Should the scholar be able to pay, the demon will then aid him, for a time. Standard demons provide a variety of services, focusing primarily on combative functions, but some also giving aid off the battlefield. Primary Attribute: Intelligence See also: SUMMONING RITUALS, INSCRIBE, MATERIALS, SYMBOLS, BANISH
Duration : Instantaneous Minimum Cost: 20 mana Range : Single PC or Mob Syntax: Cast 'Drain' This spell unleashes a burst of negative energy at the target, dealing damage. A portion of the damage dealt will be transfered back to the caster, healing him. Primary Attribute: Intelligence
Duration : Level/4 Hours Minimum Cost: 15 mana
Range : Single PC or Mob
Syntax: Cast 'Defile Defense' <target>
With this spell, a scholar of Void can use negative energy to eat away at a
victim's defensive abilities. The victim will take a significant penalty to
their armour class, and have a significant chance to fail to parry with either
hand, fend, deflect blows, or block with a shield.
This spell cannot be used by anyone who has accrued gold aura.
Primary Attribute: Intelligence
See also: ARMOR CLASS, SHIELD BLOCK, FEND, DEFLECT, PARRY, OFFHAND PARRY,
KARMA
Duration : Instantaneous Minimum Cost: 60 mana Range : Single Demon Bound to Caster Syntax: Cast 'Banish' <target> This spell is used to return a bound demon to the Void; this spell can only be used on demons bound specifically to the caster. Primary Attribute: Intelligence, Wisdom See also: SUMMONING RITUALS, INSCRIBE, MATERIALS, SYMBOLS
Duration : See Text Minimum Cost: Special Range : Single Bound Demon Syntax: Cast 'Demonic Control' <target> This spell is used by Void scholars to renew their control over bound demons. The scholar will be able to feel the bond when it begins to break, so long as he is not sleeping at the time. In general, the more powerful the demon, the more quickly the bond will decay. Each time this spell is cast, it will cost an increasing amount of mana-- this can swiftly escalate beyond the caster's ability to pay, leading the caster to need to banish the demon instead. Primary Attribute: Intelligence, Wisdom See also: SUMMONING RITUALS, INSCRIBE, MATERIALS, SYMBOLS, BANISH
Duration : Special Minimum Cost: 100 mana Range : Caster's Current Room Syntax: Cast 'Lesser Demon Summon' The weakest of the summoning rituals of the Void, this spell calls forth a lesser demon from beyond the Veil to the caster's current location. In order for this spell to be successful, the correct symbol must already have been inscribed in the room, in the correct material. If the combination is correct, a demon will be called forth, and will demand payment of the scholar in exchange for its services. Should the scholar be able to pay, the demon will then aid him, for a time. Lesser demons provide a variety of services, aiding the caster both against his foes in combat but also outside of it, in ways both benign and otherwise. Primary Attribute: Intelligence See also: SUMMONING RITUALS, INSCRIBE, MATERIALS, SYMBOLS, BANISH
Duration : Instantaneous Minimum Cost: 20 mana Range : Single Object Syntax: Cast 'Locate Object' <target> Locate object attempts to find all items in the world identified by a given keyword or keywords. It cannot find objects of a higher level than the caster's. A higher level and greater mastery of this spell will produce markedly better results. Primary Attribute: Intelligence
Duration : Special Minimum Cost: 5 mana Range : Self or Target Groupmate Syntax: Cast 'Word of Recall' <target> Word of recall transports its target back to their altar, significantly reducing their movement points. This spell takes a few moments to take effect, generally less than half an hour; it can take longer to work on a target who is currently engaged in combat. Spells such as curse and certain locales may suppress this spell, preventing it from taking effect; the word might be cast, but nothing will happen. Moving to a different room after the spell has been cast but before it takes effect will also negate the spell. Primary Attribute: Intelligence See also: CURSE
Duration : 12 hours Minimum Cost: 70 mana Range : Caster's Current Room Recast Delay: 6 Hours Syntax: cast 'Planar Barrier' Void scholars are specially trained in recognizing and countering extraplanar influences upon the Prime and may erect a planar barrier to ward off a number of plane-touched beings, preventing them from entering the room where the barrier has been placed. A planar barrier will also prevent most transport magic that lands within its confines. In order to create a planar barrier, the scholar must inscribe a Circle of Protection. The material chosen will tune the the barrier to ward against the element of the caster's choosing. To ward against air, the circle must be inscribed in silver. This will prevent air scholar phantasms from entering. To ward against spirit, the circle must be inscribed in bone dust. This will prevent avatars and those affected by positive channel from entering, as well as seraphs and other celestial beings. It will also ward against shadeswarm, speak with the dead hauntings, ley pulse, and singularity. To ward against fire, the circle must be inscribed in charcoal. This will prevent aspects of the inferno from entering and inferno's reach from striking within the confines of the circle. To ward against Void, the circle must be inscribed in the caster's own blood. This will prevent demons, the demonically possessed, and shadowfiends from entering. Unclean spirits will not be able to strike within the room, and it will not be possible to gate into or be summoned from this place. It will not be possible to afflict someone with nightfears who is in a room so warded. To ward against earth, the circle must be inscribed in mud. Earth-based elementals, drakes, and golems will be unable to enter. This will also prevent the voice of the earth from seeing within this room. To ward against water, the circle must be inscribed in salt. Water elementals will be unable to enter, and it will be impossible to scribe or meld with water into the room. As a rule, if a creature is an elemental, it will be blocked by a barrier warding against the proper sphere. Being alchemical in nature and not extraplanar, alchemists' golems are unimpeded by planar barriers. Primary Attributes: Intelligence, Wisdom See also: INSCRIBE, helpfiles for spells described within
Duration : Level/20 Hours Minimum Cost: 24 mana Range : Caster's Current Room Recast Delay: 12 Hours Syntax: Cast 'Abominable Rune' With this spell, the caster scribes a twisted, abominable rune in the air, where anyone in the room will see it. Those who enter a room where this rune is placed have a chance to be struck by the horror at the sight of it, causing them to flee the room immediately. They will not be able to enter the room again for a time. It is not possible to scribe an abominable rune in a sanctified room. Primary Attribute: Intelligence
Duration : 3.5 Hours Minimum Cost: 50 mana Range : Caster Only Syntax: cast 'cloak of the void' This spell wraps the caster in a cloak of negative energy, granting them a significant reduction to all damage except holy damage. They will receive increased reduction against cold damage and a bonus to their armour class. The defiling power of the cloak cannot be maintained alongside the sanctuary spell, and so will replace any such effect. This spell cannot be used by anyone who has accrued gold aura. In fact, the darker the caster's aura, the greater damage reduction this spell provides. Primary Attributes: Intelligence, Wisdom See Also: SANCTUARY, DAMAGE REDUCTION
Duration : Instantaneous Minimum Cost: 80 mana Range : Single PC or Mob Syntax: Cast 'Gate' <target> Gate tears a hole in the fabric of the material plane, allowing the caster to step directly through the Void and emerging by the spell's target, back on the material. As the mortal body is not suited to the rigors of the Void, the passage will deal some damage to the caster. The heart of a once-living creature must be used to power this spell. Both the level of the target and the level of the creature the heart came from will affect this spell's chances of success. If targetting a mobile, it is possible to specify multiple keywords that relate to the target; this is often necessary for accuracy in transport. Primary Attribute: Intelligence, Dexterity See also: TROPHY
Duration : Special Minimum Cost: 125 mana Range : Caster's Current Room Syntax: Cast 'Demon Summon' One of the summoning rituals of the Void, this spell calls forth a demon from beyond the Veil to the caster's current location. In order for this spell to be successful, the correct symbol must already have been inscribed in the room, in the correct material. If the combination is correct, a demon will be called forth, and will demand payment of the scholar in exchange for its services. Should the scholar be able to pay, the demon will then aid him, for a time. Standard demons provide a variety of services, focusing primarily on combative functions, but some also giving aid off the battlefield. Primary Attribute: Intelligence See also: SUMMONING RITUALS, INSCRIBE, MATERIALS, SYMBOLS, BANISH
Duration : See Text Minimum Cost: 90 mana Range: Caster Only Syntax: Cast 'Harvest of Souls' While only necromancers study the deep mysteries of the dead, all Void scholars are able to gain power from wandering spirits. For a period no longer than one and one-half hours after casting this spell, any shades in the same room as the caster have a chance to be consumed, providing a bonus to both hit points and mana. This effect will last for thirty hours. It is only possible to consume shades of a level equal to or less than the caster's. While it is difficult to say for certain what, if anything a lingering shade feels, the fact that this spell cannot be used by any caster who has accrued any measure of gold aura suggests it is a highly unpleasant process. Primary Attribute: Intelligence See Also: SHROUDSIGHT
Duration : Level/4 Hours Minimum Cost: 30 mana Range : Single PC Syntax: Cast 'Nightfears' <target> The nightfears spell afflicts the target with horrific nightmares, rendering them unable to properly sleep or rest. The target of this spell need not be in the same room as the caster, provided the caster carries an item once owned by the target and is able to see them. Once afflicted by a nightmare, the victim will be unable to sleep or rest properly for the duration of the spell. In addition, the victim will suffer from a curse, as per the curse spell. Primary Attribute: Intelligence, Wisdom See Also: CURSE
Duration : Permanent Minimum Cost: 150 mana Range : Target Inventory Scroll Syntax: Cast 'Scrit of Kaagn' <scroll> Those trained in the scrit of Kaagn may employ some of that Archmage's techniques, tracing over the arcane words of a magic scroll in their own blood. As a result, the spell contained within will be cast at a higher level when the scroll is consumed. No one scroll may be so empowered more than once. Primary Attribte: Intelligence See Also: SCROLLS
Duration : Level/22 Hours Minimum Cost: 35 mana Range : Single PC or Mob Syntax: Cast 'Agony' <target> This spell is used solely to inflict tremendous pain upon the target. Anyone afflicted by this spell will find that any attempt to perform a skill or action may be impeded by the effects of the pain, effectively halving his percentage in it. The pain caused by this spell will also impose a penalty to the victim's strength. This spell cannot be used by anyone with any measure of gold aura. Primary Attribute: Intelligence
Duration : 12 Hours Minimum Cost: 70 mana Range : Caster's Current Room Recast Delay: 25 Hours Syntax: Cast 'Desecration' This spell corrupts and defiles the immediate vicinity of the caster, bringing it closer to the Void. While the room is desecrated, the word of recall spell in all its forms will be ineffective, and it is impossible to spiritrecall from such a place. Spells without any Void component to them will have a chance of failing if attemtped in this place; water spells are particularly likely to fail here. On the other hand, spells that in any way gain power from Void magics will have a bonus to their caster level. The sanctuary spell has no effect in a defiled room. In order to be desecrated, a room must not be underwater or sanctified. Anyone passing through a desecrated room will be able to identify that something is unusual about this place; Void scholars will recognize the effects of the spell immediately. The sanctify spell counters and dispels a desecration. This spell cannot be used by anyone with any measure of gold aura. Primary Attribute: Intelligence, Wisdom See also: SANCTIFY, SANCTUARY
Duration : 1.5+(Level/30) Hours Minimum Cost: 50 mana Range : Single PC or Mob Syntax: Cast 'Power Word Fear' <target> Scholars of Void may invoke a word of great and ineffable power, instilling great fear in their target. The shock of this fear will cause significantly more damage than the drain spell, but may cause those stricken by it to flee from combat. Anyone who does will be unable to initiate combat with the caster for the duration. Certain NPCs, the undead, and those affected by the anchor spell will not flee; various abilities that protect the mind will cause it to fail outright. This spell cannot be used by anyone with any measure of gold aura. Primary Attributes: Intelligence, Charisma
Duration : Varies; see text Minimum Cost: 80 mana
Range : Target Shade
Syntax: Cast 'Demilich' <target>
Scholars of Void, learned in the manipulation of souls, will eventually learn
to create a crude demilich. While truly powerful demiliches use their shapes
to travel the planes of existence unmolested, the lesser mortal souls that
wander the Prime can be called to inhabit a trophied skull.
The caster must hold this skull in their hand for the casting, and the skull
must be at least the level of the shade in order for the rite to have even a
chance of succeeding. Most shades will attempt to resist such binding; they
might be torn apart or haunt the caster if the working fails. All will have
any former identity erased and subsumed to the needs of the caster. Once
transformed, the skull will then float by the caster. It may be used as a
blacklight, if they please.
If the binding is successful, the skull will now provide a bonus to mana, the
spirit bound within will periodically cast the curse and enervating ray spells
in combat, or will attempt to terrify its master's foe, causing them to take
more damage.
The spirit will remain bound into the skull until it loses its grasp upon the
Prime; this depends on the spirit's level. The spirit will also slip free if
the skull ever leaves its master's possession.
The binding has a greater chance of succeeding if a Trigon of Binding, scribed
in silver dust, is present for the casting. This spell cannot be used by
anyone with any measure of gold aura.
Primary Attributes: Intelligence, Charisma
See Also: CURSE, ENERVATING RAY, INSCRIBE, AUGMENT SUMMONING
Paths and Mixed-Spheres
Greater Paths
At creation, a scholar may choose to focus on one element, and thereby become a greater scholar of that element. Such magi gain access to the greater paths later in their career.
Riven Veil
Masters the art of creating pacts with demonkind, these summoners are able to conjure the mightiest of dark lords to the Prime Material and ravage any who oppose them.
Skills
Syntax: Automatic Summoners of the Riven Veil will find their capabilities augmented if they are assisted by an active demilich. Their effective level when they summon will be increased by an amount equal to their gradation of red aura under these circumstances. In addition, their bonds to their demons will hold for longer duration-- the redder the aura, the longer they will hold. Primary Attributes: Intelligence, Charisma See also: KARMA, DEMILICH
Spells
Duration : Special Minimum Cost: 175 mana Range : Caster's Current Room Syntax: Cast 'Greater Demon Summon' The most powerful of the summoning rituals of the Void, this spell calls forth a greater demon from beyond the Veil to the caster's current location. In order for this spell to be successful, the correct symbol must already have been inscribed in the room, in the correct material. If the combination is correct, a demon will be called forth, and will demand payment of the scholar in exchange for its services. Should the scholar be able to pay, the demon will then aid him, for a time. Greater demons are often tremendously powerful; it is rumoured that the truly skilled summoner might even be able to call upon some of the greatest demon lords of the Void by this method. Primary Attribute: Intelligence See also: SUMMONING RITUALS, INSCRIBE, REAGENTS, SYMBOLS, BANISH
Duration (portal): (level / 10) hours Minimum Cost: 90 mana Duration (rift): 2 hours Cooldown: 18 - 20 hours, varies by skill Syntax: cast 'stasis rift' With this spell, a mage may open a portal to the immutable Void, that place of perfect stasis. The next person including the mage to enter the room thereafter may be drawn into the rift and left stranded in that unchanging vastness. While there, the castaway will not regenerate nor be able to cast spells; furthermore, none of his effects will change. After a time the rift will collapse, sending the person back to the physical plane. Any given rift will accept only one person before sealing; the anchor spell provides protection against being drawn in. Primary Attribute: Intelligence See Also: ANCHOR
Duration : Variable Minimum Cost: 5 mana
Range : Caster Only Recast Delay: Level/4 Hours
Syntax: Cast 'Voidwalk'
The experienced scholar of the Void through long experience can bring their
own body slightly out of phase with the prime material, and travel briefly in
the fringes of the Void. While in this state, the caster can neither be seen
by any means but truesight nor attacked. While in this state, the caster will
be unable to interact with the physical world in most ways, such as picking up
items, removing them from containers, or casting spells.
This spell can be prematurely ended, like all other concealment spells, by
using the visible command. No matter how the spell ends, when the caster
returns wholly to the material plane, he will take both significant damage and
a penalty to his maximum health. The recast delay of this spell will take
effect after the spell ends.
Primary Attribute: Intelligence, Wisdom
Duration : 2 Hours Minimum Cost: 175 mana Range : Single PC Recast Delay: 60 hours Syntax: Cast 'Suppress' This spell calls forth an extraplanar shield of negative energy to encompass an area, preventing all usage of the word of recall spell, or the spiritrecall command. Primary Attribute: Intelligence, Wisdom See also: WORD OF RECALL, RUNE OF SPIRIT
Necromancer
Instead of summoning demons, necromancers bring forth fiends from corpses, using symbols of power to heighten the strength and attributes of their abominations. By becoming revenants, they gain nigh-everlasting unlife.
Necromancer loses these Major Void spells: Lesser Demon Summon, Demon Summon, Banish, Demonic Control.
Skills
Duration : Special Range : Special Syntax: Repossess : Revive Having turned their back on Lielqan's protection against the Dragon, necromancers must use other means to restore themselves after death. Using the Repossess command, a necromancer may force their spirit back into their own former body, reanimating the dead flesh; any items still on the corpse will be placed into their inventory. If the corpse is inaccessible, folded, spindled, mutilated, or destroyed, or the necromancer simply wishes to craft new flesh, they may craft a new body for themself out of material in the ambient environment around their spirit using the revive command. This body will of course be nude. It will take a similar amount of time to prepare to revive as it would for anyone else to resurrect. Upon dying the necromancer's spirit will still materialize at their altar of recall; they may reposses their corpse immediately if they can locate it. Bodies that decay unclaimed will still return any possessions to one's altar. The necromancer will still experience death penalty as normal. This skill cannot fail to resurrect the user, but a lack of expertise will result in a 5- hour penalty to strength and dexterity. The more poorly-crafted body will have greater penalties; at maximum a body will have no such craftsmanship errors. Revenants have no choice but to use this skill to resurrect; all others may still seek the services of a healer. Primary Attributes: Intelligence, Constitution
Syntax: Automatic Sufficiently skilled necromancers will eventually undertake the process of becoming undead themselves. The benefits of this are significant: The revenant will regain mana by being struck by negative damage (so long as it is not self-incurred), and will become more resistant to disease and psionic effects. Spells that induce fear in enemies will be more difficult to save against. Assassin poisons will do absolutey nothing to them. They will never need to eat or drink, though they may if they so choose. Blood will serve as both intoxicant and drug: they will gain benefits from drinking it, varying based on the source creature. When struck, they may spray toxic blood, potentially infecting their assailant with disease. As one's transformation continues, up until the skill maximizes, other undead creatures will grow more pacific to the revenant, though extremely powerful, intelligent, or enchanted undead will still attack. Finally, they will suffer no penalties from age. Indeed, they cannot even die of old age, though their ability to remake their own body will swiftly degrade. Their maximum potential number of deaths will be harshly reduced once they exceed their natural lifespan. However, there are significant downsides to turning oneself into an eternal embodiment of death. The revenant will become significantly more flammable, vulnerable to holy power, and can now be damaged by holy water or the rite of Nathli. Water magic healing will be less effective, and they cannot be affected by communion. Finally, Lielqan will refuse to intercede for any revenant, should their current body be 'slain'. A revenant must re-inhabit their own corpse or craft a new one themself. Primary Attribute: Intelligence See also: DEFIANT REVIVAL, HOLY WATER, RITE OF NATHLI
Spells
Duration : 12+ Hours Minimum Cost: 150 mana Range : Caster's Current Room Syntax: Cast 'Fiends of Gamaloth' With this spell, a necromancer may craft unliving fiends from a corpse present in the room with the caster. The level or species of the corpse does not affect the results, so long as it has not been desiccated and came from a living being, though the corpses of player characters will result in more powerful fiends. As they are quite small, several fiends may come from a single corpse, reaching a maximum of three at the caster's maximum level. The fiends will mindlessly rescue the caster in combat, but are not capable of understanding an order to do so. If their lives are not magically prolonged, they will crumble to dust when the duration expires. Primary Attributes: Intelligence See also: SYMBOLS, DIREFEAST, INFUSE VITALITY, UNMAKE ABOMINATION, SYMBOLIC REINFORCEMENT
Duration : Special Minimum Cost: 75 mana Range : Caster's Group Syntax: Cast 'Infuse Vitality' When using this spell, a necromancer will extend the existence of any fiends they have created. For example, the initial fiends will live for 12 hours. After casting this spell, they will live for 6. After another attempt, 3, and so on; this is not additive, so casting this spell sooner will result in the destruction of the fiends sooner. This spell may be cast in combat. Primary Attribute: Intelligence, Wisdom See also: FIENDS OF GAMALOTH
Duration : Instantaneous Minimum Cost: 50 mana Range : Caster's Fiend Syntax: Cast 'Unmake Abomination' <fiend> When a necromancer's fiends have expended their usefulness, they may violently destroy them. This spell will cause one of their own fiends to explode in a spray of bone shards and putrid flesh, doing a significant amount of damage to everyone in the room (excepting the caster and their group), and creating two smaller, uncontrolled horrors in their place. These may also be unmade, but will not divide further. Primary Attribute: Intelligence, Wisdom
Duration : 5-6.5 Hours Minimum Cost: 45 mana Range : Caster's Current Room Syntax: Cast 'Raise Dead' This spell calls forth a corpse from the Sea that Is Not to the caster's location; they may use it for almost any purpose that a corpse is good for. It lacks bodily fluids, and is so sodden that it cannot provide any useful trophies. This spell requires the presence of a symbol tied to the Sea, scribed in bone dust. Primary Attribute: Intelligence
Syntax: Automatic This skill empowers the caster's calls to become Yithmakra's chosen, strengthens the creations of their bone reapers, and adds physical resistance to their bone fiends when they are made, all based on the Void symbols they know. Symbols particularly associated with the undead will have a much greater impact than more esoteric arcana. Primary Attributes: Intelligence See also: FIENDS OF GAMALOTH, YITHMAKRA'S CHOSEN, BONE REAPER
Duration : Permanent Minimum Cost: 200 mana Range : Target Corpse Recast Delay: 60 Hours Syntax: Cast 'Bone Reaper' corpse scythe : Cast 'Bone Reaper' corpse sickle With this spell, a necromancer may fashion a weapon for themselves from the bones of a corpse. The scythe variation may be used as a staff, and a sickle will be an exotic weapon. Higher level corpses will generally produce superior results. When used on living beings in melee, the bone reaper will drain the target's life slightly, healing the wielder. When living beings are killed with a bone reaper, it will create a reserve of mana within the weapon, which will be used to reduce the costs of the necromancer's spells. This reserve will deplete with usage. Only necromancers may wield a bone reaper. Primary Attribute: Intelligence
Duration : Level/2.5 Hours Minimum Cost: 45 mana Range : Single PC or Mob Syntax: Cast 'Wither' With this spell, a necromancer may attempt to wither the flesh of their enemies. This will cause more damage than the drain spell. Additionally, this has a chance to cause a penalty to the target's strength and dexterity. The penalty may be applied up to thrice at once. Primary Attribute: Intelligence, Wisdom
Duration : Level/6 Hours Minimum Cost: 80 mana Range : Caster Only Syntax: Cast 'Direfeast' With this spell, a necromancer may enchant their fiendish minions to draw on the life of their enemies. The fiends will heal back a portion of damage dealt in melee, so long as they are fighting a living enemy. Unmaking a fiend while this spell is active will heal the caster. Primary Attribute: Intelligence See also: FIENDS OF GAMALOTH, UNMAKE ABOMINATION
Nightfall
The malefactor learns to cut symbols of power into themself, and swears their undying soul to demonic patrons who, in turn, grant the scholar vast power to dominate foes.
Only evil characters may chose the Path of Nightfall.
Nightfall loses these Major Void spells: Lesser Demon Summon, Demon Summon, Banish, Demonic Control.
Skills
Duration : 3 Hours Maximum Cost: 109Range : User's Squishy Body Syntax: Inscribe <symbol> self Scholars of Nightfall dispense with the intermediaries that are demons, and scribe their symbols directly upon their own bodies before infusing them with power. A single body has room for at most four inscriptions, though depending on the symbols, not all might be empowered at once. Documentation for the abilities granted by empowering bonds are found under the name of each bond. All Void scholars are expected to search far and wide for the symbols they require. Primary Attribute: Constitution See Also: INSCRIBE, BONDS, SYMBOLIC EMPOWERMENT, SEVER BOND
Syntax: automatic
Only those who follow the path of Nightfall come to fully understand and
embrace the power of night, coming into their own as children of that very
darkness. Duskfall marks a time of power for these few, who will enjoy an
increase to hitroll, damroll, and resistances during the night. These
bonuses will increase in power until midnight, then gradually fall off until
vanishing completely at the break of dawn. Higher skill allows the mage to
maintain the peak bonuses for a longer duration, while those of eviler bent
will be more greatly empowered. As this energy is drawn from night itself,
the scholar will receive its benefits regardless of whether his immediate
surrounds are illuminated.
Primary Attribute: Intelligence
Spells
Duration : Instantaneous Minimum Cost: 125 Mana Range : Caster Only Syntax: Cast 'Symbolic Empowerment' With this spell, a scholar of Nightfall will attempt to empower all symbols they have carved into their flesh, converting them into bonds. An imperfectly- scribed symbol cannot be empowered; the caster must wait until the symbol has left their skin to attempt it again. This spell will only empower as many slots as the caster has open to them. Documentation for the abilities granted by empowering bonds are found under the name of each bond. All Void scholars are expected to search far and wide for the symbols they require. Primary Attributes: Intelligence, Constitution See also: BONDS, SIGN OF FLESH, SEVER BOND, INSCRIBE
Duration : Instantaneous Minimum Cost: 10 Mana Range : Caster Only Syntax: Cast 'Sever Bond' <slot number/empowerment effect> This spell will cease empowerment of a Nightfall scholar's symbolic bond, of the caster's choosing, restoring slightly greater than the per-tick mana cost of the bond. Documentation for the abilities granted by empowering bonds are found under the name of each bond. All Void scholars are expected to search far and wide for the symbols they require. Primary Attributes: Intelligence, Wisdom See also: BONDS, SIGN OF FLESH, SYMBOLIC EMPOWERMENT, INSCRIBE
Duration: 2 hours Minimum Cost: 35 mana Syntax: cast 'dread wave' Calling on the kernel of fear in the hearts of all mortals, a mage of nightfall may blast his foes with terror. This attack will deal fear-based damage to all in the room saved those grouped with the caster; in dark rooms, the damage will be increased and more difficult to save against. Any who fail the save are briefly overrun with panic, becoming temporarily more vulnerable to fear. Primary Attributes: Intelligence, Charisma
Duration : 1 Hour Minimum Cost: 100 Mana Range : Target non-Caster PC Syntax: Cast 'Vortex' <target> In recent years, scholars of the Nightfall have rediscovered this ancient technique of drawing an opponent into the a pocket of the Void. This spell draws both caster and target there for the duration and initiates combat between the two. Within this timespan, there is no escape but death. A planar barrier against Void is a perfect defense against this spell, as is a certain divinely-granted invocation of freedom. A person who is anchored to the earth will not be entrapped, either. When the target is immobile, the caster will be sent to the Void alone. After the spell is over, both caster and target, or the corpses thereof, will be returned to the place the spell was cast. Primary Attributes: Intelligence, Wisdom
Demonic Patrons
In addition to gaining the power to bind symbols to themselves, malefactors choose three demonic patrons when they choose the Path of Nightfall. The choice of demonic patrons is permanent, as it represents your character’s special relationship to these demons. Each patron grants a specific skill or spell.
A-I
Duration: 1.5 + (level / 20) hours Minimum Cost: 30 mana Cooldown: 12 - 15 hours, varies by skill Syntax: cast 'nightstalk' Taking direction from his master's guile and hunting prowess, a dedicant of the demon lord Agduk may learn to blend himself into the night. Such a one will become invisible as per the invisibility spell, going unseen to the unaided eye. The true power of this working becomes evident, however, when the caster is in a darkened room; there, he will be completely invisible even to those who can see the invisible, save for those who are of higher level than him. Thus may the servitor of Agduk stalk his prey through shadow and night. Primary Attributes: Intelligence, Dexterity See Also: INVISIBILITY
Duration : Level/20 Hours Minimum Cost: 70 Mana Range : Caster Only Demon Lord: An'Akarta Syntax: Cast 'Flame of Logor' This spell invokes the endless fires of An'Akarta, the Flame of Logor into the caster's weapons. Every melee attack they make will be increased by an amount proportional to both their level and their gradation of red aura; roughly around thirty points at absolute maximum. This spell cannot be cast by anyone with any measure of golden aura. Primary Attributes: Intelligence See also: SHADOW BARBS
Duration : Level/6 Hours Minimum Cost: 70 Mana Range : Caster Only Demon Lord: Ashur Syntax: Cast 'Aura of Silence' The Great Dragon of the Void bids all the world be silent. While this spell is active, the caster is surrounded by a profound silence. All present in the room must make a save in order to communicate verbally or cast spells; bards will be unable to begin songs at all. Out-of-character communication is unaffected by this spell. This spell cannot be cast by anyone with any measure of golden aura. Primary Attributes: Intelligence See also: KARMA
Duration : Level/16 Hours Minimum Cost: 80 Mana Range : Single PC or Mob Demon Lord: Bahhaoth Syntax: Cast 'Profane Flesh' <target> This spell draws upon the sickening power of the Queen of the Sea that Is Not, Bahhaoth, to defile the flesh of its target. While afflicted, any water-based healing used upon this unfortunate will be reduced to nearly nothing. This spell cannot be cast by anyone with any measure of golden aura. Primary Attributes: Intelligence, Constitution See also: KARMA, CURE CRITICAL, etc
Duration: 24 hours Minimum Cost: 45 mana
Range: PC or NPC, globally
Syntax: cast 'fetid divination' <entrails> <target> past
cast 'fetid divination' <entrails> <target> present
cast 'fetid divination' <entrails> <target> future
The demon sage Barkja is a purveyor of knowledge, a characteristic oft
shared with his disciples. One who has dedicated herself to his guidance
will gain insight into the divination of past, present and future, learning
to study each of those as they pertain to an individual. This divination
requires the studying of entrails; sufficiently-powerful entrails must be
used for the target creature, who need not be in the same room as the
caster.
Divining the past informs the caster of all the areas the target has been in
recently, in no particular order. This is generally only useful against
other adventurers.
Divining the present informs the caster of the details of the target's
group, and listing of effects.
Divining the future is always a tricky business, but a successful casting
will fill the mage with subconscious knowledge of the target's future as it
pertains to the caster. This will grant the caster the ability to evade
attacks made by the target should they fight, at the cost of a small amount
of mana per successful evasion. Remembering a future is difficult, and no
caster may remember more than one future at a time; furthermore, he must
wait for his memory to fade before divining another future. Past and
present divination may be used at any time.
Primary Attribute: Wisdom
Duration (room): 4 hours Minimum Cost: 110 mana Duration (effect): 1 hour or remaining web time, whichever is lesser Syntax: cast 'web of oame' Drawing on the marshes and mires of Oame, this spell conjures forth a web of dark magic into the room. Any who enter the room thereafter, including the caster, may be caught in the web; those with higher dexterity might manage to avoid it, though even they will be briefly lagged while carefully picking their way by. Those who are caught will suffer from reduced dexterity and slowed actions, as per the slow spell; moreover, they will be completely unable to leave the room through mundane means. Should such a one manage to escape through magical means, the sticky webbing will remain on them, binding them to their new location just as the old. Primary Attribute: Intelligence
Duration : 12 Hours Minimum Cost: 100 Mana Range : Single Other PC Demon Lord: Isetaton Syntax: Cast 'Labyrinth' <target> This spell casts the target into the prison of flesh that is the demon Sultan Isetaton. This leaves them unharmed but trapped either until they find the way out or the labyrinth collapses in on itself and they are expelled. In either case escape will cause significant harm; they will be returned to where they came from when they are free. Anchor and certain divinely-granted invocations of freedom will outright prevent this spell from taking hold. In any case where the spell fails, combat will be initiated. This spell cannot be cast by anyone with any measure of golden aura. Primary Attributes: Intelligence, Wisdom See also: KARMA
K-X
Duration: See Text Minimum Cost: 45 mana Syntax : Cast 'verdict of Khamurn' <target> A dedicant of Khamurn may use this working to call down the merciless judgement of the Magistrate of the Void. There is no justice to this action: it deals more damage the lower its target's hit points are. So too is it more difficult to save against the damage caused by this spell as the victim grows more injured. The Verdict of Khamurn can only strike a single victim once every eight hours, though the caster may otherwise use it freely. Primary Attribute: Intelligence
Duration : Permanent Minimum Cost: 200 Mana Range : Single Inventory Weapon Recast Delay: (105-Level/2)/2 Hours Demon Lord: Nyogthua Syntax: Cast 'Scepter of the Arcanum' <weapon> This spell binds an acolyte of the Arcanum into the caster's chosen weapon. Once per round, such a weapon will attempt to invoke a curse of eyeblight upon the wielder's current target. This will strip the glow from an item carried by the target and periodically subject the wearer of this item to blindness. This spell cannot be cast by anyone with any measure of golden aura. This spell requires a trigon of binding inscribed in black yarrow to be cast. Primary Attributes: Intelligence See also: BLINDNESS
Duration: 2 hours Syntax: automatic Few if any can match the raw sensuality of the demon-succubus Pricina, nor her ability to intermix both pain and pleasure. Those of nightfall who pledge to her gain a small measure of this power; in particular, whenever such a one casts the drain spell at a victim, there is a chance the target will find it a pleasurable experience. Subsequent castings will be more and more effective as the victim finds less and less will to resist its power, an effect which stacks to a point. Though this state does not last long, each new casting will both renew and intensify it. The increased effectiveness of the drain spell applies to both the damage dealt and the amount of life restored to the caster. Primary Attribute: Charisma See Also: DRAIN
Duration : Level/20 Hours Minimum Cost: 50 Mana Range : Single Gold-Auraed PC or Mob Reuse Delay: Level/10 Hours Demon Lord: Tzakmeqiel Syntax: Cast 'Touch of the Desecrator' <target> This spell draws the power of dread Tzakmeqiel the Desecrator into the hand of the caster. Should this spell succeed upon its target, any and all rooms they are present in will be treated as if they were desecrated in all ways. This spell cannot be cast by anyone with any measure of golden aura, nor can it be cast in a sanctified room. Primary Attributes: Intelligence See also: DESECRATION, KARMA
Demon Lord: Vaeshir Syntax: Automatic With this skill, a scholar of Nightfall draws upon a shard of the very will that drives the Grand Vizier of Logor, the demilich Vaeshir. All bonds they maintain will have the cost reduced by an amount proportional to their percentage in this skill. The cost may not be reduced below 1 mana per tick. Primary Attributes: Wisdom, Charisma See also: BONDS
Duration : Permanent Minimum Cost: 200 Mana Range : Single Inventory Item Recast Delay: (105-Level/2)/2 Hours Demon Lord: Xthjich Syntax: Cast 'Armor of the Oppressor' <item> This spell binds a devourer of Iilim, one of Xthjich's multitudinous legions, into one of the caster's pieces of armour. The devourer will only tolerate being bound into armour meant for the hands, the arms, or the torso. While bound and worn, the devourer will shoulder the burden of these items, making them effectively weightless for the purposes of calculating encumbrance. Further, while worn, any time the bearer makes a kill, the armour class bonus of these items may increase; this will fade gradually over time. This spell cannot be cast by anyone with any measure of golden aura. This spell requires a trigon of binding inscribed in bitterthorn to be cast. Primary Attributes: Intelligence, Strength See also: ARMOUR CLASS, KARMA, ENCUMBRANCE
Mixed Spheres
All scholars have the option of choosing a minor field of study to complement their major, a choice which grants them access to the lesser spells of that sphere. The increased awareness of both forms of magic sometimes lends greater insight into the Art than either alone, allowing for certain ‘mixed-sphere’ abilities, such as fire and earth combining to form lava.
Void/Fire
Calling upon the servants of Xthjich, these devotees become his soldiers, shrouding themselves in smoke and breathing fire.
Skills
Syntax: Automatic With this skill, should a scholar cast infravision on themself, they will gain the ability to see those hidden in shadows and camouflaged. Cast on others, the spell functions as normal, and should this skill fail, the user may simply attempt to cast the spell again. Primary Attribute: Intelligence, Charisma
Spells
Duration : Level/5 Hours Minimum Cost: 35 Mana Range : Caster Only Syntax: Cast "Mantle of the Maevis'Hra" This spell will swath the caster and all demons bound to them in smoky shrouds like those called by the dread cult of the Maevis'Hra, summoners of Kzroth, Lieutenant to Xthjich. This provides a chance to evade melee attacks for the duration. Primary Attributes: Charisma, Strength
Duration : 0.5 + (Level/14) Hours Minimum Cost: 45 Mana Range : Single PC or Mob Syntax: Cast 'Ashes of Logor' <target> With this spell, a scholar may call forth ash shed by the dread An'Akarta, Flame of Logor. Should they strike true, the ashes will cling to the target, negating the sanctuary spell and preventing its re-application for as long as the ash remains. Furthermore, any attempt to heal them with water magic will fail. This spell cannot be cast by anyone with any measure of gold aura. Primary Attribute: Charisma, Strength
Duration : 4 Hours Minimum Cost: 160 mana Range : Caster Only Recast Delay: 7.5 Hours Syntax: Cast 'Infernal Apotheosis' This spell calls forth a dread devourer of Iilim, one of Xthjich's dread minions to briefly inhabit the body of the caster. While so affected, their hit points, saves, and resistance to fire will all be significantly increased. In combat, they will breathe black fire upon their foes. As well, the presence of the possessing spirit will give the caster a weakness to holy damage, and should they attempt to speak or emote, the devourer will instead speak with their voice. The spirit is also able to force the caster to attack spirit scholars and templars that they pass by; they will also find it more difficult to flee from combat. When demonic possession ends, the spell's recast delay begins and the caster will immediately be forced to a resting position. Their hit points and mana will be reduced by half due to the force of the demon leaving. They will also suffer a penalty to his maximum health relational to their level. The exorcism spell can prematurely force the demon out of the caster. This spell may not be cast in a sanctified room, nor may one possessed enter such a room. A planar barrier against Void will also bar entry. When this spell is cast, if the caster is affected by spirit shield, protection evil or focus mind, those spells end. It is possible to attempt to cast this spell with gold aura. It is not a good idea to do so. Primary Attribute: Intelligence, Charisma See also: EXORCISM
Void/Water
By adopting the mantle of Bahhaoth of the Dead Sea, these magi leech health from ally and enemy to replenish their own.
Skills
Syntax: Automatic With this skill, whenever the scholar attempts their primary maledictions (blindness, curse, or plague), they will also deal damage to the target, healing themself in the process. Primary Attribute: Intelligence, Charisma
Syntax: Automatic Whenever a caster with this skill attempts one of their Void maledictions, that is, blindness, curse, plague, agony, defile defenses, and shadow barbs, the target must save against both negative and cold, making the spells harder to resist. Primary Attribute: Intelligence
Spells
Duration : Permanent Minimum Cost: 200 mana Range : Single Inventory Weapon Recast Delay: (105-Level/2)/2 Hours Syntax: Cast 'Crest of Bahhaoth' <target> Those magi of Void who also learn the magics of water may call upon their innate connection to the Sea that Is Not and draw forth a dread ul'ashil into their own weapon. This binding may only be cast at night, and the caster must have at least a faint red aura to be able to make such a binding. While a weapon so bound is wielded in combat, if the caster has demons bound to them the ul'ashil will draw health from the demons into the caster. This harms the demons, but so what? This spell requires that the Spiral of Bahhaoth be scribed in the caster's own blood for the binding to succeed; it will be consumed with the casting. Primary Attribute: Intelligence, Charisma See also: INSCRIBE, BINDING RITUALS, SYMBOLS, KARMA, RUNE OF LIFE
Duration : Instantaneous Minimum Cost: 500 mana Range : Target PC's Ghost Syntax: Cast 'Soulbind' <target> Reuniting a body and ghost are not necessarily a trivial task, but this may be accomplished through a binding ritual that presses the ghost into place much as a demon might be forced into a weapon. The target will be resurrected with no outward adverse effects, and be carrying any items previously on the corpse. The body and the ghost both must be present for the casting to be successful. A trigon of binding scribed in the caster's own blood must be present for this binding to succeed; it will be consumed with the casting. Primary Attribute: Wisdom, Charisma