“Remember these words, for if you do not, you will find yourself in dire peril.” – Ksakka Oyars, Studies in Demonic Bindings

Void templars delve into the outer layers of the void to gain power for victory. They study numerous means of debilitating their foes, both via weapon and spell; their signature is the use of demonbound weapons. The Void is a power of law and evil, and cannot be manipulated by any who are of chaotic or good mindset.


Introduction

First rising to prominence during the War of Night, Void templars are a fusion of both dark magics and martial force. Because of its shuddeni roots, they are the primary dedicants of this profession. However, it also has a substantial following amongst the aelin, forming the origin of its famously diabolic ginta. The srryn, too, have taken up the art, forming a distinctly Sithean Sept devoted to seeking its demonic power. The practice has appeal to other races, including both humans and nefortu, giving it particular allure amongst mercenaries.

Although learned in several powerful defensive techniques, Void templars are primarily offensive in nature. They study numerous means of debilitating their foes, both via weapon and spell. A Void templar’s signature, however, is his use of demonbound weapons. These nightmarish rites allow him to infuse his arsenal with unnatural speed, strength, or even the ability to leech life from his foes. Much like their counterpart, the Water templar, they focus on the sword and shield in concert. Despite this, it is not uncommon to see a Void templar occasionally employ a whip.

The Void is a power of law and evil, and cannot be manipulated by any who are of chaotic or good mindset. Srryn templars of the Void often follow their outcast god, Sitheus, while it is common for a shuddeni templar to serve Rveyelhi or Arkhural. However, Void templars need not honour any specific god, seeking instead to serve only their own power through pain.


Class Abilities

Click an ability name to see more details.

Skills

Level 1: Dagger
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
Level 1: Sword
Syntax: Automatic

One of the most commonly-produced and commonly-trained weapons in Avendar,
swords are simple to learn the basics of, but may take decades to master. The
only weapon with an entire profession dedicated solely to their usage, in the
hands of most others, swords are a particularly average weapon. Typically
slashing or piercing, they range from slender rapiers to massive two-handed
claymores.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Whip
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
Level 1: Shield Block
Syntax: Automatic

Shield block is the art of using a shield to ward off blows in melee. This
skill is primarily effective against daggers, and least effective against
whips, flails, maces, and axes. Shield block is the favoured defense
of of water and Void templars and most fighters, though other schools teach
the skill as well.

It's much harder to shield block after an arm has been boneshattered.

Primary Attribute: Strength, Dexterity
Level 1: Scrolls
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
Level 1: Wands
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
Level 3: Blindfighting
Syntax: Automatic

Those trained in the art of blindfighting will find themselves less hindered
in environments where they are unable to see. Their armor class and melee
defenses will be unaffected, if they are successful, allowing them to defend
with as much proficiency as normal. Possessing this skill also grants the
ability to see in the dark.

Primary Attribute: Wisdom, Dexterity

See also: BLINDNESS, PARRY, DODGE, EVADE
Level 5: Enhanced Damage
Syntax: Automatic

Most of the non-scholarly guilds offer their students training in heightening
the force of their blows. A higher skill will see better results at these
techniques, as will a better weapon.

Primary Attribute: Strength

See also: BRUTAL DAMAGE, PROWESS
Level 6: Second Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third 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

See also: DUAL WIELD, SECOND ATTACK
Level 7: Meditation
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
Level 8: Parry
Syntax: Automatic

One of the few skills taught by almost all guilds of Avendar, parrying is the
art of fending off an opponent's blows with one's own weapon. It is easiest to
do so with a staff, though polearms and spears are well-suited to it as well.
Swords and exotic weapons are neither good nor poor to one attempting to
parry, though gladiators will parry better with an exotic and swords parry
more effectively when wielded with both hands. Maces, axes, flails, daggers
and whips are in turn less and less suited to parrying with.

Fighters, by virtue of their training in a variety of techniques, will be more
skilled at parrying no matter what the weapon.

Wielding a weapon other than a sword or a spear in one's offhand will inhibit
parrying with the main hand, though gladiators learn techniques to parry
better while offhanding a whip. It is typically easier to parry when skilled
with one's own weapon.

It is particularly difficult to parry against daggers and whips, and easier to
parry polearms.

Primary Attribute: Dexterity

See also: DUAL WIELD, individual weapon helpfiles
Level 9: Fast Healing
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
Level 12: Dual Wield
Dual wielding is the ability to use an additional weapon in the character's
offhand. Weapons being dual wielded will suffer a slight penalty in the amount
of damage and have a lesser chance of iterative attacks. Weapon weight must be
considered with this skill, as only weapons lighter then the one being wielded
in the main hand are capable of being dual wielded. Swordmasters are exempt
from this restriction, and can dual wield nearly any two swords they can hold.
Certain unwieldy combinations of weapons will be more awkward to defend
oneself with.

Large-sized races, such as the chaja or alatharya, are able to hold certain
kinds of two-handed weapons with one hand, and dual wield them. The balance of
spears, staves, and polearms are such that this is not possible for these
weapons.

The ambidextrous trait, available upon creation and given to gladiators and
swordmasters automatically, reduces but does not remove the weight
restrictions (though swordmasters have none in either case).

Primary Attribute: Dexterity

See also: PARRY, AMBIDEXTROUS
Level 15: Flay
Duration : Instantaneous                          Weapon: Whip
Range    : Single PC or Mob

Syntax: Flay <target>

Practice at using whips for disciplinary action as well as entertainment has
taught skilled void templars to flay skin and muscle away from bone, both
dealing damage and applying a penalty to the target's strength. This penalty
is cumulative across mutiple uses of this skill. A whip must be either wielded
or dual wielded in order to use this skill.

Primary Attribute: Dexterity
Level 17: Shield Bash
Duration : Instantaneous                                       Cost: 6 Mana
Range    : Target PC or Mob

Syntax: Shield <target>

This skill may be used to slam one's shield into one's foes, lagging them.
This is slightly more effacious against the protective shield spell than
ordinary bashing. Targets who are asleep, sitting, or resting may not be
shield bashed.

Primary Attribute: Strength, Dexterity

See also: BASH, TRIP, LAG
Level 18: Third Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a third 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

See also: DUAL WIELD, SECOND ATTACK
Level 19: Haggle
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
Level 20: Inscribe
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
Level 22: Trance
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
Level 31: Shadow Strike
Duration : 1 Tick                                 Weapon: Sword
Range    : Current Opponent                       Minimum Cost: 15 mana

Syntax: Shadowstrike

Taking a cue from the fighting styles of swordmaster, Void templars have
created their own take on the meditative strike.  Shadow strike takes the
swift blow and imbues it with the darkening magics of Void, granting a chance
to blind foes who are struck by it.  Like meditative strike, the user will
recover more quickly if he is in form when he executes the technique.

Primary Attribute: Intelligence, Dexterity

See also: MEDITATIVE STRIKE
Level 36: Pestilence
Duration : As plague                                  Minimum Cost: Special
Range    : Target PC or Mobile and his Group

Syntax: Automatic

The pestilence skill enhances the user's castings of the plague spell. If the
plague spell is successful on a target, this skill causes the plague to
immediately spread to the target's groupmates, each successive person having
an increased penalty to resisting the disease. Every additional target beyond
the first will cost the caster an additional 3 mana.

Primary Attribute: Intelligence

See also: PLAGUE

Forms

Level 16: Form of the Wraith
                                                   Cost per Round: 20 mana

Syntax: Assume 'Form of the Wraith'

A combination of the magics of Void and the meditative stylings of the
swordmasters, the form of the wraith is a purely defensive form. While in this
form, the templar will take significantly less damage from all sources except
holy damage, to which he gains a vulnerability.

Primary Attribute: Intelligence, Dexterity

See also: FORMS, DAMAGE REDUCTION
Level 23: Form of the Asp
                                                   Cost per Round: 30 mana

Syntax: Assume 'Form of the Asp'

Delving into the meditative fighting styles of the swordmasters and melding it
with the magics of their sphere, Void templars have formulated the form of the
asp, a variant on both the form of the wasp and the viper, empowered by their
negative magics. Each round of combat while in this form, the templar may
deliver an asp strike, dealing strength and dexterity damage, and causing the
target to bleed. All of these effects are cumulative with each successive
strike.

Primary Attribute: Intelligence, Dexterity

See also: FORMS, FORM OF THE WASP, FORM OF THE VIPER

Spells

Level 2: Armor
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)
Level 3: Enervating Ray
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.

Primary Attribute: Intelligence, Dexterity
Level 4: Detect Invis
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
Level 5: Dim
Level 7: Blindness
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
Level 8: Invisibility
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
Level 10: Shield
Duration : Permanent                                  Minimum Cost: 75 mana
Range    : Caster Only

Syntax: Cast 'Icy Shield'

This spell forges a shield of pure, magical ice that only a water templar may
use. It confers benefits to hitroll and damroll, dependent on the level of the
caster. The chill of the shield will also provide a defence against fire
similar to that provided by the water scholar spell. Any icy shield that is
dropped or disarmed disintegrates immediately.

Primary Attributes: Intelligence, Charisma

See also: HITROLL, DAMROLL, DAMAGE REDUCTION, PROTECTION FROM FIRE
Level 11: Desecrate Weapon
Duration : Level/6 Hours                              Minimum Cost: 50 mana
Range    : Target Inventory Weapon

Syntax: Cast 'Desecrate Weapon' <weapon>

This spell fills a weapon with the essence of the Void, causing it to deal
negative damage. This spell cannot be used on weapons that are blessed or
reject evil wielders, nor on weapons that deal light damage. If a weapon that
is already cursed is desecrated, the duration of the brand will be doubled.

Primary Attribute: Intelligence
Level 13: Curse
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.
Wearing this item will slightly hinder the bearer's saves-- this effect lasts
for six hours, but the item will be permanently considered evil. Contrary to
popular mythology, a cursed weapon is no more useful against particularly holy
targets than any other.

When cast on a living being, 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
Level 14: Pass Door
Duration : Level/8 Hours                      Minimum Cost: 20 mana
Range    : Caster Only

Syntax: Cast 'Pass Door'

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.

Primary Attribute: Intelligence

See Also: RUNE OF EARTH
Level 16: Demonic Howl
Duration : 3 Hours                                    Minimum Cost: 50 mana
Range    : Caster's Group

Syntax: Cast 'Demonic Howl'

This spell allows the caster to scream with a demonic power. This will grant a
small measure of healing to the caster's entire group, and grant the caster
extra attacks immediately after its use. The unnatural power of this cry will
occasionally cause the caster's opponents to flee from combat.

Primary Attribute: Intelligence, Charisma
Level 17: Leech Rune
Duration : Level/6 Hours                              Minimum Cost: 40 mana
Range    : Single Inventory Weapon

Syntax: Cast 'Leech Rune' <target>

This spell scribes a demonic rune upon a weapon in the caster's inventory.
This rune will cause the weapon to bind to the hand of whomever wields it,
preventing it from being removed by any means. However, a leech rune will also
cause the weapon to penalize the wielder's maximum hit points. A weapon that
is bound with a demon will hold the rune for double the usual length of time.

Primary Attribute: Intelligence
Level 19: Poison
Duration (food, person): level / 16 hours               Minimum Cost: 10 mana
Duration (weapon): 6 hours
Range    : Single PC, Mobile or Item

Syntax: Cast 'Poison' <target>

When cast upon an animate target, this spell will penalize the target's
strength slightly and cause him to take damage every half-hour. This spell may
also be used to poison either food or drink, to cause the same effect once
consumed. Lastly, weapons may be poisoned as well, to afflict those struck
with the same poison.

Primary Attribute: Intelligence

See also: ENVENOM
Level 21: Harm
Duration : Instantaneous                              Minimum Cost: 35 mana
Range    : Single PC or Mob

Syntax: Cast 'Harm' <target>

This spell unleashes a concentrated burst of negative energy at its target,
dealing damage to them.

Primary Attribute: Intelligence
Level 22: Mire of Oame
Duration : Permanent                    Minimum Cost: 100 mana
Range    : Single Inventory Shield      Recast Delay: (105-Level/2)/2 Hours

Syntax: Cast 'Mire of Oame' <target>

This spell binds a fetid scion of Oame, one of the countless spawn of
Igray'iitu into a shield. So bound, this shield will evoke the chill of those
endless wastelands, and provide a measure of defense against the cold. In
addition, such a shield will be markedly more effective against weapons which
are not easily blocked, such as whips.

This spell requires that a proper trigon of binding be present for the
casting.

Primary Attribute: Intelligence, Charisma

See also: INSCRIBE, BINDING RITUALS
Level 23: Curse of Kijjasku
Duration : 4 Hours                                 Minimum Cost: 50 mana
Range    : Caster Only

Syntax: Cast 'Curse of Kijjasku'

A legendary shuddeni associated with the origins of Yithoul, Kijjasku is said
to have uttered the words to this curse upon his own death. If the caster of
this spell is killed while it is in effect, the curse will discharge and
attempt to blind, curse, and plague his killer.

Primary Attribute: Intelligence, Wisdom

See also: BLIND, CURSE, PLAGUE
Level 24: Hunger of Grmlarloth
Duration : Permanent                    Minimum Cost: 100 mana
Range    : Single Glove Weapon          Recast Delay: (105-Level/2)/2 Hours

Syntax: Cast 'Hunger of Grmlarloth' <target>

This spell binds a ravenous Grmlarloth into a pair of glove weapons. So bound,
as the wielder makes kills while wearing these gloves, they may gain a
temporary damroll bonus. This bonus is cumulative up to a finite limit, and
making successive kills will refresh the duration of this bonus.

This spell requires that a proper trigon of binding be present for the
casting.

Primary Attribute: Intelligence, Charisma

See also: INSCRIBE, BINDING RITUALS
Level 25: Plague
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
Level 26: Blade of Vershak
Duration : Permanent                    Minimum Cost: 100 mana
Range    : Single Inventory Weapon      Recast Delay: (105-Level/2)/2 Hours

Syntax: Cast 'Blade of Vershak' <target>

This spell binds a winged vershak into a weapon, causing it to take on a
little of that aspect. Weapons bound with a vershak may strike an additional
time each round of combat, but the effects are not cumulative. If the wielder
uses multiple weapons so bound, only one will be effective.

This spell requires that a proper trigon of binding be present for the
casting.

Primary Attribute: Intelligence, Charisma

See also: INSCRIBE, BINDING RITUALS
Level 28: Caress of Pricina
Duration : Permanent                    Minimum Cost: 100 mana
Range    : Single Inventory Weapon      Recast Delay: (105-Level/2)/2 Hours

Syntax: Cast 'Caress of Pricina' <target>

This spell binds a succubus into a weapon, causing it to take on a little of
their aspect. Each time the caster attacks with this weapon, there is a chance
they will drain some hit points from their opponent, healing themself, so long 
as the opponent is not one of the undead.

This spell requires that a proper trigon of binding be present for the
casting.

Primary Attribute: Intelligence, Charisma

See also: INSCRIBE, BINDING RITUALS
Level 29: Siphon Mana
Duration : Instantaneous                              Minimum Cost: 35 mana
Range    : Single PC or Mob

Syntax: Cast 'Siphon Mana' <target>

This spell opens a dark conduit between caster and his target, dealing no
damage but transferring the victim's mana to the caster. PCs will find
themselves significantly more drained by this spell than mobiles.

Primary Attribute: Intelligence
Level 30: Demonic Possession
Duration : 4 Hours                                 Minimum Cost: 160 mana
Range    : Caster Only                             Recast Delay: 7.5 Hours

Syntax: Cast 'Demonic Possession'

This spell calls forth a demonic spirit to briefly inhabit the body of the
caster. While so affected, his hit points, hitroll, and damroll will all be
drastically increased. As well, the presence of the possessing spirit will
give the caster a weakness to holy damage, and should he attempt to speak or
emote, the spirit will instead speak with his voice. The spirit is also able
to force the caster to attack spirit scholars and templars that he passes by;
he 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 and his hp and mana will be
reduced by half for the duration of the delay. He will also suffer a penalty
to his maximum health relational to his level. The exorcism spell can
prematurely force the demon out of the caster.

Demonic possession may not be cast in a sanctified room. When this spell is
cast, if the caster is affected by spirit shield, protection evil or focus
mind, those spells end.

Primary Attribute: Intelligence, Charisma

See also: EXORCISM
Level 32: Jaws of Idcizon
Duration : Permanent                    Minimum Cost: 100 mana
Range    : Single Inventory Shield      Recast Delay: (105-Level/2)/2 Hours

Syntax: Cast 'Jaws of Idcizon' <target>

This ritual calls forth a fanged idcizon to dwell within the caster's shield.
Once bound within, the shield will gain a bonus to both hitroll and damroll.
In addition, upon fending off blows from unarmed opponents, or when used in a
shield bash, the shield will bite at the wearer's foes, dealing damage.
Occasionally, it will bite at an opponent's weapons in combat, disarming them.

This spell requires that a proper trigon of binding be present for the
casting.

Primary Attribute: Intelligence, Charisma

See also: INSCRIBE, BINDING RITUALS
Level 33: Globe of Darkness
Duration : 3 Hours                                   Minimum Cost: 100 mana
Range    : Caster's Current Room                     Recast Delay: 5 Hours

Syntax: Cast 'Globe of Darkness'

This spell calls a ball of unnatural darkness down upon the caster's room,
leaving only the caster able to see clearly in that place. Ordinary light
sources and infravision will not be able to penetrate this darkness, however
the radiance spell will. Those who see through means other than eyes, such as
shuddeni or those affected by sensory vision, as well, will not be hampered.

Primary Attribute: Intelligence

See also: RADIANCE
Level 34: Blight of Adduthala
Duration : 2 Hours                                 Minimum Cost: 20 mana
Range    : Single PC or Mob

Syntax: Cast 'Blight of Adduthala' <target>

This spell is named in honour of Adduthala, one of the first leaders of the
Yithoul tribe. While it deals no damage, this spell penalizes its target's
saves and resistance to negative damage. The Blight grows more powerful the
more tainted the caster's soul is, and shuddeni are immune to the effects of
this spell.

Primary Attribute: Intelligence, Charisma

See also: DAMAGE REDUCTION, SAVES
Level 35: Defilement of Logor
Duration : Permanent                    Minimum Cost: 100 mana
Range    : Single Inventory Weapon      Recast Delay: (105-Level/2)/2 Hours

Syntax: Cast 'Defilement of Logor' <target>

This spell binds a minion of Logor into a weapon. The presence of this sort of
demon inside of a weapon will change the weapon's damage type to defilement.
In addition to being a form of negative damage, defilement will negate the
effects of the sanctuary spell.

This spell requires that a proper trigon of binding be present for the
casting.

Primary Attribute: Intelligence, Charisma

See also: INSCRIBE, BINDING RITUALS, SANCTUARY
Level 38: Embrace of Isetaton
Duration : 4 Hours                                 Minimum Cost: 25 mana
Range    : Single PC or Mob

Syntax: Cast 'Embrace of Isetaton' <target>

This spell calls upon the power of an aspect of the demon Sultan Isetaton, to
attempt to clutch at and hinder the target. This penalizes his dexterity and
replicates the effects of the slow spell, reducing the number of attacks made
in a round and halving his healing rate.

Primary Attribute: Intelligence, Dexterity

See also: SLOW
Level 40: Phase Door
Duration : Instantaneous                        Minimum Cost: 80 mana
Range    : Single PC or Mob in Area

Syntax: Cast 'Phase Door' <target>

A weaker variant of the gate spell, this spell affords the caster a similar
travel through the Void, but on a lesser scope. This spell may only be used
within the caster's current area, however, precise targetting is advised if
this spell is being used with a mobile as a target; a multiple-word target is
acceptable and often ideal.

It is not possible to phase door into a sanctified room. Targets in rooms
where magic cannot be used or that cannot otherwise be teleported into will
cause this spell to fail as well.

Primary Attribute: Intelligence, Dexterity
Level 42: Expel Demon
Duration : Instantaneous                              Minimum Cost: 60 mana
Range    : Single Demon-Bound Item

Syntax: Cast 'Expel Demon' <item>

The undisputed masters of binding demons, so too are Void templars able to
dismiss them. With this spell and a circle of protection scribed in silver
dust, they are able to dismiss the demon from any bound item.

Should the circle be flawed, the demon will still be removed from the object,
but they will not be dispatched to the Void; they will take out any lingering
disgruntlement at the binding at the caster of this spell.

Primary Attribute: Intelligence, Charisma

Blog Posts

A Post About A Class

Each character in Avendar has an adventuring class. The class determines the character’s abilities. Guilds are established throughout the land to help train characters in their class’s abilities. Click the class name below to view the details about the class’s abilities. The…
Read More

Other Classes