“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.
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.
Duration : Instantaneous
Range : Self Only Reuse Delay: 6 Hours
Syntax: Recover
Adventurers all learn a basic technique to draw upon the divine threads of
power that attune them to their altar and restore some lost hit points.
Primary Attribute: wisdom
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: gloomward
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
Level 3: dodge
Syntax: Automatic
Dodge is a melee defense skill focused on the avoidance of blows. It is
particularly difficult to dodge flails and polearms, and easier to dodge
whips. Dodge is the favored defense of rogues, but it is taught in many other
schools as well.
All aelin receive a bonus to this skill.
Primary Attribute: dexterity
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 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
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: 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 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 11: 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 14: distract
Duration : Up to 1 Tick
Range : Single Target Already in Combat
Syntax: Distract <target>
With this skill one may briefly distract a target who is already in combat,
temporarily directing blows onto oneself. The target will only remain
distracted for until the next tick, after which point they will resume
fighting their original target, if they are still present.
Primary Attribute: dexterity, charisma
Level 16: 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 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 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
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 24: energy leech
Syntax: Automatic
This skill allows the user to gain additional mana back when using energy-
restoring cantrips.
Primary Attribute: intelligence, charisma
See also: ENERVATING RAY
Level 29: bound fury
Syntax: Automatic
This skill causes the user to deal additional damage when wielding a
demonbound weapon, and even further damage against targets affected by the
sanctuary spell. This also renders it possible for the wielder's bound weapons
to disregard glyphs of frost.
Primary Attribute: strength, charisma
Level 32: flay
Duration : Instantaneous
Range : Single PC or mob
Syntax: Flay <target>
This skill allows one to wield a weapon with whiplike efficiency, flaying skin
and muscle away from bone. This will deal damage and penalize the target's
hitroll and damroll. The penalty is cumulative across multiple uses of this
skill.
Primary Attribute: dexterity
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 19: 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 26: 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.
This spell restores a portion of mana spent when casting it.
Primary Attribute: Intelligence, Dexterity
See also: MAGIC APTITUDE
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: shadowcloak
Duration : Level Hours Minimum Cost: 10 mana
Range : Caster Only
Syntax: Cast 'Shadowcloak'
This spell wreaths the caster in an aura of darkness, rendering wherever they
stand dark despite any light sources in the room.
Primary Attribute: Intelligence
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 : 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
Level 12: serpent's fang
Duration : Level/6 Hours Minimum Cost: 50 mana
Range : Target Weapon
Syntax: Cast "Serpent's Fang" <target>
This spell brands a weapon with a serpent's fang. This will poison the weapon
and render it unable to be removed for the duration of the spell. The caster
will find their maximum mana penalized for the duration. One may place this
spell upon a wielded weapon by casting it upon a person.
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.
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
Level 15: flesh of my flesh
Duration : Instantaneous Minimum Cost: 130 mana
Range : Caster only Recast Delay: 5 hours
Syntax: Cast 'Flesh of my Flesh'
This spell causes a bulbous lump of flesh to grow from the caster over a
period of several rounds; the caster may act freely while this grows. When
the spell is complete, a creature will be created, bound to the caster. It
will assist in battle but actively avoid taking damage. On occasion in combat,
the creature will make its target more susceptible to failing saving throws of
magical nature.
The creature will be transported with the caster if they use a phase door or
recall to their altar.
Primary Attribute: Intelligence, Charisma
Level 18: desecrate weapon
Duration : Level/6 Hours Minimum Cost: 50 mana
Range : Target Weapon
Syntax: Cast 'Desecrate Weapon' <target>
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.
One may place this spell upon a wielded weapon by casting it upon a person.
Primary Attribute: Intelligence
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.
Against other player characters, this spell is most effective against those
with gold aura, regardless of their actual alignment, but even with none
visible, it will hurt. It is ineffective against those with red aura. If used
while wielding a defilement-damage weapon, the damage will be both negative
and defiling; otherwise it is defilement alone.
Primary Attribute: Intelligence, Dexterity
Level 23: spectre
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
Level 25: bind demon
Duration : Permanent Minimum Cost: 100 mana
Range : Single Inventory Object Recast Delay: (105-Level/2)/2 Hours
Syntax: Cast 'Bind Demon' <target>
This spell binds a demon into a weapon (including glove weapons) or shield. A
trigon of binding must be present to do so; the material the trigon is
scribed in will change which demon is bound into the item.
Bind Demon subsumes and consolidates all prior Void templar binding rituals
under a single umbrella; for more information about the functionality
available, one may review the helpfiles for the former spells hunger of
grmlarloth, jaws of idcizon, mire of Oame, caress of Pricina, blade of
vershak, and defilement of Logor. There may yet be others to discover.
Failing this spell will cause damage to the caster. This spell cannot be cast
by anyone with any measure of gold aura.
Primary Attribute: Intelligence
See also: INSCRIBE, BINDING RITUALS
Level 25: 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 they are able to purge the demon from any
bound item.
Primary Attribute: Intelligence, Charisma
Level 27: 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 28: 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 30: phase door
Duration : Instantaneous Minimum Cost: 45 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. The passage through the void deals some
damage to the caster, unless they are under the effects of demonic possession.
In such cases no harm will occur.
Primary Attribute: Intelligence
Level 31: wail of the Banshee
Duration : 3 Hours Minimum Cost: 50 mana
Range : Caster's Group
Syntax: Cast 'Wail of the Banshee'
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, moreso if a vershak is bound into
their weapon. The unnatural power of this cry may potentially render anyone
affected unable to benefit from water-based healing for the duration.
Primary Attribute: Intelligence, Charisma
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: Gamalean emissary
Duration : Level/2 Hours Minimum Cost: 30 mana
Range : Caster Only
Syntax: Cast 'Gamalean Emissary'
This spell draws in some of the power of the great Tree of Death into the
caster. Any room they stand in will be considered as part of the gamalean
domain, and druidic anti-undead powers such as (but not limited to) rotsbane
will harm them.
This will cause the caster to return to the Temple of Conquest in Gogoth when
they recall, and undead creatures will be more likely to ignore them.
Primary Attribute: Intelligence, Constitution
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 their dexterity and
replicates the effects of the slow spell, reducing the number of attacks made
in a round and halving their healing rate.
Primary Attribute: Intelligence, Dexterity
See also: SLOW
Level 40: demonic posession
Duration : 3 Hours Minimum Cost: 50 mana
Range : Caster's Group
Syntax: Cast 'Wail of the Banshee'
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, moreso if a vershak is bound into
their weapon. The unnatural power of this cry may potentially render anyone
affected unable to benefit from water-based healing for the duration.
Primary Attribute: Intelligence, Charisma
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…