“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
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
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 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
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
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
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
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
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 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/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
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
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
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
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
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
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 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
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 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 This skill allows the user to gain additional mana back when using energy- restoring cantrips. Primary Attribute: Intelligence, Charisma See also: ENERVATING RAY
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
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
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
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
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
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 : 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
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 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
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 + 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: 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/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
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 : 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
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
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
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 : 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
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
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 : 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
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
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
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
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
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
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
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