College of Darkness

These spells are recent additions to the knowledge of the Wizards of Darkness. Some of these spells are novel or known only by a few adepts. Spells that do not require END to maintain have their endurance cost in parentheses.

Black Flames
This spell allows the caster to create a small fire with black flames, emitting no light but providing warmth to those within its effective radius. The source for this fire is a lump of coal, which is consumed when the spell expires.
Power: Life Support, Intense Cold (Infrared, Audible, Tactile Effects)
Modifiers: Area Effect (Radius) (1), Single Recoverable Charge lasting 12 hours (Crush coal to cancel) (1/4); Costs END to cast (-1/4), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring, OAF – Lump of coal, consumed but easy to replace (-1), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4). Active Cost = 7 points.
END Cost: (1); Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.

Cone of Darkness
The ring of the caster projects a cone of darkness that hides everything inside from sight. The cone moves at the direction of the Mage, much as a flashlight would project light. Only the magically attuned vision of a Darkness Mage can pierce this gloomy ray.
Power: Darkness to Sight Group, 4" Radius
Modifiers: Personal Immunity (+1/4); Only dark within a cone inside the radius (-1/4), Only targeted on caster (-1/4), No Range (-1/2), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures throughout (point cone) (-1/2), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 11.

Dark Puppet
Upon casting this spell, the actions of the Wizard’s shadow are reproduced in the physical world. Thus, if the Wizard’s shadow throttles a target’s shadow, the victim will begin to gag and choke for air. Likewise, if the shadow of a weapon is grasped, the actual weapon will move according the commands of the Wizard. Due to the difficulty of maintaining the actions of his shadow, however, the Wizard must maintain a sharp focus throughout the duration of the spell. This spell will not function if there are no shadows.
Power: 10 STR Telekinesis
Modifiers: 1/2 DCV Concentrate throughout (-1/2), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures throughout (Direct shadow) (-1/2), Must have 20 points in college of darkness (-1/2), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), Limitation: Telekinesis must align with shadow(s) of caster (-1/2). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 4.

Deep Shadows
This spell causes an area of shadows to expand and throw a 1" radius area into utter darkness. Only the eyes of the caster, attuned to the world of darkness, can pierce the gloom.
Power: Darkness to Sight, 1" Radius
Modifiers: Personal Immunity (+1/4); Must have deep shadows or darkness within radius (-1/2), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), Caster must remain silent throughout duration (-1/4). Active Cost = 12 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.

Endless Night
The target of this spell is enshrouded in an endless, pitch black void which no sight can penetrate. Movement is not possible within this void, although the target can believe he is advancing. He can attack and defend normally, although with less effect due to sight restrictions.
Power: 2d6 Entangle, blocks sight group; can use accessible foci.
Modifiers: Entangle and character both take damage (+1/2); Limitation: entangle takes x2 BODY from light or fire-based attacks (-1/2), Costs END to maintain (-1/4). Active Cost = 30 points.
Power: Images versus tactile group
Modifiers: Linked to Entangle (-1/2), Only to perceive movement (-1/2). Active Cost = 20 points.
Combined: Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4).
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 12.

Gloom
Upon casting this spell, the shadows within an 8" radius of the target begin to spread and diffuse within the illuminated area, producing a region of gloom without any distinct shadows. Any creatures or objects hiding within the dark areas are immediately revealed.
Power: Change Environment, 4" Radius – Uniform Gloom
Modifiers: Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 20 points in college of darkness (-1/2), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 5.

Night Wings
With this spell, the character can transform himself, along with any possessions, into a common black bat. (See the HERO Bestiary for stats.) The caster gains all the unusual abilities of this creature, along with its limitations. He is unable to cast spells while in this new form.
Power: Multiform, Bat
Modifiers: Costs END to use (-1/2), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), Extra Time: Full Phase (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: Full phase.
Real Cost: 5.

Numbing Darkness
This subtle, but effective spell creates a thick cloud of mind-numbing darkness that saps the will to move. The spell feeds on the EGO of any creatures within its radius, leaving weak-willed creatures unable to summon the desire to escape. Only the strong are able to flee from this trap while the spell remains active.
Power: 2d6 Suppress EGO
Modifiers: Area Effect (4" Radius) (+1+1/2), Continuous (1). Active Cost = 35 points.
Power: Images to Sight/Infrared (Inky black cloud)
Modifiers: Increased Radius (4" Radius) (
1/2); Linked to Suppress (-1/2), Only to create cloud of inky darkness (-2). Active Cost = 22 points.
Combined: Requires a (Magic) Skill Roll which must be EGO-based (-1/2), 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4).
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 14.

Plane of Darkness
The caster can travel use this spell to travel to the plane of Darkness, then use it to return when his task his done. He is cloaked in sustaining energies that prevent the planar substance from ravaging both his mind and body. The trigger to return the caster to his starting plane is determined at the time the spell is cast. Usually this is a simple phrase or gesture.
Power: 20 Power Defense
Modifiers: Useable by one other (
1/2), Persistent (1/2); Only on the plane of Darkness (-1/4). Active Cost = 40 points.
Power: Extradimensional Movement, Starting Plane, 2x Mass
Modifiers: Trigger (Any) (
1/2); Linked to Power Defense (-1/2). Active Cost = 37 points.
Power: Extradimensional Movement, Plane of Darkness, 2x Mass
Modifiers: Linked to Power Defense (-1/2), Only when in darkness (-1/4). Active Cost = 25 points.
Combined: Requires a (Magic) Skill Roll which must be EGO-based (-1/2), 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Must have 40 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), Extra Time: 1 Minute (-1-1/2).
END Cost: 10; Magic Roll: -10; Casting Time: 1 Minute.
Real Cost: 20.

Shades
A band of silken darkness forms across the eyes of the caster, protecting him from the blinding effects of bright light. His vision will otherwise be unaffected, although the glare from reflecting surfaces will be reduced to a comfortable level.
Power: 5 pts. Flash Defense
Modifiers: Costs END to maintain (-1/2), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4). Active Cost = 5 points.
END Cost: 1; Magic Roll: -0; Casting Time: 1/2 phase.
Real Cost: 1.

Shadow Form
The character transforms into a two dimensional shadow which continues to match his form and profile as he moves about. The strange moving shadow is difficult to perceive at night but stands out prominently in full daylight. While in this form, the character can pass through small cracks and holes in surfaces, but not through a sealed barrier. He is still vulnerable to light or fire-based attacks, but not to other attack forms.
Power: Desolidification (Affected by light and fire-based attacks)
Modifiers: Only through gaps in solid objects (-1/4), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), (-2 to others PER in darkness, 2 PER in daylight) (0), Extra Time: 1 Turn (-1). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.

Shadow Spy
The caster can employ any shadow that is visible and within range of this spell to serve as a spy. Once the spell is cast, he can both see and hear anything observed by that shadow, even if it belongs to a moving creature or target. When no light source is present to cast the shadow, such as after dusk, this spell will cease to function.
Power: Clairsentience to Sight and Sound, x4 range
Modifiers: Only to the current location of a targeted shadow (-1/2), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present near spell caster (equivalent to 20 or more people cheering) (-1/4), Extra Time: Turn (-1). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1 turn.
Real Cost: 7.

Shadow Script
A bottle of black ink is required to perform this spell. As the ink is used to write a message upon a tablet, it will slowly fade from sight. The message will only reappear when the conditions specified during the spell casting are satisfied. This spell is ideal for sending secret messages to an ally.
Power: Images to Sight
Modifier: 0 END Persistent (1/2), Continuous (1), Uncontrolled (1/2), Trigger (Any) (1/2); Only to display a message (-1), Costs END to cast (-1/2), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 20 points in college of darkness (-1/2), OAF – Black Ink and writing implement – Expendable but easy to replace, Black onyx ring (-1-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), Extra Time – 1 Minute (-1-1/2). Active Cost = 35 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1 Minute.
Real Cost: 5.

Shadow Stalker
This spell will summon a stalker from the dark planes to hunt down and strike at the foe of the Wizard. Upon successfully casting this spell, a stalker is transported from his home and begins moving from shadow to shadow, waiting for an opportunity to strike. When the victim is standing in shadows, the stalker will move in for the kill. Should the target spot the stalker by means of a successful PER roll, he can dismiss the beast by means of a successful Dispel.
Power: 2d6 RKA versus ED
Modifiers: Trigger (Target enters shadows) (1/4), Uncontrolled (1/2); Reduced Penetration (-1/4), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4). Active Cost = 52 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 15.

Shape Shadows
The spell caster can create and alter shadows within a 1" radius of the target hex, although he can not change the overall lighting level. This spell has little practical use, other than as a distraction or for entertainment value.
Power: Images to Sight
Modifiers: Only to create and alter shadows (-2), Gestures (-1/4), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), Caster must remain silent throughout duration (-1/4). Active Cost = 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.

Sphere of Annihilation
This inky black sphere will slowly annihilate any objects that cross its wandering path. The sphere is mentally controlled by the caster, and steady concentration is required to channel its movements.
Power: 2d6 RKA Energy Blast (Annihilation)
Modifiers: Armor Piercing (1/2), Penetrating (1/2), Area Effect (Any Area, Non-selective, Doubled) (1), Continuous (1), 1/2 END (+1/4); 1/2 DCV Concentration, only for an area greater than a hex (-1/4), Area must continue from last hex (-1/4), Gestures (-1/4), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), Extra Time: Full Phase (-1/2), Caster must remain silent throughout duration (-1/4). Active Cost = 127 points.
END Cost: 6; Magic Roll: -13; Casting Time: Full phase.
Real Cost: 28.

Sun Shade
Creatures that are normally susceptible to sunlight, such as Vampires and Wights, are rendered immune to the effects while this spell is in effect. The target must remain within sight of the Wizard, or the spell will be cancelled. If the magic skill roll is failed, the Wizard will see only darkness for a short time.
Power: Remove 35 points of “Vulnerability to Direct Sunlight” disadvantage
Modifiers: 1/2 END (1/4), Useable by Other at Range (3/4); 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4), Side Effect (2d6 Flash to Sight Group) (-1/2), Extra Time – Full Minute (-1-1/2). Active Cost = 70 points.
END Cost: 3; Magic Roll: -7; Casting Time: 1 Minute.
Real Cost: 13.

Wall of Darkness
A wall of utter darkness appears that will smother anybody that attempts to enter. Normal and magical light sources will cease to function within the wall. The smothering darkness will penetrate any defense, and only creatures that have no need to breath are safe from the effects.
Power: 2d6 Energy Blast
Modifiers: Area Effect (4" Line) (1), NND – Gas Attack (life support, hold breath) (1). Active Cost = 30 points.

Power: Images to Sight
Modifiers: 4" Radius (+1/2); Only to create wall of pitch black (-1), Linked to Energy Blast (-1/2). Active Cost = 15 points.
Combined: Gestures (-1/4), Requires a (Magic) Skill Roll which must be EGO-based (-1/2), Must have 30 points in college of darkness (-3/4), IIF – Black onyx ring (-1/4), x2 END in direct sunlight (-1/4), Doesn’t work if loud noise is present (equivalent to 20 or more people cheering) (-1/4).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 12.

College of Darkness

Lands of Tamriel, an Epic Fantasy Moritz Moritz