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Dark magic
Dark magic is by no means "bad" or "evil", it is magic focused on avoiding direct conflict with an opponent and often works in a sublte manner.Low tier spells
Create Image Cooldown: 5 minutes Cast time: 5 secondsAn image is created, it has no physical properties except that it is visible. It is completely controlled by the caster and cannot be moved more than 50m away from them. The spell lasts for 2 minutes per level and requires the concentration of the caster. The image cannot be larger than 3m in any dimension.
Cripple Cooldown: 3 minutes Cast time: 3 seconds
A target within 100m is struck by crippling pain and weakness. They can barely stand, much less fight. Exceptionally strong or tough targets will find the effects lessened. The spell lasts for 60 seconds per level but requires the caster's full concentration to maintain.
Curse Cooldown: 3 minutes Cast time: 2 seconds
The target becomes cursed by bad luck, what should have just about hit a target will miss, what should have been a bullseye shot will be off to the side. The spell lasts for 5 minutes per level but requires no concentration.
Invisibility Cooldown: 10 minutes Cast time: 20 seconds
The caster and personal objects they hold become invisible for the duration of the spell. They will shimmer slightly in intense light or underwater but even then are still very hard to spot. If they touch something or someone not invisible the invisibility will fade until they stop touching such an object (the exception being the floor). Upon casting the caster will slowly fade over the course of 11 seconds less 1 second per level. The spell lasts 60 seconds per level but requires no concentration.
Mind blast Cooldown: 30 seconds Cast time: 2 seconds
A focused blast of mental energy is thrown at the target. They can completely deflect the damage if they have more willpower than the caster but the more that the caster has than they do the more damage they will take. If the caster has enough then they can kill the target by simply blowing apart their mind. Each level gives a 15% willpower boost to the caster.
Read Mind Cooldown: 2 minutes Cast time: 5 seconds
The caster sees into the mind of the target and can hear their current thoughts, if the target is aware of this at casting then they can deflect the spell if they have more willpower than the caster. If the target is aware or becomes aware of this then they can attempt to break the connection by summoning enough willpower and forcing the caster out. Each level gives the caster a 10% bonus to their willpower for such a conflict (but not the initial casting). The spell lasts for up to 1 minute per level and requires the concentration of the caster to maintain.
Read mind allows the caster to know everything that is passing directly through the conscious mind of the target, they cannot access memories and thoughts that are not conscious and current.
Shapeshift Cooldown: 30 minutes Cast time: 5 minutes
The caster turns themselves into a comparably sized creature of some kind. They cannot grow or shrink more than 30% of their real size nor will they take on magical properties of what they become, only physical ones. The spell lasts for up to 1 week per level after which it will revert. At level 10 the caster may use the spell on a willing or unconscious target instead of themselves if they wish. The caster may cause the spell to revert early if they wish. The spell is able to mimic specific features such as faces.
Transmute Cooldown: 30 minutes Cast time: 60 seconds
A metal is transformed into a different (non-radioactive) type of metal. This is a touch spell and up to 2 litres (2003cm) per level of metal or stone may be transformed per casting. The spell lasts only 24 hours after which the metal will revert to it's original form.
Mid tier spells
Collapse Cooldown: 60 minutes Cast time: 60 secondsThe caster places their hands onto a building and while the spell is in effect the foundations will slowly turn to sand as will the substances holding the building together. Normal buildings will fall after only minutes of this spell while walls and reinforced structures can take days. The spell lasts for 5 minutes per level and requires the full concentration of the caster.
Control Mind Cooldown: 30 minutes Cast time: 10 seconds
The target's mind is taken over by the caster, they see through the eyes of their target and force their willpower upon them. The caster is given a 20% boost to their willpower per level of the spell and if at any time the target manages to overpower the caster in terms of willpower the spell will be instantly broken. The spell lasts for as long as the caster can maintain the control (line of sight need not be maintained) though the caster will obviously be unable to do things with their own body while controlling the mind of another.
Weaker targets will be completely unable to fight the effects of the spell at high levels and if cast by a willful caster.
Darkness Cooldown: 20 minutes Cast time: 10 seconds
All light sources within 60m of the caster dim to a quarter of their normal amount, the suns rays in that area will dim to a tenth of their normal and the rays of the moon will be completely removed. The light is altered when it enters the area of the spell, not at the source. The spell lasts 5 minutes per level but requires no concentration.
Doom Cooldown: 20 minutes Cast time: 3 seconds
Up to 3 targets become doomed, all damage dealt to them will increased by 30% per level of the spell and their location will be known to the caster as long as the spell remains. The spell lasts for 1 day per level of the spell but requires no concentration. The spell has a range of 100m.
Mass suggestion Cooldown: 20 minutes Cast time: 60 seconds
100 targets per level become much more susceptible to the words of the caster, those with more than half the willpower of the caster will not be affected and those that realise they are under the effects of the spell will cease to be affected by it. Each level also grants the caster a 20% willpower boost for the purpose of placing people under the effects of this spell. The spell lasts for an hour but requires no concentration.
Telepathy Cooldown: 5 minutes Cast time: 5 seconds
The caster links minds with the target allowing them to speak thoughts to each other. The target can break off the connection at any time. The spell lasts 60 seconds per level and requires the caster's concentration to maintain.
High tier spells
Morph Land Cooldown: 24 hours Cast time: 60 secondsThe land within 10m of the caster per level slowly moulds itself to the caster's will. Earth moves very slowly, 1 metre over the course of 24 hours. Using this spell it is however possible to create very interesting terrain. The spell lasts for 1 hour and requires the caster's full concentration to maintain.
Puppet Master Cooldown: 60 minutes Cast time: 10 seconds
The target has a small mental splinter placed in their mind. The caster can whisper thoughts into the mind of their target and over time can make them do what they want. The spell lasts for 5 weeks per level of the spell but requires no concentration to maintain.
Split Mind Cooldown: 24 hours Cast time: 5 minutes
The caster places a portion of their mind into the mind of a willing target. From here they can communicate instantly with the target via thought. The spell allows 1 target per level though each casting only targets one mind at a time. If a carrier of any of the splits is killed then the caster will fall unconscious for 12 hours, if another is killed in this time then the caster will die. Splits can only be removed by the caster and require touch. The spell lasts until removal or death but requires no concentration.
Master tier spells
Ghost army Cooldown: 120 hours Cast time: 60 secondsA force of up to 2500 men per level of the spell is created. It can take the form of any force that the caster imagines and move as far from the caster as wished. The illusion cannot move faster than the speed of a galloping horse. It will kick dust into the air and appear to be completely real until touched at which point the physical object will simply move through it. The caster has a large amount of control over the illusion and can cause parts of it to die as needed.
The spell requires the caster's concentration to control but when not being directly controlled requires no concentration. It will last up to 5 days.
Simulacrum Cooldown: 30 minutes Cast time: 1 second
1 Simulacrum is created per level, each is a perfect replica of the caster and any changes to the caster's physical appearance will instantly appear on all simulacrums. Each Simulacrum is completely insubstantial and cannot move further than 300m away from the caster. The caster is able to instantly swap positions between himself and any of the simulacrums and the change will not be apparent. Simulacrums can be destroyed by striking them with a physical object. The spell requires no concentration from the caster and will last up to 10 minutes. The caster cannot see through the simulacrums.