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 MAGIC

Each Magic School is Different and while you may study more than one due to two specializations slots, you still need to represent the magic you posses. If you study Voodoo or Shamanism, that must reflect in your character. 

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Each Magic adds +1 Intelligence per level. 

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ARCANE (Human Only)

This magic school deals with forces of the universe, bending matter and light of cosmos to do your bidding. 

Level 1 Spells

  • By manipulating energy around you you may generate a magic attack that can range up to 20 meters in reach. The grandeur of this attack is tied to your arcane level. Someone with level 1 Arcane magic may generate small projectile while level 5 Master may generate a whip, saw, a sword, etc for a single attack. (Intelligence vs Dexterity). 

  • You may create a magic shield as a way to defend yourself quickly instead of dodging. The shield spell don't require a roll and instead it automatically absorbs equal amount of damage to casters Arcane level. This is different from armor so armor penetration does not apply to it. Ex. Someone punched you for 6 successes, you have arcane level 3 and cast a shield as your way of defense, this means you take only 3 damage. 

  • You may alter gravity to allow yourself the ability to float up slowly. At level 3 you may fly slowly, at level 5 you have full flight. (Free Action)

Level 2 Spells

  • Your understanding of magic allows you to passively sense lingering spells in the area or items. 

  • Cast an ensnare spell up to 20 meter in range. It can be chains, tentacles, shackles, anything you imagine. (Normal Action)

  • You strengthen yourself mentally. Gain passive +1 to mental resistance rolls per level of Arcane.

Level 3 Spells

  • Cast a magic shroud in 20 meter range. This gives everyone a penalty of -2 to all physical actions unless they have ability to see through magic. (Normal Action)

  • Spend 5 turns to place a magic ward in a room that will prevent anyone from using teleportation magic to access it.

  • You may use momentum forces to zoom you 20 meters forward, giving you +3 to a next close range attack for that turn.

  • You infuse yourself with protection. Gain passive + 1 Armor. 

  • Break any wards that are cast by someone who is lower or equal Arcane level compared to your own. (Concentrate for 2 turns)

  • Cast a spell to alter the atmosphere around to make unseen things and beings visible. (Normal Action)

  • You now know how to put your magic attacks in stasis, freezing them in air if you wish, and then detonating them in explosion after certain amount of turns. (Intelligence vs Dexterity). 

Level 4 Spells

  • Cast a spell to slow down time itself in an area of 20 meters, everyone but you getting -3 penalty to all physical actions for number of turns equal to successes scored by you. (Intelligence roll)

  • Create a warp gate that will take you to a place where you previously casted magic at. (Concentrate for 2 turns)

  • Ward an item, to hurt someone for 1 damage per turn of them holding it, unless they are magically permitted to do so. (Concentrate for 2 turns)

  • You may ward a room from ethereal entities. This takes 5 turns to complete. 

  • Cast a spell that deals with causality, which in turn removes any curse. (Concentrate for 1 turn)

  • Your manipulation of cosmic energy is so powerful that now you may create a barrage of long range attacks, being able to hit up to 5 chosen targets with this area attack. (Intelligence vs Dexterity)

Level 5 Spells

  • You may imbue an item with a gravity ward, making anyone but you and those permitted to, unable to lift it. (Normal Action)

  • Cast a large stationary shield 10 meters around you, allowing you to protect yourself and others preventing any projectile attacks from entering or exiting it. People may walk in and out of it though, making close combat still an option. (You must Concentrate for as long as you use it)

  • Cast a spell to silence the area, as no sounds can be made or heard inside of it. (Up to 50 meters.) (Normal Action)

  • You may create a miniature blackhole that sucks everything towards it, giving everyone but you a -1 to all physical rolls. (Normal Action) You may keep casting it on subsequent turns, making the penalty stronger by -1 per turn spent on strengthening the black hole. 

    • At -2 penalty everyone's movement speed reduced by half. ​

    • At -3 penalty the black hole drags everyone 5 meters closer to it.

    • At -5 penalty no one but you is able to make any offensive or defensive actions in presence of the black hole. 

    • The black hole lasts for 2 turns after the last cast on it, and may never actually swallow anyone. 

  • Cast a spell to increase gravity in the area dramatically, a circle of 5-10 meter radius. Everyone inside that circle will feel initial pressure, allowing them a chance to dodge it. The damage is done as per usual and everyone who took 5+ damage will be stack under the pressure, giving them -5 penalty to all physical actions and dropping their movement to 5 meters per turn for the next turn. (Intelligence vs Dexterity). (Normal Action) This may be used on one self, in which case it causes no damage but can counter the pull of the black hole spell. 

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ELEMENTAL 

Manipulate elemental energies for attacks and defense. 

This magic is unique, for each level you not only gain +1 Intelligence but also one point mastery, which you may assign to any element. You need at least 1 mastery point assigned to an element to be able to use it. Each mastery point also improves special element bonuses, allowing you to fully max one element and get another one to mastery 2.  

Additionally you may pick Elemental magic as both of your Specializations. While you do need to level each individually, this does stack the Intelligence bonus of both and give you double the mastery points. 

  • Fire: All direct fire attacks have chance to set your target on fire once you score (5/4/3) damage on them. When on fire, the target will take 1 damage per turn unless they spend their action to put the fire off. 

  • Ice: The ice is a flexible element that provides, defense, debuffs, and even weapons. These spells last for a certain amount of turns though (3/5/scene). 

  • Electricity: Any direct attacks from your electricity attacks will give the target a penalty to their next action due to the jolt effect ( -1, -2, -3). 

Level 1 Spells

  • Control fire to a minor degree as long as it’s already there. This allows you to make it spread faster or even use it as a ranged attack. (Intelligence vs Dexterity) 

  • Control water to a minor degree as long as it’s already there. This mostly allows you to make water float and splash it, mostly useful in putting out fire. (Normal Action)

  • Create interference in the area, making the lights go in and out or blow up a single light bulb per turn. (Normal Action)

Level 2 Spells

  • Create powerful long range fire bursts/ice attacks/electricity arcs from a thin air, magnitude and shape of which depends on your Elemental level. (Intelligence vs Dexterity). 

Level 3 Spells​

  • You may freeze water and greenery around you with touch, even through clothing. When used on a person it gives them a frostbite, -1 penalty to all physical actions. This may be applied with hand to hand or ice weapon attacks. This effect stacks with itself. (Normal Action)

  • Set your melee weapon aflame or imbue them with electricity for +1 to Attack rolls. (Free Action)

  • Set your blood on fire whenever you bleed. This deals 1 damage if it lands on someone, or 1 damage per HP drained by a vampire. (Free Action)

  • Create an ice melee weapon. (Normal Action)

Level 4 Spells

  • Create a powerful ranged attack that will hit up to 5 targets with that attack. (Intelligence vs Dexterity). The nature of this attack depends on the element that you use. It may be fire rain or pillars, icicle barrage, or electricity arcs jumping between targets. 

  • You are immune to cold, being able to cover yourself in thin layer of ice, giving you +1 Armor. (Free Action)

Level 5 Spells

  • You are now immune to fire, being able to even set yourself aflame, giving you +2 to all hand to hand and melee attacks and anyone that hits you with their hand to hand combat will take 1 damage. (Free Action)

  • You are immune to electricity, becoming an electric tempest at will. Electricity short circuiting everything around you and destroying light bulbs as electricity arcs through you. Add +1 to all of your hand to hand and melee attacks, as well as anyone who hits you suffers a penalty based on your electricity proficiency. (Free Action)

  • Create a raging fire or electricity hurricane in up to 20 meter radius, where everyone takes 1 damage per turn. (Normal Action)

  • Create a blizzard in a 50 meter radius where everyone gets frostbite, -3 penalty to all rolls. while blizzard is active. This blizzard will also put out any fires in the area. This does not stack with other frost bite spells and does not effect undead. (Normal Action)

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NECROMANCY

Deal with death, spirits, curses, and even raise the dead to do your bidding.

Note: Fossils are mineral "Copies" of a dead thing not the dead thing itself, and many exhibits use Papier-mâché bones to fill in gaps (no one has ever recovered a complete fossil specimen of a complex creature) In other words, we are sorry to inform you that necromancy won't work on dinosaur fossils.

Level 1 Spells​

  • With the right tools, seer orb, Ouija  board, someone's corpse, etc, you may speak to the spirits of the dead.

  • You may see through the eyes of the dead body. (Concentrate while using it)

  • You may see the last moments of someone's life if you touch their corpse. (Concentrate while using it)

Level 2 Spells​

  • You can see ethereal beings.

  • By concentrating you may control a corpse mentally. (Concentrate while using it)

  • You may curse someone, giving them -1 to all stats. You must be in presence of the target and the curse last for number of days equal to successes scored by you. (Intelligence vs Perception) 

Level 3 Spells

  • With a touch you may decay anything solid. You may wither someone's limb by grabbing it, giving a -2 penalty to all physical actions, however no damage is done. (Strength vs Dexterity) 

  • You may summon a ghost to the material world by performing a ritual that involves something that belonged to the spirit in life. 

  • Curse someone with visions of the dead. The target will hear whispers, see things from a corner of their eye, making them believe that the dead are coming for them. The curse last for number of days equal to successes scored by you. (Intelligence vs Perception) 

  • Cast a spell to raise the dead or even severed body parts to do your bidding. While severed body parts are not usable in combat, they can be utilized in different situations. For a full corpse reanimation follow Bestiary for zombie stats. (Normal Action)

Level 4 Spells

  • You may bind a spirit to an item, allowing you to control and even summon that spirit to it at any time and make it fight for you. Note that you may only have one of these items on you at the time.

  • Craft a Hand of Glory from a severed hand. When it's fingers lit up, everyone but you in the area will feel a need to sleep. They may resist it by scoring 5+ Successes on Perception roll. Anyone who fails to resist it, falls asleep, anyone who succeeds in resisting it will suffer -1 to all rolls. This does not work on the undead as they don't actually sleep. 

  • Breathe out a toxic cloud of decay that may hit everyone in front of you, up to 10 meters away. it disperses quickly but anyone who is hit by it takes damage per usual rules. (Intelligence vs Dexterity) 

  • You may put spell on any melee weapon to harm ethereal bodies like spirits or even dematerialized beings like mist. Any bonus defense from powers that imbue you with spirit or turn you half spirit, are useless vs these weapons. 

Level 5 Spells

  • You now exude a pestilence Aura. Metal around you will rust (weapons get -1 to their attack rating), plants will die and food will rot. Everyone around you will suffer a -1 penalty to physical actions, as well as take 1 damage per 2 turns. You may control the range of the aura from 5 to 20 meters. (Free Action)

  • You may forcefully take control of undead like vampires and ghuls. This last for number of turns equal to successes scored by you. (Intelligence vs Perception)

  • With a scene long ritual you may take a soul out of someone's body. The person must either be willing or restrained. This soul then may be placed into an item or even another soulless body. 

  • You may have your soul put into a talisman, which will be linked to your body. Meaning that when your body dies, your soul stays here and may be put back into another body.

  • Create undead abomination by combining many body parts. This can't be done on a fly, these abominations need to be prepared ahead of time. For the abomination stats, look at Bestiary. 

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VOODOO

Deal with spirits, potions, possessions and curses. 

Level 1 Spells

  • You can passively sense spirits around you and even hear/talk to them.

  • Toss bones to get vague hints on the situation you are looking into. Contact a storyteller. (Normal Action)

  • Create a gas like potion that will intoxicate everyone who breathes it in, giving -1 to all actions for a scene. 

    • Ingredients​

  • Make a potion that boosts your Charisma for a day.

    • Strength based on ingredients

  • Craft an explosive concoction that will deal damage in small explosion once the bottle breaks. 

    • Ingredients ​

Level 2 Spells

  • You can passively see ethereal beings.

  • You may curse someone, giving them -1 to all stats. You must be in presence of the target and the curse last for number of days equal to successes scored by you. (Intelligence vs Perception)

  • Craft a poison that will deal 1 damage per turn when ingested. 

    • Ingredients​

  • If you come in possession of a personal item that belongs to someone, you may curse that person for as long as you have the item. For -3 to Charisma. (Normal Action)

Level 3 Spells

  • You may summon a ghost to the material world by performing a ritual that involves something that belonged to the spirit in life. 

  • Tie a spirit to an item, giving it special properties or utilize already possessed by spirit item in a same way. 

    • A jewelry or piece of clothing will add +1 to either Charisma or Intelligence.​

    • Glasses or a mask will add +1 to either Charisma or Perception and will allow anyone to see ethereal beings.

    • A weapon will gain +1 to attack and will be able to harm ethereal beings.

  • Curse someone with visions of the dead. The target will hear whispers, see things from a corner of their eye, making them believe that the dead are coming for them. The curse last for number of days equal to successes scored by you. (Intelligence vs Perception)

  • You may connect two ritual masks to one another, making it where wearing one will allow you to see through the eye holes of the other.

  • You now may create someone's voodoo doll if you have their hair, blood, skin, etc. The voodoo doll can be used to cause harm, partial blind or deafness, etc.

    • Give someone a - 2 to Perception by binding or damaging doll's eyes or ears. ​

    • Give someone a -2 to Physical actions by binding or damage the limbs of the doll. 

    • Deal up to 5 damage to a person before the doll breaks and becomes useless. 

Level 4 Spells

  • You are working with the spirits, providing for them and helping them. In return they refuse to hurt you unless you offend them or mean them harm.

  • Spend a turn to call a single spirit for assistance. 

    • This may be a mundane task.​

    • Spirit may assist you in combat, see Bestiary for stats. 

    • Make a spirit posses someone, turning them into your servant. When used on none important npc it lasts for a scene. When used on a player, lasts for amount of turns equal to successes scored. (Intelligence vs Perception)

  • You may curse someone with bad luck if you have something that belongs to them. Storytellers will need to be notified and then seek out the person and make something happen to them, a robbery, an animal attack, fire, and so on. The cursed person is not destined to lose in that encounter and once the encounter happens, the curse wears off. This curse may only be applied to someone once a week. (Normal Action)

Level 5 Spells​

  • Create a fake death potion. This concoction will put someone in a deep sleep, making it appear like they have died, not even professional doctors can see through this. 

    • Ingredients ​

  • Craft a luck potion that allows you to reroll one roll. 

    • Ingredients ​

  • When calling a spirit for assistance you now may take them into you for a day. This boosts 3 of your chosen stats by +3. (Normal Action)

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WICCAN/DRUID/SHAMAN

Manipulate weather, create protective charms, deal with spiritual mater. 

(While we are aware that wiccan and druid magic is not the same, for balance and simplicity purposes we decided to combine it. it is up to you to chose if you wish to act more wiccan or more druid like.)

Level 1 Spells

  • Bless someone to have a +3 on their next roll. (Normal Action)

  • Curse someone to have -3 on their next roll. (Intelligence vs Perception)

  • Toss bones to get vague hints on the situation you are looking into. Contact a storyteller. (Normal Action)

  • You understand that all life is spiritually connected, which allows you to sense wells of power and spiritual energy. You may even understand what bothers nature, this ranges from being able to communicate with animals to sensing what makes tree wither or river to dry out. 

Level 2 Spells

  • Craft a healing salve.

    • Strength based on ingredients​

  • Make a potion that boosts your Perception for a day.

    • Strength based on ingredients

  • You may hex someone, making an effigy which then must be placed somewhere in their home or on them, this hex will give -1 to all rolls as long as it’s not destroyed. 

  • Craft a protection charm that will absorb a curse and break if someone who is cursed has it on them.

Level 3 Spells​

  • Craft a charm that will absorb up to 5 magic damage for you before breaking. You may not wear more than one at the time. 

  • Perform a ritual short ritual that may change weather moderately. A rain may start or clear, summon mist, etc. This takes 3 turns to complete.

  • You may put yourself into trance to astral project yourself up to 20 meters away and then travel up to 150 meters from your body. 

  • Create a hollow ground by placing runes in a circle around the area (up to 20 meters.) This takes 3 turns to place. 

    • You may sense when someone crosses it. ​

    • Any invader suffers -3 penalty to all rolls within a circle.

    • Any defender of the circle benefits by gaining +3 to all rolls within a circle. 

Level 4 Spells

  • Create a potion that may heal sicknesses or even curses. 

    • Based on ingredients

  • You can make a potion that detoxes all poisons and toxins.

    • Ingredients​

  • Clear mind potion, taking it will remove all mind effects. Obviously if you are mentally commanded to execute an action instantly, you won't have time to drink it.

    • Ingredients

  • You may put someone willing or who is restrained into a trance, which allows you to look into their psyche. More importantly you may take someone on a spiritual journey, to find resolution for what internal issues they are seeking, which usually ends by setting them on spiritual quest, completing which will resolve their issues. The quest can range from helping someone or something, defending someone, punishing someone, etc. ​(Concentrate for as long as you use it)

Level 5 Spells​

  • Create a charm that prevents one from being possessed.

  • You may curse someone with bad luck if you have something that belongs to them. Storytellers will need to be notified and then seek out the person and make something happen to them, a robbery, an animal attack, fire, and so on. The cursed person is not destined to lose in that encounter and once the encounter happens, the curse wears off. This curse may only be applied to someone once a week. (Normal Action)

  • With a ritual you are now able to calm and create storms. This takes 5 turns to complete.

  • You may now summon a single spiritual animal guide. This guide can be used for several purposes (Normal Action):

    • Watch over someone you had scene with. Storyteller must be notified. ​

    • Perform small tasks like watch an area or call for help. 

    • Fuse with you, which turns you into that animal. +2 to Strength and Dexterity. 

 

SACRIFICIAL

A dark magic that yield much benefit from ones sacrifice, be it something of their own or taken from others. 

Level 1 Spells

  • Sacrifice your own blood by spilling it (-1 HP) to infuse your next action by +2 bonus. The bonus will go away if the wound is healed. You may perform this ritual on others, giving them the bonus for their blood, but you may not yet use someone else's blood to boost your own actions. 

  • To remove a curse you may perform a ritual where you sever a finger, nose, ear, or any other small part of the body. The body part sacrificed does not need to belong to the person whose curse is being cured. 

  • You know that tools of sacrifice are as important as the ritual at times. So you not only have the myriad of pots, bottles, etc, but also know how to make a ritual sacrificial weapon. This can be any melee weapon which is imbued with blood and markings. When this weapon is on you, it gives you immunity to being cursed. Note that this does not work against auras or most debuffs, only vs magics that specifically dubbed as curses. Also it does not remove a curse that was placed on you while you did not have a weapon on you (that's why a spell above exists), only when you have it on you. This also means that while daggers and knives are weakest melee weapons, they are also easiest to carry around. You may not make these weapons for other people, only practitioner of Sacrificial Magic may utilize this weapon. 

Level 2 Spells

  • By carving out yours or someone else's eye (-2 Perception) in a ritual and then consuming it you in return gain ability to see ethereal beings. This ritual may be used on others to grant them the same bonus.

  • By using blood (-1 HP), create a protection circle, where ethereal beings may not cross. This takes 3 turns to place. 

  • Sacrifice an animal’s life in a ritual to give your ritual weapon ability to ignore 1 Armor.

Level 3 Spells

  • Cast a spell by using blood to break magic wards, as long as your level in sacrifice magic is not lower than the level of the magician that placed the ward. - 2 HP from whoever donates the blood. (Normal Action)

  • Sacrifice can be done between two individuals as an exchange. As you can now perform a ritual to remove someone's sickness, deafness, blindness, muteness or curse and place it into someone else. Both donor and receiver must be present in the ritual. 

  • You may perform a human sacrifice with your ritual weapon to give it the ability to store blood in itself when it cuts things. Upon next turn this blood can be used to heal 1 HP. This heal does not consume an action. 

  • Create a warding circle, up to 10 meters in range, with blood (- 2 HP), this ward will prevent anyone from using any magic inside of it. This takes 3 turns to place. 

Level 4 Spells

  • You can pocket the sickness or curse that you have taken from someone in a ritual jar that must be sealed with your blood. Whoever opens said jar will receive what's inside of it.

  • Wield your own blood (or blood that's stored in your sacrificial weapon) as a long ranged magic attack that hits up to 20 meters in distance. -1 HP, (Intelligence vs Dexterity)

  • Curse your Sacrificial Weapon, so that on successful cut on someone it will curse the target with -2 to all rolls vs you. 

  • By Drinking someone's blood you may look into their past. This can give an answer to your questions even if person is trying to hide it from you. 

  • By performing a brutal human sacrifice that requires a heart removal you now may trade that life to save someone who is on a deathbed.

  • Through blood (-3 HP) or animal sacrifice you may call a demonic presence forward, lingering between worlds, it may remain there for a day to talk or perform a task for possible favors.

Level 5 Spells

  • Through another human sacrifice and painting blood sigil on you with their blood you gain +3 points that you may redistribute between your stats as you see fit. This effect is permanent and can only be applied once on a single individual. This spell may not be used on others. 

  • Through sacrificing a familiar to you person you may call to higher powers to come to your aid and help you with a certain endeavor. This often comes in form of a demon landing you assistance, contact the storyteller. 

  • Syphon blood out of someone's body, as far as from 20 meter distance, to heal yourself, (Intelligence vs Dexterity). Each success deals 1 damage and restores 1 HP for you. For balance reasons this is limited to up to 3 HP stolen per turn. Additionally you may chose to syphon out up to 3 of your own HP per turn and give it to someone else. This attack ignores all Armor. 

  • You may summon a demon with human sacrifice into the body of the sacrificed person.

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VOID

Shadows and darkness is not as simple as it may seem. A window into things beyond, absence of light and space can call out something truly terrifying.

The void entities demand something in return. Please note that any long term changes to character granted by void does make their soul forfeit. This means one cannot benefit from daemonic dealings with Daemons AND void level 5. This does not affect a daemon's ability to make deals, however, if the daemon is a practitioner of void, it means all souls collected will go to the void rather than the Daemon itself, the same rules apply as for the nature of the deal, but the daemon loses status in the spirit realm as it seems to have an eternal deficit of souls collected.  

Level 1 Spells

  • Darkness is natural to you, so you can not only passively see in the dark but also tell if shadows are more than what they seem. 

  • You are able to thicken and enlarge existing shadows, making the lights dimer. This gives everyone around a -1 to Perception. (Normal Action)

  • You are able to manipulate shadows independently from things that cast them. Making someone's or something’s shadow move or change shapes. (Free Action)

Level 2 Spells​

  • You understand that shadows are more than they seems to be, and now able to listen into it, hearing odd whisperers and other sounds from somewhere beyond. This sometimes may give you insight into certain tasks or questions in forms of vague hints. Contact Storyteller. (Normal Action)

  • You may manipulate shadows to extend from their confined surface in the form of wispy dark mist. Allowing you to drown out an area in darkness like that. Giving everyone who can’t see in darkness -2 to all rolls. Note that when everything is dark, there are no individual shadows to control, rendering some powers null. (Normal Action)

  • Cast a spell to crack open a small window in someone's shadow into void. This makes them haunted by otherworldly sounds and whispers for a period of time till the crack repairs itself. -1 penalty to Perception and Charisma for a number of days equal to successes scored. (Intelligence vs Perception) 

Level 3 Spells

  • After performing a ritual where you feed blood to your shadow, you now may control it to physically affect things and individuals, even cause harm. The very first attack made by your shadow is considered to be an ambush attack. (Intelligence vs Dexterity)

  • You may call something forward from the shadows of others by giving said shadow your blood. (- 1 to Constitution while using this power). This makes the person fear their own shadow making it their plight, -2 to Charisma. When in your presence however you may command the shadow to attack the person, hold them, etc. The very first attack made by the shadow is considered to be an ambush attack. (Intelligence vs Dexterity)

  • You are a shadow eater, being able to consume wispy shadows that you create and carry them inside of you till you choose to vomit them out to black out an area that might not have shadows at all. (Normal Action)

Level 4 Spells

  • You may fuse with your own shadow, taking full control of it (Free Action). You gain +3 to attack and defense and may freely travel in that form, allowing you slip through even tiniest cracks. As always, you may physically interact with objects and individuals, roll (Strength vs Dexterity) for attacks. You can be forced out from the shadow via fire or heavy exposure to light. 

  • Cast a spell to fuse with shadows of others and lay there dormant (Normal Action), traveling in them as well as attacking them from their own shadow. Any attacks made from the shadow are considered to be surprised attacks (+3 bonus), however if someone were to attack you while you are in their shadow, you have a -3 penalty to defense. It's advised to use this power as a single surprise attack before coming out of it. 

  • You may call forward something from the void, and give it form from the stationary shadow or absolute darkness. This could appear as an arm, tentacle, or teeth which will attack those near it with force of your Intelligence, if a person reaches 0 HP they are pulled into the void. This can happen instantly or set as a trap. It costs 1 HP to create and also only lasts for 24 hours and not even the creator of this trap is safe from it.

  • You may make a construct out of shadows, a shape that will carry out your commands but cant physically affect things. You may consume this construct by using shadow eater ability and for as long as it is part of you, you gain +2 to Intelligence but also appear to be a little bit emotionally detached gaining -2 penalty to Charisma.

  • You may convert a large mirror into a dark mirror which when connected to another mirror will allow people to walk from one to another, serving as a portal.

  • You may open your inner eyes to the void, giving you a permanent +1 to Perception and Intelligence, as well as allowing you to access level 5 spells of the void but comes at the price of gaining flaws with a value equal to 5 flaw points. Please check "Flaws" here.

Level 5 Spells

  • You may now access a myriad of void mirror passages, stepping in unknown negative space in between them and not going from one mirror straight outside of the other anymore. 

  • When thickening shadows you are now able to block out all the lights around and create near blackness, from which multiple eyes will open and look all around. This transmitted the vision into your inner eyes, seeing everything, be it invisible, spirits, or magics, notifying you of all of it and making ambush attacks impossible on you. This is also extremely distressing to anyone who does not possess level 5 Void, giving a -3 penalty to Charisma and Intelligence. Great amount of fire or light may dispel this area. Note that when everything is dark, there are no individual shadows to control, rendering some powers null. (Normal Action)

  • You may communicate with the void for in exchange for favors. It’s a ritual that will call for help but in return something or some services will be asked to be accomplished first. This ability requires an admin or storyteller to work out. A solid plan of action is to follow the rules for Diabolic Dealings that daemons use to get an idea of what favours you may ask. The favor granted lasts for 1 day per success rolled. Aye this means resurrecting a person lasts only as many days as successes were rolled, a botch means the void inflicts a flaw or flaws with a 5 point value that lasts for the duration of the scene on the character.

  • You may wrap the darkness around you, wearing it like a majestic horrifying wispy cloak that may change shapes as you see fit (Normal Action). This cloak may be used to attack and to protect you by rolling intelligence. This is a dangerous spell as this void entity takes 1 HP from you every 3 turns.

  • You are  able to trap people in the in-between void  for a certain time. (1-4 successes = 1 scene , 5 = 1 day)  Anyone that stays there for a day or more will get a flaw with a value equal to the successes rolled on the attack (Max flaw value 5, to be determined by the afflicted player)  (see Flaws here)  A botch or natural 1 means the trap backfires and inflicts a flaw with a value of five on the caster and traps the caster in the void for 1 day. you may  trigger  these traps  whenever you like, attacking with them from distance and such.

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"FOGGY HILLS RPG" © is an original I.P created for use on the second life platform © 2023 

For the full authentic experience we recommend using  the simulator settings 

PHOTOGRAPHIC SIMULATOR SETTINGS

"Byrn Oh's Immersiva Grey Dust" Sky Setting  and "Whirly Water" Water setting and full shadows.

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