envelops. The roaring sound in your ears is your own heart beating
between shallow breaths. The emptiness takes on a form and a
substance of its own, a lurking entity, indomitable and otherworldly.
The mages of darkness tap into this power: primal fear.
Each mage in the college must learn to master the fear within him
to become a master of darkness. This is only accomplished through
many years of study and an uncommon inner strength. The mages
of darkness form a small, elite group who tend to remain aloof from
society. They prefer stealth, cunning, and secrecy to direct confrontation.
The sense of mystery, awe, and fear they inspire is possibly
enhanced by their silence. Mages of Darkness must remain silent
while using their magic and prefer to speak to other members of the
college through a highly advanced sign language. (This is seldom
taught to others, although it is not forbidden.)
Common Limitations: Requires a (Magic) Skill 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 for constant spells (-1⁄4),.
BASIC SPELLS
DARK BLADE
The caster turns a small metal shard into a blade of darkness,
and “throws” it at the intended target. The blade ignores most
physical defenses and penetrates the target causing searing pain
and then numbness. The metal shard is consumed.
Power: 1d6+1 RKA (dark blade, energy)
Modifiers: Armor Piercing (+1⁄2); Requires a (Magic) Skill 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 = 30
points.
END Cost: 3; Magic Roll: -3; Casting Time: 1⁄2 Phase
Real Cost: 9
DARK SHIELD
This spell causes a swirling mist of darkness to surround the
caster. This mist protects the caster from incoming attacks.
Power: 6 PD/ 6 ED Force Field
Modifiers: Requires a (Magic) Skill which must be EGO-based
(-1⁄2), gestures (-1⁄4), must have 30 points in college of darkness
(-3⁄4), IIF — Black onyx stone (-1⁄4), 2X 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: 0 Phase
Real Cost: 4
DARK WALL
When this spell is cast, the caster may create a sheet of pure
darkness wherever he desires. Once this curtain of darkness has
had a chance to solidify, it will stop more then mere sight — it will
absorb any blow or energy which strikes it. The caster is able to see
through through the wall, but no one else can. Only a powerful
attack is capable of piercing the wall and causing the darkness to
disperse.
Power: 7 PD/ 7 ED Force Wall, impervious to normal sight
Modifiers: Personal immunity (+1⁄4), Requires a (Magic) Skill 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 = 49 points.
END Cost: 5; Magic Roll: -5; Casting Time: 0 Phase
Real Cost: 14
PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor
Fantasy Hero Companion 109
DOUSE
This spell creates a small globe of darkness. This globe will
envelop any one magical effect and attempt to dispel it.
Power: 8d6 Dispel
Modifiers: Affects any single magical spell (+1⁄4); Requires a
(Magic) Skill 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 = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1⁄2 Phase
Real Cost: 10
MAGIC SIGHT
The power radiating from any magic within this spell’s range
shines like a beacon of black light.
Power: Detect Magic, sense, ranged
Modifiers: Completely invisible power affect (+1), Requires a
(Magic) Skill 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), Costs END
(-1⁄2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase
Real Cost: 5
COLLEGE SPELLS
SHADOW CLOAK
This is a long and difficult spell in which the caster’s black silk
cloak turns into a shadow. This shadow hides the mage from sight
and no sound may penetrate its barriers. Only in direct sunlight is
the caster detectable due to a magical shadow.
Power: Invisibility, normal sight, normal hearing, no fringe
Modifiers: 0 END Cost (+1⁄2); Requires a (Magic) Skill 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 for constant spells (-1⁄4), Casts
Shadow in direct sunlight (-1⁄2), Extra Time: 1 Minute (-1 1⁄2).
Active Cost = 52 points.
END Cost: 0; Magic Roll: -5; Casting Time: 1 Minute
Real Cost: 10
SMOTHERING DARKNESS
The target of this spell is enveloped by a dark murky cloud which
shields his view and suffocates him.
Power: 2d6 NND Energy Blast, 1" Darkness to normal sight
Modifiers (both powers): Requires a (Magic) Skill 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), Extra Time: Full Phase (-1⁄2).
Modifiers (Darkness Only): Usable Against Others (+1), Usable
At Range (+1⁄2), No Range Penalty (+1⁄2), Personal Immunity
(+1⁄4), Linked to NND (-1⁄2).
Modifiers (Energy Blast): No Normal Defense (Defense is Ego
13+ or No Need To Breathe) (+1), Continuous (+1), Area Affect
Radius-1" (+1)
Active Cost = 72 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1 Phase
Real Cost: 17
UNLIGHT
The caster creates a globe of murkiness which overwhelms all
normal fires or lights in an area. (These are not actually extinguished,
but their light output is greatly reduced.) The caster holds
a small tinder which is consumed to ash.
Power: Change Environment, 8" radius
Modifiers: Requires a (Magic) Skill 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 = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1⁄2 Phase; Range:
125"
Real Cost: 6
NIGHT BLINDNESS
This spell creates a magical ball of darkness. The caster throws
the ball; anyone it touches is temporarily blinded by the writhing
darkness.
Power: 2d6 Flash vs. sight
Modifiers: Based on Ego combat value (+1), Requires a (Magic)
Skill 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 = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1⁄2 Phase
Real Cost: 12
DARK FEAR
This spell calls upon the nightmares and fears hidden deep
within the pits of the mind. Those who are not strong enough to deal
with the experience immediately stop whatever activity they are
performing and run away from the caster at full speed, attempting
to flee from the fears within them.
Power: 8d6 Mind Control
Modifiers: Telepathic command (+1⁄4), Single Command “Flee”
(-1⁄2), Requires a (Magic) Skill which must be EGO-based (-1⁄2),
Gestures (-1⁄4), Must have 30 points in college of darkness (-3⁄4),
IIF — Black onyx stone-ring, necklace, tiara etc, personal,
unbreakable (-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
for constant spells (-1⁄4). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1⁄2 Phase
Real Cost: 12
PDF compression, OCR, web optimization using a watermarked evaluation copy of CVISION PDFCompressor
110 Fantasy Hero Companion
SHADOW WALK
Developed for purposes of stealth and escape, the Shadow Walk
spell allows the caster to step into a shadow and emerge from
another shadow.
Power: 10" Teleport
Modifiers: Requires a (Magic) Skill which must be EGO-based
(-1⁄2), Gestures (-1⁄4), Must have 30 points in college of darkness
(-3⁄4), IIF — Black onyx stone-ring, necklace, tiara etc, personal,
unbreakable (-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
for constant spells (-1⁄4), Only from one shadow to another (-1⁄2).
Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1⁄2 Phase
Real Cost: 5
UNIQUE SPELLS
QUENCH MAGIC
The caster creates a globe of darkness which extinguishes all
fire-based or light-based magical effects. The caster holds a small
tinder; it flares brightly before it is consumed to ash.
Power: 10d6 Dispel
Modifiers: Works against all light and fire based spells in area (+2),
Area of effect 9" radius (+1), Requires a (Magic) Skill 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 = 120 points.
END Cost: 12; Magic Roll: -12; Casting Time: 1 Phase
Real Cost: 32
EYE OF THE BEAST
This spell allows the caster to establish a mental link between
himself and an animal familiar. In addition, the caster can hear
though the ears and see through the eyes of his familiar, giving him
the additional ability to see in darkness. For the mages of darkness
it is fairly common to have a nighttime creature as a familiar (Owl,
bat, ferret, black cat, black panther, raven etc).
Power: Mind Link (one subject, any distance), Clairsentience
(hearing, sight sense group, 4x Normal Range)
Modifiers (all powers): 0 END Cost (+1⁄2); Requires a (Magic) Skill
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 for constant spells (-1⁄4), Extra
Time: 1 Turn (-1).
Mind Link only: Costs END (-1⁄2). Active Cost = 15 points.
Clairsentience only: Only usable through senses of familiar (-1).
Active Cost = 90.
END Cost: 0; Magic Roll: -11; Casting Time: 1 Turn
Real Cost: 19
NETHERWORLD
The caster creates a cloud of swirling fog and smoke — the
image of the netherworld. Even if the strong willed do not flee, the
distraction often affords the opportunity for the caster to escape
attention.
Power: Images (sight and sound), -5 perception
Modifiers: 16" radius (+1), 0 END cost (+1⁄2), Requires a (Magic)
Skill which must be EGO-based (-1⁄2), Gestures (-1⁄4), Must have
30 points in college of darkness (-3⁄4), IIF — Black onyx stonering,
necklace, tiara etc, personal, unbreakable (-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 = 75 points.
END Cost: 0; Magic Roll: -7; Casting Time: 1⁄2 Phase
Real Cost: 21
THE VOID
This powerful spell creates a region of total emptiness which
emanates outward from the palm of the caster’s hand. In this region,
all of the physical senses are stifled, leaving only the mystically
enlightened senselessness. This is the essence of true darkness,
where only the Mages of Darkness feel at home.
Power: Darkness, 4" radius, impervious to Mental Awareness and
the Sight, Hearing, Radio, Smell/Taste, and Unusual Sense
Groups.
Modifiers: Personal Immunity (+1⁄4), Requires a (Magic) Skill 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), Extra Time: Full Phase (-1⁄2).
Active Cost = 100 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1 Phase
Real Cost: 25
SORSHA’S BLACK KISS
When cast, this spell creates a link between the caster and the
plane of darkness. Anyone who touches the caster is immediately
exposed to the vast coldness of the plane of darkness. Prolonged
contact with the caster can drive an opponent insane. The spell was
originally developed by the evil enchantress Sorsha, who used the
spell on bound captives.
Power: 1d6 STR Drain with a 1d6 EGO Drain and a 1d6 Major
Transformation (Normal Person to Insane Person).
Modifiers: Continuous (+1), Fully Invisible (+1), NND (Defense is
Power Defense, EGO of 15+ or Having 30+ points in college of
Darkness) (+1), 1⁄2 Endurance (+1⁄4), Transformation is Cumulative
(+1⁄2), Drains Recover Once Per Day (+1 1⁄4), Requires a
(Magic) Skill which must be EGO-based (-1⁄2), Gestures
Throughout (-1⁄2), Must have 40 points in college of darkness
(-1), 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), Activation 12- (-3⁄4), Extra Time: 1 Turn (-1), Drains
are Linked to Transformation (-1⁄2). Active Cost = 177 points.
END Cost: 9; Magic Roll: -18; Casting Time: 1 Turn
Real Cost: 30