School of Magic - Dark

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The School of Dark Magic is an underground school that is not officially taught at wizarding schools. They are mostly taught by student clubs outside of school. Most of these spells are considered to be of a questionable nature or straight-up illegal.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
1 Curse Inflicts the target with one of the following curses for 10 turns unless they succeed in a Willpower 8 check.
  • Curse of the Snail: Reduces the movement speed of the target to 2 meters per turn
  • Curse of the Slow Voice: Reduces the number of Spell-Actions the target can take to one per turn.
  • Curse of the Slow Muscles: Reduces the number of Attack-Actions the target can take to one per turn.
  • Curse of the Moment: The target cannot receive Temporary hitpoints. Current Temporary hitpoints will dissappear.
  • Curse of the Absent-Minded: The target can not make any Preparations.
  • Curse of the Frail Minded: The target can not focus on any spells. It can still cast those spells. However, the focus will automatically break at the beginning of its next turn.
Spell-Action 20 Meter 10 Turns Yes Yes No Yes No
2 Charm The target will become more friendly towards you unless they succeed in a Charm 10 check. Charisma checks against a charmed creature you make can be made twice, and you may choose the better result.

If the target succeeds in the check, he will know that you tried to charm him and act accordingly.

Spell-Action 10 Meter 1 Minute Yes Yes Yes Yes No
2 Souldrain Drain the target's soul to enhance your own capabilities. You can choose one of the Soul Attributes, and the target must succeed an Attribute 10 check of that Attribute or have his chosen attribute value reduced by 8 (but not below zero). If the target fails his check, your chosen attribute's value will increase by the amount reduced. You can only use one such effect at once. Spell-Action Touch 1 Minute Yes Yes No No No
3 Stasis Allows you to put a humanoid creature or medium beasts into stasis, causing them to not be able to act or move anymore unless they succeed a Wisdom 10 check. The creature's defensive value will be 1. The creature can use any Action to make another Wisdom check to see if it can free itself from the stasis (the DC will go down by 1 after each failed attempt). Another creature can use a Help-Action to put the target out of the stasis. Spell-Action 10 Meter 1 Minute Yes Yes No Yes No
4 Soulpain Causes the target to feel insufferable pain. If they have less than half of their hitpoints left, they will be inflicted with the Writhering status effect for 2 Turns unless they succeed a Constitution 12 check. Spell-Action 10 Meter 2 Turns Yes Yes No Yes No
4 Soulscrambler Choose two of the Soul Attributes and switch the target's values for those two attributes unless they succeed in a Willpower 12 check. Spell-Action 10 Meter 10 Minutes Yes Yes No No Yes
5 Greater Stasis Allows you to put a humanoid creature or large beasts into stasis, causing them to not be able to act or move anymore unless they succeed a Wisdom 10 check. The creature's defensive value will be 1. The creature can use any Action to make another Wisdom check to see if it can free itself from the stasis (the DC will go down by 1 after each failed attempt). Another creature can use a Help-Action to put the target out of the stasis. Spell-Action 10 Meter 1 Minute Yes Yes No Yes No
5 Possession Posses a creature to temporary control it for 3 turns unless it succeeds a Wisdom 10 check. A possessed creature's defensive will be 10 if its defense is based on Dodge. Spell-Action 20 Meter 3 Turns Yes Yes No Yes No
5 Sphere of Truth Cast a dome around your location with a 3 meter radius. Everyone within this dome must always speak the truth when asked a question. At first, the caster of this spell may ask one of the creatures inside the dome a question, this creature must then answer truthfully and can now ask any creature (other than himself) the next question. The asked creature then again must answer truthfully and the cycle continues. If it is a creatures turn to ask a question, but does not have any questions left, he may say so, which will allow the creature that asked him the last question to ask a new question to any creature inside the dome. If no more creatures with questions are left inside the dome, the spell will end prematurely. A creature that can move freely may enter or leave the dome at any point.

Each creature that is either inside the dome when the spell is cast or enters the dome for the first time after it has been cast may try to succeed in a Wisdom 30 check, which if succeeded may allow the creature to lie if they see it necessary.

Spell-Action Self 10 Minutes Yes Yes Yes Yes Yes
6 Alter Memory Overwrites a specific memory of the target by a special memory of your choice unless the target succeeds a Wisdom 18 check. The Memory overwritten must not be older than one day.

Can be upcast to increase the maximum age of the memory by one day per grade.

Spell-Action 1 Meter Permanent Yes Yes No No Yes
8 Soulrestrainer Reduces the target's Intelligence, Wisdom and Charisma Value to 1 unless they succeed a Willpower 8 check. Spell-Action 10 Meter 10 Minutes Yes Yes No No Yes
8 Create Phylactery Split your soul in half and infuse an item with it. When you die, your soul will be able to seek out that item to restore your soul back to its full power. If your body has not been destroyed, you can return your soul to it to be resurrected. Otherwise, you will have to find an alternative host body elsewhere.

Splitting your soul in half will cause great strain on you, and your Intelligence, Wisdom, and Charisma values will be halved for one month. If the Phylactery should be destroyed at any point, you will also feel the effects of the soul splitting for one week. Additionally, the destroyed Phylactery can no longer be used to resurrect yourself. You can create up to a number of Phylacteries equal to your Willpower Modifier in your life, due to permanent strains on your soul.

1 Month 1 Meter Permanent Yes Yes No No No