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Magus

The Magus is in tuned to Dark Arts summoning their power from the realm of Shadows and Darkness. Their strength comes from the Dark Plane and the Goddess Setsuna who rules the Dark Magic and Arcana's of Everlynn. Conjurers of the Dark Art are not always evil but preferably perform their acts with Dark purpose or intention using stronger forces than necessary. Many can learn from the Dark aspects and still be pure which a good wielder means to challenge their foe in order to best them and understand them. Maguses are usually to themselves speaking with the shadows or talking to those of the Darker Races in order to better understand the ground of their magic. The Magus Profession has many forms of Spells mainly to suit the Darker Souls of the world and to inflict harm to others. A Magus spends constant time to understand and master the Dark World auras so as to comprehend the force behind Dark Magic. It is even known they spend time in the Dark Realm and Shadow Plane to truly practice their art and understand the Magic they wield. Although some seem to go crazy or have a slight insanity problem of most come out normal when mastering the arts of Magus.

Many Casters fear the Magus because their Magic that is mainly Subtractive (Does not offer any positive help) treads closely to the Power of the Dark One the Evil that resides against the Creator. Few Clerics state that those with this Magic must often be tempted by his words but those who wield the power against the Dark One seem to be the strongest. No matter how the Magus is looked they merely see it as using magic just like everyone else just not as snooty as others. Magus, Clerics, and Illuminators do not get along very well because of the aspects of their supernatural powers. Each three seem to be bothered by the other time from time as if they are guilty of letting their ethic get the better of them to their Magic.

As the Magus grows so does their ability in the Dark Arts to points where it becomes a challenge to control their spells. This power inside them can grow to proportional Hazards and potential dangers. It can even range to make deceptions or covenants with Dark creatures of the Deeper Dark Planes. However these spells as they grow stronger do set their own price and foolish Magus occasionally make a mistake in them. As a magus you can use your Dark power to support others or yourself but not matter how you see it the Magus Profession is Subtractive Magic and will only deal to do Subtractive things.  

As a side note, the more XP that you spend when you purchase a spell, the more powerful it will be.  Please keep this in mind when deciding on which spell you will be buying.

 

Name of Spell

Effect of Spell

Exp. Requirements

Spell Difficulty

Shadow Bolt

Attack Spell

20 Exp

SCD> 6

Description: “Come fourth from the depths of the shadows fearsome sphere of destruction and may those that are strike feel your dark sting. Shadow Bolt!” The Shadow Bolt is a sphere of dark energy matter negatively charged to give a painful electrical feeling. The Spell deals 2d10 points of damage and can strike one target.

 

Shadow Veil

Blind Spell

20 Exp

SCD> 6

Description: The Shadow Veil is a blinding shadowy mist that makes the eyes of those in it other than the Magus’s allies eyes burn and sting as if sulfur where in the air. It affects those with in the 15ft x 15ft square/hex around the caster. Those caught inside the mist that leaves her hands must make a E.Resist Check Difficulty 16 or be blinded for 2d4 rounds as if they were sightless.

 

Dark Tendrils

Summoning Spell

30 – 150 Exp

SCD> 9

Description: The Magus in all her glory has learned to summon the aid of the shadows when she so desires. Dark Tendril spell summons up a Dark Tentacle that has a 10ft reach from where the caster stands or any available shadow is at. The spell requires that it is summoned with in a shadow or else the spell does not work. The Tendrils once summon whip and lash out at enemies that are close by but command words also help guide them. For Example summoned in the shadow of the caster they attack when the Magus attacks and serve as a defense when enemies attack the caster by attacking the enemy before their attack interrupting the attack. They can perform Attacks and Dodges as well as Grapples based on the Caster’s Melee ATR, DR, and Grapple Bonuses. The Dark Tendril deals 2d6 whip damage and always has 25% of the Caster’s Max Hp in reference to its life points. A Magus may purchase this skill up to five times in order to be able to summon five Dark Tendrils to aid them.

 

Onyx Shield

Spell Absorber

30 Exp

SCD> 9

Description: The Onyx shield is a black crystal that can be summoned in an instant considered an instant spell. When a spell is cast at the Magus she can recite the incantation of this spell to summon the Onyx Shield. If her Casting Roll is higher than the Attacking Caster the spell is absorbed into the crystal and transferred into it. The Onyx Crystal can absorb up to the amount of spells equal to the caster’s Spirit Attribute. These reserved spells only remain for the day and must be used up or vanishes at the end of the day. This spell proves useful when a Caster desires some extra spells to use to cast.

 

Black Lightning

Attack Spell

40 Exp

SCD> 12

Description: Black Lightning is a Shadow Realm version of real lightning but with Dark Properties and Electrical ones. It uses the hands of the Magus with their fingers pointing towards their desired target and unleashing a ray of bolts from their hands at the single target dealing 3d10 points of Dark and Lightning Damage.

 

Shadow Bane

Fear causing spell

40 Exp

SCD> 12

Description: The Shadow Bane Spell Affects targets that can see and are with in the Aura of the Magus. The spell affects a 15ft by 15ft area and those not the magus allies must make an E.Resist Difficulty 18 or be Afraid of the Caster and shaken suffering a -4 penalty to all actions when in the aura and must make a Spirit Check Difficulty 18 or run away from battle.

 

Feverish Pain

Pain Causing Spell

40 Exp

SCD> 12

Description: The most fearsome spell of the Magus it causes tremendous pain to be touched by it. This spell only works in a minimal of 5ft or an adjacent hex or square close by and the caster must touch the target. This can be an Unarmed Attack or a Grapple but must be a touch contact to work. Feverish pain causes the character to suffer tremendous pain in a mere instant as d4 D.Hp is drained from the target and can prove to kill them quickly. The target makes an E.Resist Difficulty 16 and must succeed or if failed suffer a d4 D.Hp drop.

 

Nocturnal Snare

Web Attack

50 Exp

SCD> 15

Description: This rather powerful spell snares a target in a black energy web that drains them of potential resistance ability making the person more susceptible to spells. It lowers the Resist and E.Resist of a target by 10 regardless if it brings them down negatively. The lowered Resist and E.Resist becomes the new number for the day for that target’s Resist and E.Resist if they fail a Difficulty 18 E.Resist. Until the end of they day the targets Resist and E.Resist is dropped a -10.

 

Echo Scream

Attack Spell

60 Exp

SCD> 18

Description: From the Magus hands forms a swirling fire of black energy that can strike a single target dealing 4d10 Dark and Fire Dmg plus all targets other than allies 10ft left or right of the line attack are caught in its echoing scream. Those caught in the echo blast must make an E.Resist of Difficulty 14 or be deaf for the remainder of the day.

 

Dark Inferno

Area Effect Spell

70 Exp

SCD> 21

Description: Targets with in 20ft by 20ft caught in this spell suffer 6d10 Dark and Fire Dmg. The spell is an area effect spell in a range of equal to the movement of the caster. For Example if the Caster can move up to 20ft they can assign the spell with in 5-20ft in range for the radius to effect. The opponents must make a Dodge Check vs. the Caster’s Cast Roll in order to avoid being barbecued or else they are toast. This explosive spell can deal variable damage as well when a target is hit they must make a Reflex Save Difficulty 14 or be knocked down due to the explosive pulse of the spell.

 

Void Illness

Area Effect

80 Exp

SCD> 24

Description: In a 50ft radius around the Caster a pitch black aura engulfs those around them aside from the Caster.  The Caster may choose up to seven targets to be immune to the spell but those left out will suffer the spell effects. Summoning a portion of the atmosphere of the Void into our world is not as dangerous but exposure can lead to many defects. It’s practically like a serious exposure to radioactive material and suffering lethal doses of poison. The Targets caught inside the area must make an E.Resist Difficulty 24 or suffer d4 to each attribute and d12 Hp lost each round. Of coarse the effects are temporary but possibly able to kill a target since it lasts for 2d6 rounds. No target can move even the caster since safe zones are indicated by the 5ft squares those and the caster are sitting in and the paralyzing affect of the Void Atmosphere. In a Rare occurrence of a crit Fail 1 A Void Beast will appear and the Atmosphere will be cast similar to the Magus ability but around the Void Beast.

 

Dark Matter

Area Affect

90 Exp

SCD> 27

Description: Affective and deadly this Magus spell deals 8d10 Damage to a series of Target caught around the caster in her 25ft radius. Those caught in the swirling energy are simultaneously Electrocuted, Engulfed, and suffer Pain Damage if they Fail on a E.Resist Difficulty 27. If the target fails aside from taking the base 8d10 Damage for pain they also are considered paralyze by electrocution for d4 rounds and on fire for d4 rounds suffering d6 Fire Dmg each round.

 

Shadow Flare

Powerful Spell

100 Exp

SCD> 30

Description: For most this is considered a minor god spell but still very effective since it causes tremendous damage. Anything caught in this 15ft wide 60ft long blast of dark energy is in a world of hurt since the spell deals 10d10 Dark/Fire/Lightning Damage but that’s not all it also deals 2d10 Dmg directly to D.Hp as if it were a Feverish Pain Spell. The targets caught in this spell must make 2 E.Resist Saves at Difficulty 30 and 14 or else are in a world of hurt. This is considered a minor version to a god spell so I hate to see what the true god spell is like.

 

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