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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.
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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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