Dark Malady – Spell Cost: 6 (Cantrip) – Tenebromancy Roll Penalty: -5 – Endurance Cost: 5 |
This spell infuses the target with dark energy, causing all sorts of strange aches, pains, and conditions. Depending on how the wizard “tunes” the spell, it can affect anything from muscles, to coordination, to intellect, to resistance to injury. |
Game Information Drain Characteristic 3d6, any one Characteristic at a time (+¼), Limited Range (40”; +¼) (45 Active Points); Gestures (-¼), Incantations (-¼), Requires A Tenebromancy Roll (-½), Spell (-½). (Real cost: 18 points). |
Shadow Bonds – Spell Cost: 4 (Cantrip) – Tenebromancy Roll Penalty: -4 – Endurance Cost: 4 |
This spell forms the dark force into rope- or chain-like strands that wrap around the target, imprisoning him. |
Game Information Entangle 4d6, 4 DEF (40 Active Points); Gestures (-¼), Incantations (-¼), Requires A Tenebromancy Roll (-½), Spell (-½), Vulnerable (Light-based attacks; -1). (Real cost: 11 points). |
Shadow Shield – Spell Cost: 4 (Cantrip) – Tenebromancy Roll Penalty: -3 – Endurance Cost: 3 |
This cantrip surrounds the caster with a “mantle” of shadowy energy that protects him against light-based attacks (including dazzling brightness). (At the GM’s option, a wizard can cast this spell on another person, but this requires him to succeed with his Tenebromancy roll at an additional -3 penalty; the wizard still pays the END for the spell). |
Game Information Force Field (15 ED/10 Sight Group Flash Defense), Reduced Endurance (½ END; +¼) (31 Active Points); Gestures (-¼), Incantations (-¼), Only Versus Limited Type Of Attack (light-based attacks; -½), Requires A Tenebromancy Roll (-½). (Real cost: 12 points). |
Tenebromatic Globe – Spell Cost: 7 (Cantrip) – Tenebromancy Roll Penalty: -5 – Endurance Cost: 5/Phase |
This cantrip creates an area of impenetrable shadow with a 4” radius. Those outside it cannot see into it; those inside it cannot see out (except the Caster). |
Game Information Darkness to Sight Group 4” radius, Personal Immunity (+¼) (50 Active Points); Gestures (-¼), Incantations (-¼), Requires A Tenebromancy Magic Roll (-½), Spell (-½). (Real cost: 20 points). |
Obscuring Shadows – Spell Cost: 6 (Cantrip) – Tenebromancy Roll Penalty: -4 – Endurance Cost: 4/Phase |
The Fulmomancer causes the immediate area (approximately 200 feet in each direction) to become gloomy and dark, as if it were a moonless night. |
Game Information Change Environment 32” radius, -3 to Normal Sight PER Rolls, Personal Immunity (+¼), (43 Active Points), Gestures (-¼), Incantations (-¼), Requires A Tenebromancy Fulmomancy Roll (-½), Spell (-½). (Real cost: 18 points). |
Pan’s Shadow – Spell Cost: 7 (Cantrip) – Tenebromancy Roll Penalty: -7 – Endurance Cost: 7 |
The character can separate his shadow from himself. The shadow has all his abilities and memories, but looks like his dark, shadowy twin, not an exact copy. While the power remains active, neither the wizard or the animated shadow casts a shadow of their own, which looks rather odd.
(The Side Effects Limitation reflects this, but unlike normal Side Effect-derived Disadvantages, the Distinctive Features should vanish as soon as the Duplicate recombines with the character). |
Game Information Duplication (create one Shadowy Duplicate with all of the wizards abilities (except Spellcasting) and the ability to become Desolid (0 End, Persistent)), Easy Recombination (Half Phase Action at Half DCV), Altered Duplicate (25%; +¼) (69 Active Points); Costs Endurance (to activate; -¼), Side Effect (character always has Distinctive Features [no shadow] while Duplicate exists; -½), Gestures (-¼), Incantations (-¼), Requires A Tenebromancy Roll (-½), Spell (-½). (Real cost: 21 points). |
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