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Black School of Magic

Affinity to Darkness 9 - 10
Armour of Darkness 9 - 10
Blindness 1 - 8
Dark Aura 1 - 5
Dark Aura 6 - 10
Dark Blade 3
Dark Bolt 2 - 8
Dark Shield 8
Dark Skin 1 - 10
Dark Store 6 - 8
Destroy Weapon 3 and 4
Dispel Magic 1 - 8
Embody Elemental of Darkness 6 - 8
Hand of Darkness 7, 8
Mass Weakness 8
Sight Stealer 9 - 10
Sorcerer's Dispel 9 - 10
Spell Attunement 6 - 8
Strength Stealer 9 - 10
Weakness 5, 6
Weakness Store 6 - 8
Wizard's Dispel 6

Affinity to Darkness 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- The caster binds their Darkness into themselves such that they may far more easily tap into its energies.

At level 9 the Sorcerer with this spell in effect is always considered in element for Black High Magic Spells.

At level 10 the Sorcerer is considered in element for Active Black Arcane Spells of level 9.

Affinity to Darkness is a Prepared Arcane spell and cannot be recast on adventures.

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Armour of Darkness 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The caster weaves the defensive energies of his element around him and uses those energies to bolster all Dark Skins he casts.

At level 9 all Dark Skins of levels 1 - 8 cast by the Sorcerer take effect with their duration increased by a factor of four as if they had been cast down in effect by one level (although this is not the case). Thus a Dark Skin 8 cast by the Sorcerer would last for one hour if cast at an effective level of 8. The same skin cast down to a 6 (which would usually last for four hours) would last for 16 Hours due to the Armour of Darkness. Furthermore all Dark Skins cast by the Sorcerer dispel at the level at which they were cast and not their effective level. A Dark Skin 8 cast down to a level 5 would required a Dispel 8 in order to remove rather than a Dispel 5 as would usually be the case. Skins enhanced with an Armour of Darkness may not be cast on others at an effective level higher than 5.

At level 10 all Dark Skins of levels 1 - 8 cast by the Sorcerer upon himself will take effect with their duration increased by a factor of four. This increase in duration stacks is in addition to that provided by Armour of Darkness 9.

Armour of Darkness is a Prepared Arcane spell and cannot be recast on adventures.

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Blindness 1 - 8

Range:- 20ft

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The caster weaves darkness around his target causing the victim to become blind. A blinded character may not target ranged spells, invocations or abilities that require line of sight. Blindness affects targets of varying ranks as shown below.

Level Player Ranks Affected Monster Hits affected
1 2 4
2 4 8
3 8 16
4 16 32
5 32 64
6 64 100
7 128 200
8 256 400

Blindness only affects living creatures with eyes. It has no effect on Undead, Elementals or similar unnatural creatures. The caster should call "Blindness!" followed by the number of monster hits affected when targeting the spell.

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Dark Aura 1 - 5

Range:- Self Only

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- Dark Aura provides magical armour class equal to the effective level of the Dark Aura. Dark Aura only provides this armour class whilst the caster has a Dark Skin in effect. The Magical Armour Class stacks with that provided by the Dark Skin and with any Magic Armour Class which would stack with a Dark Skin.

Level Magical Armour Class Provided
1 1
2 2
3 3
4 4
5 5

Dark Aura 9 and 10 are Active Arcane spells and may be cast on adventures with the appropriate Ceremony.

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Dark Aura 6 - 10

Range:- Self Only

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- Yes

Description:- Dark Aura provides magical armour class equal to the effective level of the Dark Aura. Dark Aura only provides this armour class whilst the caster has a Dark Skin in effect. The Magical Armour Class stacks with that provided by the Dark Skin and with any Magic Armour Class which would stack with a Dark Skin.

Level Magical Armour Class Provided
6 6
7 7
8 8
9 9
10 10

Dark Aura 9 and 10 are Active Arcane spells and may be cast on adventures with the appropriate Ceremony.

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Dark Blade 3

Range:- Touch

Duration:- 15 Minutes

Extendable:- No

Primary Only:- No

Description:- The caster calls on the Element of darkness to temporarily enchant a normal bladed weapon so that inflicts magical damage. A Dark Blade may not be cast on a weapon that is empowered or ensorcelled, either permanently or as a result of another spell or invocation. Dark Blade may never be cast on a blunt weapon. A Dark Blade inflicts magical damage as shown below:

Level Magic Damage Inflicted
3 Magic 1

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Dark Bolt 2 - 8

Range:- 20ft

Duration:- Instant

Extendable:- N/A

Primary Only:- No

Description:- The caster hurls a searing blast of Darkness towards his target which strikes automatically inflicting the damage listed below.

Level Spell Name Total Damage (Player Life) Locational Damage (Player Life) Monster Hits Inflicted
2 Dark Dart 6 1 2
3 Dark Blast 12 2 4
4 Dark Strike 24 4 8
5 Dark Bolt 48 8 16
6 Dark Bolt 6 72 12 48
7 Dark Bolt 7 96 16 64
8 Dark Bolt 8 120 20 80

After completing the vocals the caster of the Dark Bolt should point to his target and clearly shout The name of the Spell followed by the number of monster hits inflicted. For example having finished the appropriate casting and vocals the character would point at his target and shout "Dark Strike, 8 Hits" or "Dark Bolt 8, 80 Hits".

The Player Life damage is divided equally per location. A Dark Bolt 7 therefore inflicts 16 points of damage to each location. A Players magical armour class will reduce the damage to each location. A magical armour class of 6 would reduce the damage from a Dark Bolt 7 to 60 as it would reduce the damage inflicted to each location to 10. A Magical Armour class of 14 would reduce the locational damage of a Dark Bolt 7 to 2 points, reducing the total damage inflicted to 12 (2 damage per location to 6 locations).

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Dark Shield 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- This spell allows the caster's physical form to pass partially into the elemental plane of darkness protecting him completely from all physical blows sustained whilst the spell is in effect. The spell affords no protection against power or magic, including any magic or power component of physical blows. Dark Shield works in conjunction with all magical skins, power armour and other forms of protection such as dexterity and armour. However, as a result of this protection from physical damage the caster is unable to cause physical damage, cast any power, or cast any magic other than black magic.

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Dark Skin 1 - 10

Range:- Touch (1-8), Self Only (9-10)

Duration:- 15 Minutes

Extendable:- Yes

Primary Only:- No

Description:- Dark Skin summons a magical cloak of darkness around the target. A Dark Skin provides physical and magical armour class as shown on the table below.

Level Physical Armour Class Magical Armour Class
1 2 1
2 4 2
3 6 3
4 8 4
5 10 5
6 12 6
7 14 7
8 16 8
9 18 9
10 20 10

The magical armour class provided by a Dark Skin doubles against all damaging Dark Bolt Spells which affect the target.

Regardless of the effective level of a Dark Skin 9 or 10 it will always dispel at the level at which it was cast.

Dark Skin 9 and 10 are Active Arcane spells and may be cast on adventures with the appropriate Ceremony.

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Dark Store 6 - 8

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- Dark Store is a Spell Store and follows all of the rules for Spell Stores in the High Magic Rules. Dark Store can hold an amount of Mana in Black Battle Magic Spells as shown below.

Level Mana Stored
6 10
7 15
8 20

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Destroy Weapon 3 and 4

Range:- Touch (3), 20ft (4)

Duration:- Permanent

Extendable:- No

Primary Only:- No

Description:- This spell will destroy one weapon (not shield, potion bottle or any other object) targeted by the caster. Destroy weapon will not affect a weapon that is empowered or ensorcelled, either permanently, or as a result of a spell or invocation.

A destroyed weapon may not be used unless it is first repaired by an appropriate spell (such as Mend or Reform).

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Dispel Magic 1 - 8

Range:- 20ft

Duration:- Instantaneous

Extendable:- No

Primary Only:- No

Description:- This spell will remove one magic effect from any one thing. The object must be specified i.e. sword, staff, person etc. It will only take effect if the effective level of the target spell is equal to, or lower than the level of the Dispel Magic. If the particular effect to be removed is of a higher level than the Dispel Magic then the Dispel Magic will fail.

A dispel magic can never be used to dispel another dispel.

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Embody Elemental of Darkness 6 - 8

Range:- Self Only

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- The caster summons an Elemental of Darkness into his body. Any normal blade (not ensorcelled or empowered in any way) wielded by a caster with an embodied Elemental of Darkness inflicts Magic 2 in addition to his normal physical damage. The embodied Elemental also allows the character to cast one spell at vocal length as shown below. The caster must have the spell in his spell book and it will still use one of the caster's spell slots of that level, only the need for a casting ceremony is removed. The vocal length spell may only be cast once during the duration of Embody Elemental of Darkness; and immediately ends the Embodiment spell.

Level Magic Damage Vocal Length
6 Magic 2 Weakness 6
7 Magic 2 Blindness 7
8 Magic 2 Dark Bolt 8

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Hand of Darkness 7, 8

Range:- Touch (7), 20ft (8)

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- This spell is very similar to the Specialist Spell Weakness with the exception that it drains two strength categories from the target rather than one. Furthermore the target of a Hand of Darkness is unaffected by the Grey Level 3 Spell Strength for the duration of the Hand of Darkness spell. The caster should call "Hand of Darkness, Double Weakness" when targetting the spell.

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Mass Weakness 8

Range:- 20 ft Long Cone, 90 Degrees to the caster front

Duration:- 15 Minutes

Extendable:- N/A

Primary Only:- Yes

Description:- This spell has exactly the same effect as the level 5 Weakness spell with the exception that the range is increased to affect everyone in a cone 20ft long to the casters front. The caster should indicate the angle of the cone using his outstretched arms at the end of his casting.

Each individual Weakness may be dispelled seperately at level 5.

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Sight Stealer 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- Sight Stealer allows the caster to hold within his body a number of Blindness Spells which can be released with a command phrase (such as "Let Darkness close your eyes"). Sight Stealer can hold an amount of mana as shown below which may be divided as the caster wishes with the restriction that only a single Blindness of levels 6 - 8 may be stored: the remaining mana must be expended on battle magic Blindness Spells.

Level Mana Stored
9 40
10 60

Sight Stealer is a Sorcerer's Store. It is a Prepared Arcane spell and may not be cast on adventures.

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Sorcerer's Dispel 9 - 10

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- This spell allows the Sorcerer to store a Dispel Magic of level 6 - 8 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Sorcerer's Dispel was targeted by a level 8 Dumbness spell which would prevent them from casting then they could choose to trigger their Sorcerer's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Sorcerer's Dispel, "I am the master of the Elements - Dispel 8 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Sorcerer's Dispel is not considered a Sorcerer's Store and as such a Sorcerer may have both a Sorcerer's Store and a Sorcerer's Dispel. Sorcerer's Dispel uses one level 9 or 10 spell slot and the spell slot of level 6 - 8 to be stored within it. A Sorcerer may have both a Sorcerer's Dispel 9 and a Sorcerer's Dispel 10 in effect at the same time. These spells are considered out until either the dispel is used or the Sorcerer's Dispel is itself dispelled. Sorcerer's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike most other prepared Arcane Spells Sorcerer's dispel may be recast on events provided that the Sorcerer meets all of the requirements to cast Active Arcane Spells (have a good enough Ceremonial Casting Kit and Ceremony).

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Spell Attunement 6 - 8

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- No

Description:- The caster uses his knowledge of his element to reinforce his skill with a particular spell. Casters who are attuned to a particular spell are always considered to be in element for that spell.

Spell Attunement is taken as a spell choice from the Learn Spells Levels 6 - 8 Status skill and you must choose a spell to which to be attuned. To attune to a spell of level 7 you must first attune to the level 6 version of that spell if there is one and to attune to a level 8 spell you must attune to the level 7 version.

For one status sworn to the Black School to gain the Learn Spells Levels 6 - 8 skill for example, a Primary member of the Black School may choose to learn Dark Bolt 6, Blindness 6 and Dark Bolt Attunement 6. With his next point of status he may choose Dark Bolt 7 Blindness 7 and Dark Bolt Attunement 7. He would not be able to learn Blindness 7 Attunement until he had learnt Blindness 6 Attunement.

Spell Attunement is a spell and the caster will be "out" one slot for each spell that he wishes to be attuned to on a particular adventure. You must always be attuned to the lower level versions of spell before attuning to the higher levels. For example if a Wizard wished to be attuned to Dark Bolt 8 on an adventure then he would begin that adventure "out" a level 8 slot for Dark Bolt Attunement 8. However he would also need to be attuned to Dark Bolt 6 and Dark Bolt 7, so he would actually be "out" one level 6, one level 7 and a level 8. He would then be attuned to Dark Bolt at levels 6, 7 and 8, every time he cast a Dark Bolt 6 - 8 he would count as being "in element", reducing his casting time by 5 minutes. If later in his career the same wizard also wished to attune to Dark Skin 6 and 7 then he would begin his Adventures "out" two level 6 slots, two level 7 slots and a level 8 slot. Spell slots "out" on Spell Attunements cannot be regained by resting or Memonicing unless the Spell Attunement is dispelled first.

Spell Attunement is a spell but it is cast at the Schools Ceremony area before an adventure begins. Spell Attunement will last until the Character returns to the Towers after an Adventure. Spell Attunement cannot be cast on Adventures.

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Strength Stealer 9 - 10

Range:- Self Only

Duration:- Until used

Extendable:- N/A

Primary Only:- Yes

Description:- The caster binds the element of darkness into themselves allowing them to cast a number of level 6 Weakness spells at vocal length.

At level 9 Strength Stealer grants the caster the ability to cast three level 6 Weakness spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

At level 10 Strength Stealer grants the caster the ability to cast six level 6 Weakness spells (at normal use of a spell slot each time) at vocal length without the usual ceremony.

A Sorcerer may only have a single Strength Stealer spell in effect at any one time. Strength Stealer does not prevent the Sorcerer from casting a level 6 Weakness spell using the usual ceremony or via the level 6 Embody Dark Elemental spell. Weakness 6's cast in these ways do not count as a use of the Strength Stealer which will remain in effect until all of the provided vocal lengths are used.

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Weakness 5, 6

Range:- Touch (5), 20 ft. (6)

Duration:- 15 Minutes

Extendable:- No

Primary Only:- Yes

Description:- The caster calls upon Darkness to drain the strength from a victim. A target struck with a Weakness spell will be drained one strength level, as shown in the description for the Strength skill, for as long as the Weakness remains in effect.

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Weakness Store 6 - 8

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- This Spell Store allows the caster to hold within his body a number of Level 5 Weakness Spells. The amount of Weakness Spells held in a Weakness store is shown below.

Level Weaknesses Stored
6 2
7 4
8 6

Weakness Store is a Spell Store and follows all of the rules for Spell Stores in the High Magic Rules.

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Wizard's Dispel 6

Range:- Self Only

Duration:- Special

Extendable:- N/A

Primary Only:- Yes

Description:- This spell allows the wizard to store a Dispel Magic level 5 within their body which can be released at any time to counter a spell which would otherwise affect the Wizard. For example if a character with a Wizard's Dispel was targeted by a level 5 Dumbness spell which would prevent them from casting then they could choose to trigger their Wizard's Dispel to dispel the Dumbness before it could take effect. The caster must have a consistent trigger phrase to show when they have activated their Wizard's Dispel, "I am the master of the Elements - Dispel 5 that Dumbness" for example. The Dispel may also be released to target a spell already in effect as per a normal use of Dispel Magic. Wizard's Dispel is not considered a Spell Store and as such a Wizard may have both a Spell Store and a Wizard's Dispel. Wizard's Dispel uses one level 6 spell slot and one level 5 spell slot to be stored within it. These spells are considered out until either the dispel is used or the Wizard's Dispel is itself dispelled. Wizard's Dispel will remain in effect until the dispel is used or it is dispelled. Unlike spell stores Wizard's Dispel may be recast on adventures.

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