Magic Shop: Dark Domain
Jan 20, 2021 1:44:23 GMT -5
Post by Admin: Soul on Jan 20, 2021 1:44:23 GMT -5
Novice Spells
Must have Novice in Arcana: Dark Domain Skill
Name | Description | Price |
Remove Light | You can target a source of non magical light, be it a torch, flame or other source of natural light. You can then cause this light to go out, snuffing the light immediately. This will remove the source of light until re lit. | 10 Solars |
Night Sight | For a brief duration you gain the ability to see in the dark. This allows your eyes to see normally in the darkness as if it was day time. This spell only works in natural darkness and does not apply to magical darkness created by a spell or effect. | 10 Solars |
Inflict Wounds | You fire out a ray of purple energy at a target. If this ray collides with a living creature they will then receive several cuts across the surface of their body. This will only injure the area the ray hit them, but that area will be filled with several tiny cuts. -Deals dark damage- | 15 Solars |
Cloak of Shadows | A wispy cloak of shadows forms around your body causing you to appear as a simple shadow. If you are currently standing in darkness or a shadow, your image becomes harder to see, but not impossible. Unless someone is extensively searching for you they will find it hard to see you. | 15 Solars |
Corrupting Touch | Your palm glows with dark energy, making your touch dangerous. You can touch natural vegetation such as plants, trees, vines or other forms of living vegetation and cause them to instantly shrivel and die. You can also touch a wild natural animal, such as a bird, bear or wolf, and cause that animal to become sick. This does not work on magical creatures, pets or mounts. | 15 Solars |
Death Swipe | Causes your hands to grow claws of pure darkness that are several inches long. These claws can pass through physical obstacles (such as armor) to stab at flesh underneath, dealing moderate damage. Consequently, they cannot be used to block physical attacks. -Deals dark damage- | 20 Solars |
Summon: Minor Minion | You cause a small creature of darkness to form, taking the shape of a small animal, such as a cat, dog or rabbit. This creature is made of pure darkness and takes on a shadowy form. It will follow any command you give it, can be used to retrieve things or even attack your target, dealing very small amounts of damage. This minion last for two post. -Deals dark damage- -Can only have one out at a time- | 25 Solars |
Raise Dead | You can target a dead body, be it freshly dead or long dead. This body can belong to an animal, creature or humanoid (can not be used on player characters) This creature will rise from the dead, have no will of its own, and follow any command you give it. This raised body will be weak but relentless and can attack for you. It will deal minor amounts of damage but will also sustain large amounts of damage. This body will last for three post. -Deals dark damage- -Can only have one out at a time- | 25 Solars |
Chaos Bolt | This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage. -Deals dark damage- | 25 Solars |
Death Wall | You cause a wall made of bones and shadows to rise up out of the ground. This wall will act as a defense against raged attacks or force enemies around it, manipulating the battlefield. If someone touches or tries to scale this wall they will find some of the skeleton arms claw out and swipe at them, dealing damage. -Deals dark damage- | 20 Solars |
Dark Soil | You create a patch of tar like substance on the ground, a dark blob of sticky energy. Anyone standing on the patch or passing through the patch will find themselves stuck, unable to move for the next post. You can only be freed by being pulled by another person. This spell also prevents anyone from using fly or hovering spells or effects while in the tar. | 25 Solars |
Ebon Eyes | Your eyes gloss over with pure darkness, becoming pitch black. For a brief duration you gain the ability to see in the darkness no matter how dark it is. This spell also allows you to see normally in magical darkness, giving you sight regardless of the source of the darkness. | 25 Solars |
Summon: Major Minion | You summon forth a large minion of darkness, a creature of shadows. This creature takes a humanoid form, looking like a human or other race. This creature will follow your every command, retrieving things or even attacking your enemies for you. This creature is summoned with a shadowy weapon, be it a sword, axe or spear and can use that weapon to attack with. This minion will last for three post. -Deals dark damage- -Can only have one out at a time- | 35 Solars |
Consume Light | You cause all of the light in a specific area to be consumed, going completely out. This includes natural and magical light created by spells or effects. All of those lights go out, engulfing the area in darkness and removing that light and their sources. This does not effect the sun or daylight however. | 35 Solars |
Dark Binding | You fire out a beam of pure dark energy. This beam of energy is thin and travels in a straight line up to a medium distance away. If this beam strikes someone it will wrap around them like a vine, restricting their movement. This spell will bind them for their next post, preventing them from moving away. They can still manipulate their hands to a degree. | 35 Solars |
Zone of Shadows | A large dome of darkness forms, engulfing you and anyone inside of it. This dome will consume the area, enveloping it in pure magical darkness. Anyone inside of this dome will be unable to see, finding their vision filled with pure darkness. Anyone looking from the outside will just see a giant globe of darkness. | 30 Solars |
Toxic Touch | Your touch becomes extremely toxic, your hands coated in a dangerous poison. You can touch a creature or enemy and cause that area to become inflicted with the toxin. The skin will burn and rot away, becoming useless for the next three post. In addition to dealing damage it will render that limb useless. They can strike with it or use it until the poison fades. -Deals dark damage- | 30 Solars |
Corrosive Blast | You fire a blast of dark green energy forth from your hand. This ray will engulf whatever it touches in a corrosive aura, the energy beginning to eat away at it. This will deal surface level damage to the skin, burning at the top layer. This will also effect any metal, be it weapons or armor. It will render that item useless for the next three post, unable to deal damage or provide protection. -Deals dark damage- | 30 Solars |
Master Spells
Must have Master in Arcana: Dark Domain Skill
Name | Description | Price |
Summon: Dark Elemental | You summon forth a massive creature from the dark domain. This creature will be transparent and its form will be one of smoky darkness. It will appear as a large winged bat, circling around your person and attempting to defend you or attack your enemies. This elemental will remain for three post and can fire the spell chaos bolt from its mouth. -Deals dark damage--Can only have one out at a time- | 50 Solars |
Summon: Undead Hulk | A massive undead creature made of bones and corpses will rise from the ground. This creature will loom over everyone, being extremely tall and large. This creature will remain for three post and will attempt to defend you or attack your enemies. This creature will be summoned with a massive weapon, be it a blade or axe, and can cast the raise undead spell once. -Deals dark damage--Can only have one out at a time- | 50 Solars |
Cause Fear | By touching a creature or an enemy you cause that target to be filled with dread and fear of you. This will force them to try to stay away from you, not attacking or causing you any harm. For the next two post, the effected target can not make any move to cause damage or strike you. | 50 Solars |
Soul Shackle | You bind yourself to another target, causing a thin beam of energy to connect you and that person. This binds your souls together, and shackles the target to you. This bond causes you all to share damage, meaning if you take damage, so will the person on the other end of the shackle. This also works in reverse, meaning you will take any damage the other target takes. This last 2 post. | 50 Solars |
Whispering Madness | You fill the mind of a target with madness, causing them to be filled with fear and anger. Their mind will be filled with hundreds of voices, all echoing in their mind and causing them to go mad. For the next two post the effected target will be unable to tell friend from foe, and will turn on their own allies, being forced to lash out against friends. This spell has no effect if the target has no allies with them. | 50 Solars |
Black Shield | You or an ally instantly become surrounded in darkness, your entire outline glowing a deep purple. This energy will remain on you for the next two post and will protect you from any other magical effect, positive or negative. For the duration of the spell, you will ignore damage and effects that come from spells cast. This spell has a three post cooldown and can not be used again until the cooldown is over. | 50 Solars |
Death Wave | You shoot a wave of dark energy out from your body in all directions. These wave only goes up to a medium distance, but pushes out from your body in all directions. The wave of darkness deals damage as well as pushes each person struck backwards to the edge of the range. It will knock each living creature to the edge scorching them with the dark energy. -Deals dark damage- | 50 Solars |
Exalted Spells
Must have Exalted in Arcana: Dark Domain Skill
Name | Description | Cost |
Hylltywyll’s Shady Shelter | This spell is a passive spell that gives the caster access to a small, dark pocket space within the shadows that they can enter and store items in. They can only enter this space through a shadowy or dark area. They can pull items out and put them in through their own shadow without needing to fully enter the space whenever they like. The interior of the space pocket can vary in appearance according to the caster’s wishes, including furniture, but nothing can be taken out of it that wasn’t brought in from outside and it is always the size of a small house. In addition, within the pocket space are four doors. One always connects to wherever you entered from, but the other three can connect to other locations that meet two requirements: 1- the location must be dark or have a large enough shadow within it for the caster to pass through 2- the caster must already be familiar with the location and have been there before that is within the same region that you are currently in. Passing through one of these doors will cause the door you entered from to disappear. Once chosen, these three locations cannot be changed for that topic, new locations may chosen for new topics. The pocket space can be used as a home, but does not give access to the political system and cannot have attachments. Others can enter the shelter and pass through the doors with the caster as long as they are in physical contact with them (even if the caster doesn’t want them to.) They can also leave the space through the entrance door without touching the caster. Once you use this spell to travel and not place items in it, you are considered to have exited the thread unless all rp partners have also gone through the same door. | 75 Solars |
Mubashir's Summoning Pact: Grand Dracolich | You summon forth dark energy that takes the form of a skeletal drake and descends from the sky. This drake will fly in a straight line over the intended area and spew out a line of toxic and corrosive poison, covering a line 20 feet wide and 50 feet long. Anyone caught in this area will take medium amounts of dark damage and will find it hard to breath or move. For the next post they will be unable to leave the affected area, stuck in the toxic gas left behind. The drake will fade away at the end of the post, but can be used twice per topic. | 75 Solars |
Cyran's Manifest Memory | Once per topic, you can touch a creature and draw upon one of their worst memories. It has to be a memory you know about in order to find it; but once you do, you draw that memory out of them and bring it to life. You create a minor, grim illusory effect related to the memory, such as an object, place, or even a person. This memory possesses no physical form and merely replays the events of that specific memory. However, in the event this memory illusion represents a living being, it can be applied to a Dark Domain summon or Spirit, making that summon appear in the form of a living memory that can physically interact with the world. If the Memory was an enemy of the spell’s target, it will cause Fear in the target and become immune to any mind-altering effects from the target on top of any abilities the summon/spirit possesses. This memory illusion lasts for three posts. This spell can only be used on PCs with their explicit consent. | 75 Solars |