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Void Magic is the skill governing the use of the Void. Each rank gained in this tree gives the user 2 points of mana, +1 accuracy with Void spells, +1 effective range with Void spells, adds 10% chance to succeed in Void related concentration checks, and allows him to cast more complex spells after hitting the appropriate milestones.

Novice Spells

At the Novice rank, ten spells can be used with each one costing 50Gold-coin-icon.

Novice Void Spells
Spell Name Description Effect
Surge Pulls a small amount of raw mana from the void to damage your opponents. 3d6 Magic Damage
Void Sheath Allows the caster to place a weapon inside a different plane of existence, to keep it hidden and safe from environmental hazards. Removing a weapon from this portal can be done as a free action before combat starts, or during combat to draw your weapon quicker than you would normally, with a swift action instead of a move action. There is no limit on how many weapons one can put inside this alternate plane.
Novice Arcane Training Train your eyes to peer into the void, revealing the flow of energy passing through the physical world. -20% chance to an enemy's dual strike against you.
Perfect Balance This spell can be cast as a Free Action. When cast, for the next 1d8 turns, the caster can walk on water, walls, ceilings and such as if he was standing on firm ground. This spell also raises your falling damage threshold by 1 space.
Open Portal Opens a portal that can take the caster a distance of 40ft, or 8 spaces to anywhere he can see with his own eyes.
Projection Create a telekinetic projection of yourself and attack your target once. Increases your effective melee range by one space, your projection attacks as you would.
Push Quick telekinetic blast that pushes away a single target adjacent to your character, one space back. Does not have to hit an accuracy check.
Telekinesis May move a small object around for a small time frame and a short distance.
Slow Time Makes the caster move slightly faster, and changes his perception of time, causing him to see time slowed down, while the rest only see a sped up blur. This is the spell in its weakest form, it gives the user +20% to his Dual Strike Chance and +1 AC for the next 1d6 turns.

Adept Spells

At the Adept rank, thirteen spells can be used, each one costing 220Gold-coin-icon.

Adept Void Spells
Spell Name Description Effect
Bloom Pulls a considerable amount of raw mana from the void to damage your opponents. 4d6 Magic Damage
Door to Emptiness Launches three weapons that are kept in a Void Sheath, or in your hands. Damage Dice and Accuracy done by this spell depends on the weapon chosen. After the weapons hits or miss they are called back into the Void Sheath, or the caster's hands. One handed weapons receive a bonus of +1 accuracy when launched, while two handed weapons receive a -1 accuracy penalty. Polearms receive a +1 to their effective range.
Adept Arcane Training Train your eyes to peer into the void, revealing the flow of energy passing through the physical world. -30% chance to an enemy's dual strike against you, +20% magnitude to tracking augmenting spells.
Walking On Air This spell can be cast as a Free Action. When cast, for the next 1d6 turns, the caster can walk on the air as if he was standing on land. However, the same disturbance stated in the lesser version of this spell still applies. This spell also raises your falling damage threshold by 2 spaces.
Planar Step Accelerates time and move in the blink of an eye, can be used as a standard action or as a free action. If used as a standard action, allows the user to move as far as his movement could take him, passing directly through any enemy units. If passing through or by an enemy unit, the caster may make an attack of opportunity against the unit he passed, and any movement amplifying effects are accounted for when casting. If used as a free action, allows the caster to immediately move a single space in any direction of his choosing, similar to the Pivot feat in the Agility skill line.
Projection Create a telekinetic projection of yourself and attack your target once. Increases your effective melee range by one space, your projection attacks as you would.
Psychic Body Stronger version of Projection, increases your effective melee range by two spaces.
Reflex Force Faster telekinetic blast that pushes away up to two targets adjacent to your character, two spaces back. Does not have to hit an accuracy check. Can be used as a defensive action, and if used as such, increases your AC by the amount of mana you put into the cast, minimum of 1, maximum of 4. If used as such, the opponent is pushed back two spaces if he misses his strike.
Greater Telekinesis May move a person, or an object of that size three spaces in any direction.
Parity Create a dimensional pocket and pull a single enemy unit into it with you. The caster may choose the size of the available space, but it cannot be larger than 10x10x10, or smaller than 5x5x5. The caster must hit his target with an Accuracy check to pull him in, and can maintain them both inside for as long as he can keep his concentration.
Time Crawl Magnified version of Slow Time, causes the caster to move even faster, allowing him an extra movement action instead, and +40% to Dual Strike Chance and +2 AC. Lasts for the next 1d4 turns. Casters can only have one self buff active at a time.
Sense Mana Allows the caster to see the mana flowing inside all things around him/her, the higher the caster's skill, the clearer he can see. Also adds a 20% penalty to stealth checks done around him. Lasts for an hour.
Structured Stasis Reduces the target’s movement by 2 spaces, their Dual Strike Chance by -40% and their AC by 2. Effect lasts for 1d4 turns.
Chaos Foresight Allows the Warlock to gaze into the void, making a Tracking check for 50% effectiveness, not tied to his actual tracking skill. If the caster has the Arcane Chaos perk, the check gains a 20% boost.

Master Spells

At the Master rank, thirteen spells can be used, each one costing 400Gold-coin-icon.

Adept Void Spells
Spell Name Description Effect
Nova Pulls a large wave of raw mana from the void to damage your opponents. 5d6 Magic Damage
Gates to Emptiness Launches five weapons being kept in the Void Sheath, or in your hands. Damage and Accuracy done by this spell depends on the weapons chosen. After the weapons hit or miss they are called back into the Void Sheath, or the caster's hands. One handed weapons receive a bonus of +1 accuracy when launched, while two handed weapons receive a -1 accuracy penalty. Polearms receive a +1 to their effective range.
Master Arcane Training Train your eyes to peer into the void, revealing the flow of energy passing through the physical world. -40% chance to an enemy's dual strike against you, once per day you are able to declare one attack against you as an automatic miss, even after the accuracy check.
Mastery Over Gravity This spell can be cast as a Free Action. When cast, for the next 1d4 turns, the caster may walk on air, even on three dimensions at his will. The disturbance that affected the lesser versions of this spell does not apply anymore, allowing the wielder to remain on the air till the spell ends. This spell also raises your falling damage threshold by 3 space.
Blink Accelerate time around you to quickly create a portal that instantly engulfs you, disappearing in an instant, only to appear farther away a moment later. This spell is able to take the caster up to 60ft, or 12 spaces away from the initial casting position, and can be done as a Free Action on your turn, but only once per turn.
Soul Vestige Strongest version of Projection, increases your effective melee range by three spaces.
Unseen Fortress Telekinetic barrier around the caster. Can be activated as a free action, and when activated, pushes away any adjacent enemy to the caster, a single space back. Can activate 2 times, before it dissipates. Can be cast as a free action at the start of combat. Casters cannot have more than one self buff active at a time.
Mass Telekinesis May move up to two people, or various objects around you four spaces in any direction. Alternatively, may concentrate all your energy into one object or person and move it five spaces instead.
Maze of the Driftor Traps a single target in the void, where the constant shifts of reality, time, space and existence tear away at their body, destroying them. After hitting the target, every turn after the initial cast the victim must roll against the Concentration of the caster, with a bonus of 5% after each turn he spends inside the maze, to see if they can escape. Every turn they spend inside the maze they take 1d6 of damage, and 1d8 when they leave the maze. While inside, the victim can only attempt to escape, and cannot be affected by things outside of the maze.
Stop Time Strongest version of Slow Time, allows the caster an extra Standard action instead, and +50% to Dual Strike Chance and +2 AC. Lasts for the next 2 turns. Casters can only have one self buff active at a time.
Entropic Stasis Reduces the target’s movement by 2 space, their Dual Strike Chance by -60% and their AC by 3. Effect lasts for 2 turns.
Reverse Time Command time to turn back, rewriting a single event. Can be cast as a Free Action, forces a GM to re-roll any dice roll for a different outcome.
Mana Channeling Allows the caster to transfer mana from himself to a willing target, back to him from a willing target, or steal mana from an enemy by hitting him with the spell and passing a concentration check. This spell has no mana cost, must be cast with a Full Action, can transfer up to 10 mana, it is only obtainable and is obtained automatically when choosing the "Arcane Spirit" perk. This spell can also be used as a defensive action, to absorb a magic/elemental damage projectile and generate mana. To attempt to absorb a spell projectile, the caster must roll a concentration check, if he succeeds, the spell is absorbed and the defender absorbs the amount of mana that the attacker put into the spell.

Perks

At the Master rank, one of the following perks can be chosen:

Void Perks
Arcane Spirit
This perk adds 10 points to your character's mana pool. It also gives you the Mana Channeling spell.
Arcane Order
This perk adds an additional 30% chance to succeed in any Void related concentration checks, and causes the wielder to lose concentration in a much slower pace, 5% instead of 10%. Adds additional turns to your sustained spells, 3 additional turns for Novice spells, 2 for Adept and 1 for Master.
Arcane Chaos
This perk adds more magnitude to any Void effect. Adds two additional spaces to your effective range with Void, to any Void effect that would move an opponent, and to the teleportation spells.

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