Erebomancy

From Aethier

The discipline of Erebomancy encompasses shadows and the absence of heat.


Spell Name: Shadowstep

Mana: 2

Discipline: Erebomancy

Concentration: Low

Cast Time: 2 Turns

Spell Duration: Instant

Range: 15 Meters

Spell Effect: The caster disperses in a cloak of shadows before manifesting in nearby darkness fifteen meters away. The darkness must be large enough to contain a standing person, though the person does not need to be entirely obscured by it.


Spell Name: Chill

Mana: 2

Discipline: Erebomancy

Concentration: Low

Cast Time: 1 Turn

Spell Duration: Instant

Range: 15 Meters

Spell Effect: The caster rapidly saps the heat of the area around a target. Its effects are enough to break all concentration and interrupt channeling.


Spell Name: Shadow Meld

Mana: 2

Disciplines: Erebomancy

Concentration: Medium

Cast Time: 1 Turn

Spell Duration: 5 Turns

Range: 3 Meters

Spell Effect: The caster melds themselves with nearby shadows, traveling through the shadows for the duration of this spell. If there are no more shadows to walk through, the caster will be ejected. If light or a sunstone is used to dispel the shadows while this spell is active, the caster will be ejected. If the shadow is attached to something that moves, the caster will travel with the movement, remaining in the shadow until the duration is over or the shadow is removed via light.


Spell Name: Extinguish

Mana: 3

Discipline: Erebomancy

Concentration: Medium

Cast Time: 2 Turns

Spell Duration: Instant

Range: 10 Meters

Spell Effect: Choosing a 3x3 area within range, the caster may sap the light and heat from it's source, thus snuffing it out entirely.


Spell Name: Shadow Bolt

Mana: 3

Discipline: Erebomancy

Concentration: Medium

Cast Time: 2 Turns

Spell Duration: Instant

Range: 15 Meters

Spell Effect: The caster gathers shadow within their hand and launches it as a blunt projectile capable of unhorsing someone, knocking someone from their feet, or otherwise displacing someone. The area of impact is too large to cause any puncture wounds upon the target, but will break bones of unarmored targets when hit. Armored targets will be knocked 5 meters back from their place while unarmored targets will be sent back 8 meters. This spell follows Projectile Standards.


Spell Name: Cloak

Mana: 3

Discipline: Erebomancy

Concentration: Medium

Cast Time: 2 Turns

Spell Duration: 8 Turns

Range: Touch

Spell Effect: The caster channels their mana into a target and turns it into a mass of darkness, making them invisible even in broad daylight. This darkness is artificial and doesn't grant Vallahism boons. Upon being dispelled, the target once again becomes visible as if spawning out of thin air. While this spell is active, those affected still make sound. Beginning to cast or otherwise interacting with people or objects will cause this spell to end instantly.


Spell Name: Orb of Darkness

Mana: 3

Disciplines: Erebomancy

Concentration: Medium

Cast Time: 3 Turns

Spell Duration: 3 Turns

Range: 3 Meter Radius Around Caster

Spell Effect: The mage creates an orb of solid shadow in a 3 meter range around themself and is immovable. No one may enter or exit the dome for the duration. This bubble is capable of protecting against projectiles and magical attacks for the duration.


Spell Name: Shadow Clone

Mana: 4

Disciplines: Erebomancy

Concentration: Medium

Cast Time: 3 Turns

Spell Duration: 10 Turns

Range: Self

Spell Effect: The caster raises up their shadow to act as a clone of themself. The shadow is the same shape, size, strength, and speed as the caster. The shadow clone is able to mirror the caster’s actions from lifting to physical attacking. This spell follows the Combat Pet rules as the shadow clone functions as a combat pet. After taking three strikes, the clone will dissipate.

Spell Name: Dark Defender

Mana: 4

Disciplines: Erebomancy

Concentration: Medium

Cast Time: 3 Turns

Spell Duration: 10 Turns

Range: 15 Meters

Spell Effect: The caster summons forth a conglomeration of shadow in the form of their choosing to act as a temporary combat pet. This protector may take whatever form the caster desires, but it cannot exceed the size of an average Orc and cannot be made to mimic creatures above threatening tier. This creation can only have the mechanics of something that the caster has seen before, but may aesthetically take any form. This creation follows the Combat Pet rules.


Spell Name: Underworld Armor

Mana: 4

Disciplines: Erebomancy

Concentration: Low

Cast Time: 2 Turns

Spell Duration: 15 Turns

Range: Self

Spell Effect: The caster circulates shadows around themselves, creating pitch black plate armor that acts like steel. This armor does not serve to protect against any magical/other attacks besides the mundane, just like regular armor would. However, this armor does allow the caster to continue using spells while it is active.


Magecraft Disciplines
AeromancyAlterationBiomancyElectromancyErebomancyHealingHydromancyMana
PsionicsPyromancySanguimancySoulsSoundSpaceTerramancy
Aurum Types
DivinityDemonbrandsMagecraftRunesmithingFeyspeakShamanismThe Fallen
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