Difference between revisions of "CONJURE DARKNESS"
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== <span style="font-size:large">●</span> -- ''CONJURE DARKNESS'' == | == <span style="font-size:large">●</span> -- ''CONJURE DARKNESS'' == | ||
− | '''Dice Pool:''' | + | '''Dice Pool:''' Manipulation + Occult |
'''Cost:''' Imbue 1 Divinity | '''Cost:''' Imbue 1 Divinity | ||
− | '''Description:''' | + | '''Description:''' As the first and foremost of the Powers of Darkness: ''Conjure Darkness'' is foundational. The lesser and innate powers are little more than ''tricks'', but with this Power the Avatar can literally summon magical darkness. The Avatar requires no shadows, shrouded confines or subterranean locations to call the dark, he or she merely wills it to happen. It is the Avatar personally who is the sources of darkness and they can call it forth in countless ways, some vomit it up, others cry tears of night, a few cut themselves to bleed black, but most conjure it forth from their own shadow. Regardless of how the conjuring manifests the results are the same, mystical darkness flows outwards from the Avatar beginning with a ten foot radius around the summoner and spreading through any open spaces large enough to permit light. |
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+ | The conjuring of darkness can occur by day or night, but the difficulty of summoning the dark by day is seven (7), and becomes easier with the arrival of night, difficulty five (5). In either case the Avatar must ''Imbue'' a point of divinity to manifest the dark. This Power dims all sources of lights that exist along its path, all natural flames gutter as if starved of air, other forms of illumination dim as well including electrical or chemical lights. All non-magical lights illuminate a mere foot in any direction and if summoned outside the darkness smothers even sunlight, but only for a turn per success on the casting roll. The Avatar that summons the darkness can will it to take any shape or form, but it will not pass through solid objects, but can pass through tiny apertures like cracks or keyholes. The darkness may be infernally hot or freezing cold, it may whisper to those caught in it or smother all sound, the conjuring Avatar may define any minor condition they wish for the purpose of dramatic effect. | ||
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+ | Each additional success on the conjuring roll doubles the area of the dark: 1 success equals a 10ft cubic area, 2 successes equal a 20ft cubic area and 3 successes manifest a 40ft cubic area of dark, etc. The expenditure of a point of willpower can make the effect permanent provided it is in a location untouched by sunlight, as the force of the sun dissolves the cloud in sequential increments equal to the manifestation of its conjuring: the first turn dissolves a 10ft area of conjured darkness, the second turn dissolves a 20ft area, the the third turn dissolves a 40ft area, etc. The Avatar of Darkness responsible for the dark is obviously unhindered by it, as are those beings gifted with dominion of DARKNESS innate ability: Darksight. | ||
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+ | Other supernatural gifts may allow their users to navigate the Power of CONJURE DARKNESS, but at a penalty. | ||
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Latest revision as of 21:25, 8 June 2021
● -- CONJURE DARKNESS
Dice Pool: Manipulation + Occult
Cost: Imbue 1 Divinity
Description: As the first and foremost of the Powers of Darkness: Conjure Darkness is foundational. The lesser and innate powers are little more than tricks, but with this Power the Avatar can literally summon magical darkness. The Avatar requires no shadows, shrouded confines or subterranean locations to call the dark, he or she merely wills it to happen. It is the Avatar personally who is the sources of darkness and they can call it forth in countless ways, some vomit it up, others cry tears of night, a few cut themselves to bleed black, but most conjure it forth from their own shadow. Regardless of how the conjuring manifests the results are the same, mystical darkness flows outwards from the Avatar beginning with a ten foot radius around the summoner and spreading through any open spaces large enough to permit light.
The conjuring of darkness can occur by day or night, but the difficulty of summoning the dark by day is seven (7), and becomes easier with the arrival of night, difficulty five (5). In either case the Avatar must Imbue a point of divinity to manifest the dark. This Power dims all sources of lights that exist along its path, all natural flames gutter as if starved of air, other forms of illumination dim as well including electrical or chemical lights. All non-magical lights illuminate a mere foot in any direction and if summoned outside the darkness smothers even sunlight, but only for a turn per success on the casting roll. The Avatar that summons the darkness can will it to take any shape or form, but it will not pass through solid objects, but can pass through tiny apertures like cracks or keyholes. The darkness may be infernally hot or freezing cold, it may whisper to those caught in it or smother all sound, the conjuring Avatar may define any minor condition they wish for the purpose of dramatic effect.
Each additional success on the conjuring roll doubles the area of the dark: 1 success equals a 10ft cubic area, 2 successes equal a 20ft cubic area and 3 successes manifest a 40ft cubic area of dark, etc. The expenditure of a point of willpower can make the effect permanent provided it is in a location untouched by sunlight, as the force of the sun dissolves the cloud in sequential increments equal to the manifestation of its conjuring: the first turn dissolves a 10ft area of conjured darkness, the second turn dissolves a 20ft area, the the third turn dissolves a 40ft area, etc. The Avatar of Darkness responsible for the dark is obviously unhindered by it, as are those beings gifted with dominion of DARKNESS innate ability: Darksight.
Other supernatural gifts may allow their users to navigate the Power of CONJURE DARKNESS, but at a penalty.