CONJURE DARKNESS
● -- 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 six (6), and becomes easier with the arrival of night, difficulty five (1). 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