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Author Topic: New Schools II: The Voidalist [HomeBrew]  (Read 1291 times)

Offline mrhytl

  • Assistant
  • Posts: 28
New Schools II: The Voidalist [HomeBrew]
« on: March 19, 2018, 09:55:02 AM »
After finishing up the Ferromancer, I thought about a school of magic that would be idealogically and structurally opposite to the Iron Mongers who enjoy creating very concrete and durable physical objects. Thus, the idea behind the voidalist? A shenanigan conjurer dabbling in the use of shadows and nothingness, the so-called Great Void as its own element...

Any C&C is much appreciated, especially on casting difficulties and power levels!



The Voidalist
Aligned Schools: Elementalist, Illusionist, Chronomancer
Neutral Schools: Thaumaturge, Summoner, Witch, Necromancer, Soothsayer, Sigilist, Enchanter
Opposed School: Ferromancer

In contrast to most Elementalists – and especially when compared to the Ferromancers – the Voidalists draw their power from an all-consuming emptiness, the Great Void. Within it, there is no light, no sound, no feelings. But when channelled properly, the Great Void provides skilled magic users a broad spectrum of utility, from cloaking oneself in darkest night to stepping through space and time. Voidalists are often frowned upon by other wizards as their specific school of magic opens a gate to a place that cannot be grasped by the common understanding of the world. In addition, they stick to themselves, are known to be very uncommunicative and wear dark colours – mostly purple, black and blue.

Also known as: Dark Portalists, Shadowmancers
Symbols: sleeping eyes, swirls, dark suns

Spells

Reveal Weakness
Voidalist / 12 / Line of Sight
The target must make a Will roll against the casting roll or receive -1 Fight and -1 Armour for the remainder of the game.

Darkest Pit
Voidalist / 10 / Line of Sight
This spell creates a 2” wide and 5” deep pit within 8” of the spellcaster. Miniatures moving into the pit fall down and suffer 7 damage. If they survive the fall, they may climb out of the pit at a cost of 2” movement for every inch of height. At the end of each following turn, roll 1d20 – on a 19+, the pit vanishes.

Portal
Voidalist / 12 / Line of Sight AND Touch
The spellcaster enchants an area of 2“x2“ of a wall within 12“ and may afterwards enchant an additional area of 2”x2” on a different wall that he is within 1” of. Miniatures can step into either area and step out of the other without any movement restrictions, but immediately lose 2 HP per travel.

Black Veil
Voidalist / 10 / Self Only
The spellcaster forms a moving veil of darkness, creating a 4” circle around him that hides those within it for the rest of the game or until the spellcaster drops it. Figures attempting to attack those within the spell area suffer a -2 penalty on their attack rolls.

Blackest Wall
Voidalist / 12 / Line of Sight
This spell creates a line of darkness, 6” long, 3” high and 1” thick across the battlefield within line of sight of the caster. Figures can move through the fog as if it were heavy terrain, but may not draw line of sight through it. At the start of each new turn, roll 1d20. On a result of 1-6, the fog moves 2” towards the opponent’s table edge, on a result of 7-12, the fog moves towards a neutral table edge, on a result of 13-18, the fog stays in place, on a result of 19 or 20, the fog disappears and is removed from the table. The fog can overlap with terrain.

Shadow Armour
Voidalist / 10 / Touch
This spell entangles the target in an armour of shadows, making it harder for his opponents to target their attacks. It gives the target a +1 Fight stat against melee attacks and a +2 Fight stat against ranged attacks for the remainder of the game. Multiple castings of this spell on the same target have no effect

Sleep
Voidalist / 12 / Line of Sight
This spell only affects soldiers and creatures. If the target fails its Will roll, it temporarily falls asleep, dropping all treasure / items immediately and may take no actions on its next activation. After each activation, the soldier may make a Will roll versus the casting roll to shake off the spell’s effects. A spellcaster may only have one active Sleep spell at a time.

Swallow Magic
Voidalist / 14 / Line of Sight
Immediately cancels the ongoing effect of any one spell and may use it on the spellcaster’s warband instead, if applicable. It cannot unsummon a creature or switch control to the spellcaster’s warband, but it can still cancel the control over a creature.
« Last Edit: April 09, 2018, 12:53:19 PM by mrhytl »

Offline mrhytl

  • Assistant
  • Posts: 28
Re: New Schools II: The Voidalist [HomeBrew]
« Reply #1 on: March 28, 2018, 10:11:06 AM »
UPDATED!

i've changed several casting difficulties after some feedback. the consensus was that "portal" should be easier to cast if every warband member has to pay 2 HP to use it. the same was valid for "swallow magic" due to its limited options.

oh, and: here are my two voidalists!


Offline LiamFrostfang

  • Mad Scientist
  • Posts: 670
Re: New Schools II: The Voidalist [HomeBrew]
« Reply #2 on: March 28, 2018, 10:13:33 AM »
 :) look good!!!

Offline mrhytl

  • Assistant
  • Posts: 28
Re: New Schools II: The Voidalist [HomeBrew]
« Reply #3 on: April 03, 2018, 09:58:32 AM »
:) look good!!!

thanks mate.

also: probably final update on the spell list!

Offline LiamFrostfang

  • Mad Scientist
  • Posts: 670
Re: New Schools II: The Voidalist [HomeBrew]
« Reply #4 on: April 05, 2018, 03:22:48 PM »
 ??? wondering...
black veil...lasts until end of game? until caster is wounded?
thanks for sharing this stuff btw!!!  8)

Offline Bloggard

  • Scatterbrained Genius
  • Posts: 3462
Re: New Schools II: The Voidalist [HomeBrew]
« Reply #5 on: April 05, 2018, 04:27:20 PM »
super-smart stuff.

Offline mrhytl

  • Assistant
  • Posts: 28
Re: New Schools II: The Voidalist [HomeBrew]
« Reply #6 on: April 09, 2018, 12:51:41 PM »
??? wondering...
black veil...lasts until end of game? until caster is wounded?
thanks for sharing this stuff btw!!!  8)

of course, sharing is caring :) the spell is supposed to last until the end of game or until the caster drops it. i'll add that to the spell description!

super-smart stuff.

thanks a lot! if you like it, have a look at the ferromancer and the artificer!