Dark Grace Essence Spells

Copyright John MacDonald © 2018

Edited by Terence Wynne for The Guild Companion

"These Dark Grace Essence spells would be Runes or Tehtar found written in Orcish or Black speech."

These Dark Grace Essence spells would be Runes or Tehtar found written in Orcish or Black speech. In order to cast these spells the Mage/Conjurer/Wizard is assumed to have had the opportunity and developed skill ranks in the above languages to Rank 4/5.

Dark Influences

Source Spell Law Dabbler Base 3.5.2

Level Spell Area Duration Range Type
1 Sleep 3 Varies - 100 F
2 Charm Animal 1 animal/lvl 1 hour 100 F
3 Charm Kind 1 Target 1 hr / lvl 100 F
4 Sleep 5 Varies - 100 F
5 Suggestion 1 Target Varies 100 F
6 Telepathy 1 Target 1 rd / lvl 2 ft / lvl F
7 Sleep 7 Varies - 100 F
8 Hold Kind 1 Target C 100 F
9 Greater Charm Kind 1 Target/3 lvls 1 hr / lvl 100 F
10 Sleep 10 Varies - 100 F
1. Sleep 3
Causes target (s) to fall into a natural sleep. 3 levels may be affected or any combination of targets that add up to 3 levels. 3 first level targets or 1 first level and 1 second level or 1 third level target.
2. Charm Animal
Target animal will believe the caster is a good friend and deserves loyalty / protection where the danger is not lethal to itself.
3. Charm Kind
Target humanoid believes caster is a good friend and deserves loyalty / protection where the danger is not lethal to itself.
4. Sleep 5
as above except 5 levels.
5. Suggestion
Target will follow one suggestion of the caster that is not completely alien to itself. For example Flee, or run, but surrender or disarm may not work if they face lethal danger to themselves.
6. Telepathy
Caster can read the surface thoughts and strongest emotions of 1 target
7. Sleep 7
as above except 7 levels
8. Hold Kind
The caster is able to limit the target to 25% of normal action.
9. Greater Charm Kind
as above except the number of targets is 1 for every 3 levels ; thus influencing a small crowd for example.
10. Sleep 10
as above except 10 levels.

Ungoliant’s Movements

Source Spell Law Dabbler Base 3.5.4

Level Spell Area Duration Range Type
1 Run Caster 10 Min/lvl Self U
2 Longjump Caster - Self U
3 Landing Caster - Self U
4 Shadow Steps Caster 1 Min/lvl Self U
5 Tangled Movement Caster 10 Min/lvl Self U
6 Balance 1 Caster 1 Rd/lvl Self U
7 Spider steps Caster 1 Min/lvl Self U
8 Spider thread Caster - Self U
9 Traceless Passing Caster C Self U
10 Ungoliants Step Caster 1 Min/lvl Self U
1. Run
The Caster may move at twice normal walking pace like a run. The caster suffers no exhaustion for the duration of the spell.
2. Longjump
The Caster may jump from any one place up to 10’ feet plus 5’ feet oer caster level vertically (along a floor or ground) or up to 5’ feet plus 2’feet per level horizontally (up and down).
3. Landing
The Caster may fall up to 20 feet experiencing no damage or trama despite weight and encumbrance; or they may deduct 20 feet from any longer fall thereby reducing injury and trama from such a fall
4. Shadow Steps
The Caster can cloak all movements in complete silence so long as they do not walk faster than a normal cautious walking speed
5. Tangled Movement
The Caster may walk through tangled under growth, rope snares, or even giant spider webs so long as they do not walk faster than a normal cautious walking pace.
6. Balance 1
The Caster can add +50 to any Movement and manoeuvre movement for duration of spell.
7. Spider Steps
The Caster can walk at half a normal walking space on any solid surface up to 90 degrees (like a wall); so long as they keep at least a three point contact with the surface such as a hand and two feet.
8. Spider Thread
The Caster can fall up to 50 feet plus 2’ feet per level without harm so long as a rope -even as fine as a shoelace - is anchored at the top of the fall.
9. Traceless Passing
The Caster while walking at a normal pace will leave no tracks nor visible signs of his passing. His spore is entitled a saving throw verses magic (at the Caster level) should other path finding or scrying spells try to detect his movements.
10. Ungoliant’s Movement
As Spider Steps except the movement includes ceilings, rock out cropping, or overhangs where the caster would be upside down.

Living Erosions

Source Spell Law Evil Essence 3.8.6

Level Spell Area Duration Range Type
1 Pain 1 Target 1 Min/lvl 100 F
2 Impair 1 1 Target 1 Mos/ 5 RR Fail 100 F
3 Ache 1 Target P 100 F
4 Fire Nerves 1 Target 1 Min/lvl 100 F
5 Trait Erosion 1 1 Target P* 100 F
6 Impair 2 1 Target 1 Mos/ 5 RR Fail 100 F
7 Pang 1 Target P 100 F
8 Agony 1 Target 1 Min/lvl 100 F
9 Trait Erosion 2 1 Target P* 100 F
10 Impair 3 1 Target 1 Mos/ 5 RR Fail 100 F
1. Pain
The Target feels pain and takes 10% of his/her remaining concussion hits.
2. Impair 1
The target has one of their physical traits ( character statistic like Strength, Constitution, etc) temporarily lowered by 1d10. The effect is only temporary and will regenerate at a period of 1 point per day will resting normally. The statistic will never be permanently lowered nor will it recuperate to a level higher than it was before. The affected statistic is determined randomly by rolling d6 and following the character sheet norm. (1= Strength, 2=Agility, 3=Constitution,4= Intelligence,5=Intuition, 6=Presence, Appearance is not considered).
3. Ache
As Pain except the targets loss is permanent until fully healed by way of extensive sedentary rest (1 month per point with absolutely no travel etc) or another spell means (Remove curse, Heal).
4. Fire Nerves
As Pain except the target takes 20% of remaining concussion hits.
5. Trait Erosion
As Impair except the effect is permanent unless healed by way of extensive sedentary rest ( 1 month per 5 RR resistance with absolutely no travel etc) or another spell means (Remove Curse, Heal etc).
6. Impair 2
As Impair 1 except the reduction is 2d10.
7. Pang
As Pain except the target takes 30% of remaining concussion hits.
8. Agony
As Pain except the target takes 40% of remaining concussion hits.
9. Trait Erosion 2
As Trait Erosion 1 except the reduction is 2d10
10. Impair 3
As Impair 1 except the reduction is 3d10.

Material Erosions/Grond’s Openings

Source Spell Law Evil Essence 3.8.5

Level Spell Area Duration Range Type
1 Un Ice 1 100 cu’ ft P 100 F
2 Earth to Dust 1 10 cu’ ft P 100 F
3 Grond’s Knock 1000 cu’ ft P 100 F
4 Powder Stone 10 cu’ ft P 100 F
5 Un Ice 10 1000 cu’ ft P 100 F
6 Disruption 1 1 cu’ ft P 100 F
7 Earth to Dust 10 100 cu’ ft P 100 F
8 Grond’s Opening 1 cu’ ft P 100 F
9 Powder Stone 10 100 cu’ ft P 100 F
10 Disruption 10 10 cu’ ft P 100 F
1. Un Ice 1
Caster turns 100 cubic feet of ice to water vapour.
2. Earth to Dust 1
Caster turns 10 cubic feet of normally pack ground earth to fine dust.
3. Grond’s Knock
Previous cracks or flaws within any 1000 cubic foot section of rock, earth, or wood extend to their limit weakening the section as if years of erosion have passed.
4. Powder Stone
Caster turns 10 cubic feet of stone or rock into fine powder.
5. Un Ice 10
as Un Ice 1 except the volume is 1000 cu
6. Disruption 1
Turns 1 cubic foot of any inorganic surface into fine powder (steel doors, iron bands, etc).
7. Earth to Dust 10
as Earth to Dust 1 except the volume is 100 cubic feet
8. Grond’s Opening
Caster can cause 1 cubic foot of any inorganic material to shatter. All persons within a 5 foot radius take an A impact critical. Holder of material would take a C Critical. A resistance roll is allowed based on the nature of the material. Steel and Iron save at +20. Mithril Laen or other special material would save at higher bonus based on history, craftsmen, origin, etc. The Game Master to determine. Magically imbued steel, mithril, etc would have even higher saves again.
9. Powder Stone 10
as Powder Stone 1 except the volume is 100 cubic feet.
10. Disruption 10
as Disruption 1 except the volume is 10 cubic feet.

Dark Concealment

Source Spell Law Dabbler List 3.5.1

Level Spell Area Duration Range Type
1 Shadow Caster 10 min/lvl Self U
2 Unseen 1 1 Target 24 Hours 10’ /lvl E
3 Conceal 1 1 Target 4 hrs/lvl Touch E
4 Locate Object 1 Target - 5’ r/lvl I
5 Darkness 2’r /lvl 10 min/lvl 10’r E
6 Secret 1 1 Target C Touch U
7 Unseen 2 2 Targets 24 Hours 10’ /lvl E
8 Displacement 1 Caster * 2’r /lv 1 min/lvl Self E
9 Conceal 2 1 Target 4 hrs/lvl Touch E
10 Darkness True 2’r /lvl 10 min/lvl 10’r E
1. Shadow
The Caster and objects on his person appear to be a shadow; and thus are almost invisible in total darkness. In certain situations this shadow will handled with a stalking/hiding bonus between +25 and +50 depending on the circumstances
2. Unseen 1
One target ( an object, or naked body alone, or weapon) is rendered visually invisible though subject to detection by smell or sound. The item stays so for 24 hours if passive but will become viable if struck by a blow, bumped into, or used to engage in combat.
3. Conceal 1
The target object takes on a different visual appearance so long as the appearance is within 10% of the original size. Thus a red key could be concealed as a silver spoon. A ring worn upon the hand could appear as a tied sting to remind oneself, or as a swollen knuckle and so not evident.
4. Locate Object
This spell allows the Caster to Locate 1 known and described object under the influence off Shadow, Unseen 1, or Conceal 1.
5. Darkness
The Caster creates a darkness with a 2’ radius per level about them. The darkness is natural darkness such as the absence of light. Besides being potentially obvious Elves and other raes with the ability to see in darkness can see in this darkness. If the darkness is sufficient to occupy a whole room or cavern it decreases the OB of those lacking night vision. If the darkness is insufficient to occupy a whole room it adds to the OB as the center is obvious.
6. Secret 1
As conceal 1 except the target object is concealed so long as the Caster concentrates even in an abstract way. In this manner a ring could be secreted as a piece of string or swollen knuckle all day long until the Caster went to sleep.
7. Unseen 2
as Unseen 1 except that 2 items are visually invisible for 24 hours etc
8. Displacement 1
The Caster visually displaces themselves in space being offset from where they are within 2’ per level of caster. All first attacks against the displaced caster automatically fail; however the caster is able to be detected by noise and smell. Each successive attack chance improves by 5% or 100% if perceived by noise and smell.
9. Conceal 2
As Conceal 1 except the change can be within 20% of original size. A Chest can be concealed as a smaller chest or dresser for example.
10. Darkness True
As per Darkness except the Darkness called is Magical in nature and thus Elves and other races cannot see through it. The same affects apply to OB depending upon the obviousness of the center point.