Tiger's Chaos - Hero System

This College was based on the Darkness College from the original Fantasy Hero & then update by Tiger.  For those who prefer a PDF  If You Would like a prefab for Hero Designer Prefab

Darkness

Pitch black — darkness so deep and thick it surrounds and envelops. The roaring sound in your ears is your own heart beating between shallow breaths. The emptiness takes on a form and a substance of its own, a lurking entity, indomitable and otherworldly. The mages of darkness tap into this power: primal fear.

Each mage in the college must learn to master the fear within him to become a master of darkness. This is only accomplished through many years of study and an uncommon inner strength. The mages of darkness form a small, elite group who tend to remain aloof from society. They prefer stealth, cunning, and secrecy to direct confrontation. The sense of mystery, awe, and fear they inspire is possibly enhanced by their silence. Mages of Darkness must remain silent while using their magic and prefer to speak to other members of the college through a highly advanced sign language. (This is seldom taught to others, although it is not forbidden.)

GMs may allow other limitations than those taken. These could include, 2X END in sunlight, Caster must remain silent, Not in the presence of loud noises, just to name a few.


Basic Spells



Douse

This spell creates a small globe of darkness. This globe will envelop any one magical effect and attempt to dispel it.

Power: Dispel
Target: Target's DCV
Duration: Instant
Range: 300m
Magic Roll Penalty: -3
Energy (END): 3
Game Information: Dispel 10d6 (30 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Perceivable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 6 points



Eyes Of The Beast

This spell allows the caster to establish a mental link between himself and an animal familiar. In addition, the caster can hear though the ears and see through the eyes of his familiar, giving him the additional ability to see in darkness. For the mages of darkness it is fairly common to have a nighttime creature as a familiar (Owl, bat, ferret, black cat, black panther, raven etc).

Power: Compound Power
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -5
Energy (END): 5
Game Information: (Total: 50 Active Cost, 14 Real Cost) Mind Link, One Specific Mind, No LOS Needed, Unlimited range in this dimension (20 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), 2 Continuing Charges lasting 20 Minutes each (Must Study Spell Book For 4 Hours To Recover; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4) (Real Cost: 7) plus Clairsentience (Sight And Hearing Groups) (30 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Single Comman "Flee" (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), IIF (Black Onyx Ring; -1/4), Gestures (-1/4) (Real Cost: 7). Cost: 14 points



Magic Sight

The power radiating from any magic within this spell’s range shines like a beacon of black light.

Power: Detect A Single Thing, Discriminatory, Range, Sense
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -1
Energy (END): 1
Game Information: Detect Magic 11- (Unusual Group), Discriminatory, Range, Sense (15 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Perceivable (-1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 3 points



Netherworld

The caster creates a cloud of swirling fog and smoke — the image of the netherworld. Even if the strong willed do not flee, the distraction often affords the opportunity for the caster to escape attention.

Power: Images Sight Group, Hearing Group, +/-5 to PER Rolls
Target: Area
Duration: Constant
Range: 300m
Magic Roll Penalty: -5
Energy (END): 5
Game Information: Sight and Hearing Groups Images, +/-5 to PER Rolls, Area Of Effect (16m Radius; +3/4) (52 Active Points); 2 Continuing Charges lasting 1 Extra Phase each (Must Study Spell Book For 4 Hours To Recover; -1 1/4), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 13 points



Quench Magic

The caster creates a globe of darkness which extinguishes all fire-based or light-based magical effects.

Power: Dispel
Target: Target's DCV
Duration: Instant
Range: 360m
Magic Roll Penalty: -7
Energy (END): 7
Game Information: Dispel 12d6, Fire & Light Based Spells (+1) (72 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Perceivable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 15 points



Shadow Cloak

This is a long and difficult spell in which the caster’s black silk cloak turns into a shadow. This shadow hides the mage from sight and no sound may penetrate its barriers. Only in direct sunlight is the caster detectable due to a magical shadow.

Power: Invisibility Sight Group, Hearing Group, No Fringe
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -3
Energy (END): 3
Game Information: Invisibility to Sight and Hearing Groups, No Fringe (35 Active Points); Perceivable (-1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Dispelled In Direct Sunlight (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4), 2 Continuing Charges lasting 1 Hour each (Must Study Spell Book For 4 Hours To Recover; -0). Cost: 9 points



Shadow Walk

Developed for purposes of stealth and escape, the Shadow Walk spell allows the caster to step into a shadow and emerge from another shadow.

Power: Teleportation, Position Shift
Target: Self Only
Duration: Instant
Range: None
Magic Roll Penalty: -1
Energy (END): 1
Game Information: Teleportation 10m, Position Shift (15 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), From Shadow To Shadow Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 3 points



The Void

This powerful spell creates a region of total emptiness which emanates outward from the palm of the caster’s hand. In this region, all of the physical senses are stifled, leaving only the mystically enlightened senselessness. This is the essence of true darkness, where only the Mages of Darkness feel at home

Power: Darkness Sight Group, Hearing Group, Spatial Awareness, Smell/Taste Group, Mental Group, Touch Group
Target: Area
Duration: Constant
Range: 450m
Magic Roll Penalty: -6
Energy (END): 6
Game Information: Darkness to Sight, Hearing, Smell/Taste, Mental and Touch Groups and Spatial Awareness 4m radius, Personal Immunity (+1/4) (56 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Extra Time (Full Phase, -1/2), 2 Continuing Charges lasting 20 Minutes each (Must Study Spell Book For 4 Hours To Recover; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 16 points



Unlight

The caster creates a globe of murkiness which overwhelms all normal fires or lights in an area. (These are not actually extinguished, but their light output is greatly reduced.)

Power: Change Environment, -5 PER Roll Normal Sight, -5 PER Roll Nightvision
Target: Area
Duration: Constant
Range: 200m
Magic Roll Penalty: -3
Energy (END): [2 cc]
Game Information: Change Environment (-5 to Normal Sight PER Rolls, -5 to Nightvision PER Rolls), Personal Immunity (+1/4), Area Of Effect (8m Radius; +1/2) (35 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), 2 Continuing Charges lasting 20 Minutes each (Must Study Spell Book For 4 Hours To Recover; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 13 points


Defensive Spells



Darkness Shield


Power: Resistant Protection (Defensive)
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -2
Energy (END): 2
Game Information: Resistant Protection (6 PD/6 ED) (22 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Perceivable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4), 2 Continuing Charges lasting 6 Hours each (Must Study Spell Book For 4 Hours To Recover; +1/4). Cost: 7 points



Dark Wall

When this spell is cast, the caster may create a sheet of pure darkness wherever he desires. Once this curtain of darkness has had a chance to solidify, it will stop more then mere sight — it will absorb any blow or energy which strikes it. The caster is able to see through through the wall, but no one else can. Only a powerful attack is capable of piercing the wall and causing the darkness to disperse.

Power: Barrier, Opaque Sight Group(Defensive)
Target: Area
Duration: Instant
Range: 340m
Magic Roll Penalty: -4
Energy (END): 4
Game Information: Barrier 7 PD/7 ED, 0 BODY (up to 1m long, 1m tall, and 1/2m thick), Opaque Sight Group, Personal Immunity (+1/4) (42 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 10 points


Offensive Spells



Dark Blade

The caster creates a blade of darkness, and “throws” it at the intended target. The blade ignores most physical defenses and penetrates the target causing searing pain and then numbness.

Power: Hand-To-Hand Attack
Target: Target's DCV
Duration: Instant
Range: None
Magic Roll Penalty: -1
Energy (END): 1
Game Information: Hand-To-Hand Attack +1d6, Armor Piercing (+1/4) (6 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Hand-To-Hand Attack (-1/4), Gestures (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), IIF (Black Onyx Ring; -1/4). Cost: 1 points



Dark Fear

This spell calls upon the nightmares and fears hidden deep within the pits of the mind. Those who are not strong enough to deal with the experience immediately stop whatever activity they are performing and run away from the caster at full speed, attempting to flee from the fears within them.

Power: Mind Control, Effect Creatures (Human)
Target: ECV
Duration: Instant
Range: LOS
Magic Roll Penalty: -4
Energy (END): 4
Game Information: Mind Control 8d6 (Human and Effect Creatures classes of minds) (45 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Single Command "Flee" (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4). Cost: 9 points



Night Blindness

This spell creates a magical ball of darkness. The caster throws the ball; anyone it touches is temporarily blinded by the writhing darkness.

Power: Flash Hearing Group
Target: Target's DCV
Duration: Instant
Range: 30m
Magic Roll Penalty: 0
Energy (END): 1
Game Information: Hearing Group Flash 1d6 (3 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4), Perceivable (-1/4). Cost: 1 points



Sasha's Black Kiss

When cast, this spell creates a link between the caster and the plane of darkness. Anyone who touches the caster is immediately exposed to the vast coldness of the plane of darkness. Prolonged contact with the caster can drive an opponent insane. The spell was originally developed by the evil enchantress Sasha, who used the spell on bound captives.

Power: Compound Power
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -10
Energy (END): 10
Game Information: (Total: 100 Active Cost, 19 Real Cost) Major Transform 3d6 (Insane Person, Rest & Seperation From Caster), NND (Power Defense, EGO 20+; +1) (60 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Extra Time (Extra Phase, -3/4), Requires A Magic Roll (-1/2), Requires Mana (-1/2), No Range - Must Touch (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), IIF (Black Onyx Ring; -1/4), Gestures (-1/4) (Real Cost: 11) plus Drain STR 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (20 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), No Range - Must Touch (-1/2), Linked (Transform; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4) (Real Cost: 4) plus Drain EGO 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (20 Active Points); 2 Charges (Must Study Spell Book For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), No Range - Must Touch (-1/2), Linked (Transform; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4) (Real Cost: 4). Cost: 19 points



Smothering Darkness

The target of this spell is enveloped by a dark murky cloud that shields his view and suffocates him

Power: Compound Power
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -3
Energy (END): 4
Game Information: (Total: 35 Active Cost, 8 Real Cost) Blast 3d6, NND (ED; All Or Nothing; Life Support - Slef Contained Breathing Or Similiar; +1/2), Constant (+1/2) (30 Active Points); 2 Continuing Charges lasting 1 Extra Phase each (Must Study Spell Book For 4 Hours To Recover; -1 1/4), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4) (Real Cost: 7) plus Darkness to Sight Group 1m radius (5 Active Points); 2 Continuing Charges lasting 1 Extra Phase each (Must Study Spell Book For 4 Hours To Recover; -1 1/4), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Linked (Blast; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), IIF (Black Onyx Ring; -1/4) (Real Cost: 1). Cost: 8 points

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