top of page

Dread Knight

The Dread Knight

Shrouded in ominous darkness and wielding the chilling aura of terror, the Dread Knight emerges as a formidable force on the battlefield. With their mastery over fear and illusion, they sow discord and despair among their enemies, instilling dread with every menacing step. Clad in ebon armor and wielding a blade infused with the essence of nightmares, they strike fear into the hearts of all who dare to oppose them. Their presence alone commands respect and obedience, as they harness the power of darkness to bend reality to their will, leaving a trail of shattered minds and broken spirits in their wake.

Commencement Package

One Spell from the class spell list.
+8 Intimidate, -5 Charm

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Investigate
+1 Athletics

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Wrestle
+1 Bravery

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Mettle
+1 Bravery

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Investigate
+1 Athletics

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Wrestle
+1 Bravery

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Mettle
+1 Bravery

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Investigate
+1 Athletics

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Wrestle
+1 Bravery

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Mettle
+1 Bravery

Spell List

Arachnophobia

Level 4 Black, Yellow Spell

Element: Fear, Illusion

Mechanics:The caster chooses a target then summons a powerful illusion of a swarm of spiders. Only the target and the caster can see or fight the spiders. The spider cover and attack the target. The target sees and feels the damage, though no actual damage is done. (the attacks deal a d6 black tower counters.) The spider swarm has 6 hp and is a 10 to hit. The swarm is immune to slash, hack, and pierce damage, and moves 6 spaces a round.

Cost:12mp, 1SS

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster can spend the 2BA to reduce this spell’s cost by 9mp if the location is a place spiders could likely live. Alleyways, forests etc. places that wouldn’t count are open fields, middle of the street, etc.


Agoraphobia

Level 3 Black Spell

Element: Fear

Mechanics: The caster’s eyes glow briefly as they look at a target 30 feet away (6 space range). The target gains an immense fear of open unprotected spaces. (20 potency vs Bravery/Toughness.) If the target fails the check they must use their move action to hide under or around the most protected area they can see. If no protective area is in sight they simply flee until they find one. They won’t however leave an enemy melee zone or otherwise put themselves in harm's way to do so.

Cost:9mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to increase the fear of this spell to a level 2 fear if the target has no sizable objects within 6 spaces of them. Level 2 fear, the target leaves to do the action even if they will take damage by doing so.


Social Phobia

Level 4 Black Spell

Element: Fear

Mechanics: The caster’s whispers in the target’s ear and the target gains an immense fear of people. The target will run until there are no humanoid units within 6 spaces of them. Even if it puts them in harm's way to do so.

Cost:12mp, 2OBP

Cast time:1AA,1MA

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if there are 5 or more humanoid unit’s on the battlefield.

OBP: the caster must spend an hour people watching to gain 1 charge on this spell.


Staggering Blow

Level 2 Brown Spell

Element: Physical

Mechanics: The caster swings their weapon with great force throwing the target on to the ground. (d4 knock back, knock down)

Cost:6mp

Cast time:1MA

Modality: ^^^

Notes: The caster may spend 2BA add another d4 to the knock back of this spell.


Terror Blade

Level 4 Black Spell

Element: Fear

Mechanics: The caster strikes with a blood red aura coming off their weapon. When the weapon bites in, the target falls to the ground and begins to see the caster as a horrific being. The wound releases red magic flames. Until the wound is healed the target’s living nightmare continues.  (knock down, deals a d4 black counters to the target. requires an attack action to attempt to heal, potency 12 vs heal/intelligence.)

Cost:12mp, 2OBP

Cast time:Addition spell

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp vs a unit that has already lost 9hp.

OBP: the caster spends 60 minutes concentrating on their own fears they once had to put 1 charge on this spell.


Acrophobia

Level 4 Black, Yellow Spell

Element: Fear, Illusion

Mechanics: The caster’s eyes glow with grief while staring at the target. The target develops an intense fear of heights (potency 24 vs bravery/toughness). They will stay on their current plane. They will not go up or down until they clear the check, even a stair step has the illusion of beginning too far of a drop.

Cost:12mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is 5 or more feet higher than the base plane.


Mental Scarring

Level 6 Black Spell

Element: Fear

Mechanics: The caster strikes traumatic wounds that assault the target’s mental sanity as well as their body.(The caster damage including mods is dealt again to the target as black counters.)

Cost:18mp

Cast time:1MA

Modality: ^^^

Notes: the caster may spend 2BA to reduce this spell’s cost by 9mp if the target has already lost 6hp to the caster in this battle.


Pteromerhanophobia

Level 3 Balck Spell

Element: Fear

Mechanics: The caster chuckles and a target within 30 feet of them (6 space range) gains an intense fear of flying.(The target can’t fly. Potency 22 vs bravery/toughness.) If the target is currently flying, they will quickly land. They won’t however put themselves into immediate harm like into a pool of acid or lava, etc.

Cost:9mp

Cast time:1MA

Modality: ^^^

Notes: The caster may reduce this spell’s cost by 9mp outside of structures.


Crushing blow

Level 4 Brown Spell

Element:Physical

Mechanics:The cast delivers a crushing blow that flattens the target. ( adds knock down and a d10 of the weapon’s damage to the attack.) Can only be cast on humanoids.

Cost:12mp

Cast time:1MA

Modality: ^^^

Notes:The caster may spend 2BA to add disarm to this spell if the target has already taken 9 damage during this battle.


Claustrophobia

Level 4 Yellow, Black Spell

Element: Psychic, Fear

Mechanics: The caster affects a target within 30 feet (6spaces) with a mind altering spell. The target see’s clawing zombie hands come out of the walls whenever they get near them. The damage seems so real that they are actually injured mentally if they believe. (deal’s a d6 psychic damage to the target for every 5 feet of objects beyond the first 5 in the target’s melee zone. Potency 20 vs bravery/personality.)

Cost:12mp

Cast time: 1AA,1MA

Modality:^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp inside a structure.


Entomophobia

Level 5 Black Spell

Element: Fear, Illusion

Mechanics: The caster’s eyes briefly glow as they look at a target within 30 feet of them (6 spaces). The target gains a fear of insects. The target also is afflicted with an illusion of bugs crawling all over them. (The target loses 2 accuracy and agility mods. Also they don’t dare move toward any insects they see. Potency 18 vs bravery/toughness)

Cost:15mp

Cast time: 1AA,1MA

Modality:^^^

Notes: The caster can spend the 2BA to reduce this spell’s cost by 9mp if cast out of the enemies line of sight.


Disarm

Level 1 Brown Spell

Element: Ability

Mechanics: The caster’s strikes the weapon from the target’s hand. Then catches it. (disarm)

Cost:3mp

Cast time:1AA

Modality:^^^

Notes:The caster may spend 2BA,1MA to disarm both the target’s held items.


Parry

Level 5 Brown Spell

Element: Physical

Mechanics:The caster block 100% of the incoming physical, melee damage (interrupt, instant dodge). This doesn’t have to be an attack targeting the caster, it can be an attack against an ally in range. It doesn’t have to be the caster’s turn to cast this spell.

Cost:15mp.

Cast time:Addition spell

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp vs humanoid attackers.


Brace

Level 1 Brown Spell

Element: Psychic

Mechanics: The caster magically prepares their mind and body for the impact of incoming damage.(The caster can’t dodge while this spell is cast, but the caster blocks 10 points of physical damage.)

Cost:3mp upkeep cost

Cast time: 1AA continuous channeling

Modality:^^^

Notes: This spell has often been used to reduce fall damage. The caster may spend 1BA to have this spell block magical damage instead.


Ophidiophobia

Level 4 Brown Spell

Element: Physical

Mechanics:The caster lets out a hiss and moves their hand across the target's bareskin. The target see a large poisonous snake coming after them. The target’s fear of snakes is amplified. The target uses their attack action to try and kill the illusionary snake or any other snake on the battlefield. (The target loses their attack action and can’t move closer to any snakes on the battlefield. Potency 16 vs bravery/intelligence.)

Cost:9mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to increase this spell’s potency by 4.


Shrug it off

Level 4 Brown Spell

Element: Ability

Mechanics: The caster is unaffected by trivial flesh wounds. (The caster ignores physical damage dealt to them that is equal to or less than 4, within) (Tags: ic,ic)

Cost:12mp, 1PPU

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 3mp and changes it’s effects and tags to (The caster ignores magical damage dealt to them that is equal to or less than 4. (mC,mC)


Power Stance

Level 2 Brown Spell

Element: Physical

Mechanics: The caster takes a very aggressive stance. Making them like a glass cannon. The caster adds 3 damage to all physical damage they deal and they have 3 accuracy to all their attacks for the round, but all incoming attacks gain 3 to hit the caster and the caster takes 3 additional damage from all physical damage he/she takes.

Cost:6mp

Cast time: Addition spell.

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if cast outside of a structure.


Shock Absorb

Level 2 White Spell

Element: Protection

Mechanics: The Caster can leap from great heights and survive being swat with the cudgels of giants.  (The caster is immune to blunt damage for the round. Interrupt,Within)

Cost:6mp

Cast time: Addition Spell

Modality: ^^^

Notes: The caster may spend 2BA to be immune to knock down and knock back for the round.


Cynophobic Daydream

Level 6 Black, Orange, Green Spell

Element: Summon, Fear, Fuana

Mechanics:The caster summons an illusionary dog that only the target and caster can see and interact with. The dog is a level 2 summon and deals black tower counters instead of damage. The dog can’t dodge for the first 2 rounds that it enters the battle. Once the target is dead, the dog can choose a new target for this spell. All damage this summon has taken remains on it.

Cost:18mp

Cast time:1AA,1MA

Modality:^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is outnumbered.


Astraphobic Downpour

Level 3 Black, Yellow Spell

Element: Fear, Illusion

Mechanics: The caster breaths out a cloud of energy (in a level 2 cone).The targets perceive a horrific storm. Complete with gale force winds, hailstones, and lighting bolts..( there is a ¼ chance that they take a d6 ice damage, a d6 lighting damage, d6 wind damage. Any of the damage dealt by this spell turns into black counters instead of actual damage. Potency 20 vs bravery/intelligence.) This spell can only be cast outside of structures. If the unit goes under shelter they are immune to the effects of this spell.

Cost:9mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp.


Trypophobia

Level 4 Black, Yellow Spell

Element: Fear, Illusion

Mechanics:The target perceives small closely pacts holes on the surface of everything. They begin to feel sick and can’t distinguish who people are by sight. (the target’s accuracy is reduced by 3 potency 20 vs mettle/toughness.)

Cost:12mp,2OBP

Cast time: 1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is at full health.

OBP: The caster must spend 60 minutes looking at an object with a cluster of closely packed holes. Examples are: lotus seed pods, Honeycombs, Strawberries, Coral, Pomegranates, Bubbles, Condensation, Cantaloupe, a cluster of eyes


Fear Fed

Level 2 Black Spell

Element:Fear

Mechanics: The caster singles out a target and goes to town on them. Feeding off their fear to fuel the speed of their attacks. (The caster get’s to attack the target with modded attacks on the target’s turn if they don’t clear the check. These attacks don’t require FFS for the caster. If the target is out of the caster’s melee zone at the beginning of the turn no damage will be dealt, but the target won’t get a chance to clear the check. The check to clear is a 12 vs Bravery/Toughness.)

Cost:6mp

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to increase the potency of this spell by 6 vs units with lower strength mods than the caster.


Demonic Charge

Level 4 Brown, Black Spell

Element: Physical, Fear

Mechanics:The caster charges forward (equal to movement) being perceived as a shadowy demon. knocking down and terrifying all unit’s in their path. This movement does not provoke free hits. All target’s knocked down by this spell take a d6 black counters. (Disinguages, knock down, beam)

Cost:12mp,

Cast time: 1AA,1MA

Modality:^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is out numbered.


Trypanophobia

Level 1 Black, Yellow Spell

Element: Fear, Illusion

Mechanics: The caster stretches out their hand toward the targets and releases a spray (level 2 cone) of illusionary needles. (d6 pierce damage. The damage dealt turns to place counters.)

Cost:3mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to instantly kill a target subdued to black magic. A range of 6 spaces.The target screams in fear then falls to the groups covered in bleeding pin pricks.


Revenge

Level 2 Brown Spell

Element: Physical

Mechanics: The caster pays this spell’s cost then tries to clear a Caster potency 22 vs Mettle/Strength. If cleared, The caster deals all the damage they have taken this round to the target. If failed the caster adds a d16 damage to their weapons attack instead.

Cost:6mp, 8 round cooldown.

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to remove 6 rounds of the cooldown if they have the lowest hp of the surviving unit in the battle.


Ommetaphobic Paranoia

Level 4 Yellow, Black Spell

Element: Psychic, Fear

Mechanics:  The caster’s eyes briefly twinkle as they look at a target within 30 feet of them (6 spaces). The target sees eyes looking at them in the abstract and irregular designs around them. Such as the swirls in cut wood, running water, spilt milk, etc. Making them paranoid and agitated and though no one else sees these eyes, in actuality the caster is spying on them. It takes 1MA to attempt to clear the check. The check is 12 seal tampering/intelligence. The target is unaware of the check and can’t attempt to clear it until they clear a sense magic check of 20 vs sense magic/intelligence. Outside of battle they passively attempt the sense magic check once every two hours.

Cost:12mp, 1SS

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce the cost of this spell by 9mp if it is cast outside of battle.


Autophobia

Level 6 Black, Yellow Spell

Element:Fear, Physic

Mechanics: The caster’s eyes briefly flash as they look at a target within 30 feet of them (6 spaces). The target becomes immensely afraid of being alone.The target’s enemies appear to them as hollow ghastly inhuman figures. (the target takes a d6 psychic damage every time there is no ally within 6 spaces of them. If they get near an ally then the check is postponed dealing no damage and not able to be cleared. Potency 24 vs Bravery/Personality.)

Cost:18mp.

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is alone.


Hemophobia

Level 3 Black Spell

Element: Fear

Mechanics: The caster’s eyes briefly glow as they stare at a target within 30 feet (6 spaces). The target gets an irrational fear of blood and wounds. They will not move closer to any units that have taken 6 or more damage. They will not attempt to actively heal any wounds, including their own. (potency 20 vs Bravery/Toughness.)

Cost:9mp.

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target has lost 9hp or more during the battle.


Hydrophobia

Level 5 Black Spell

Element: Fear

Mechanics: The caster’s eyes briefly glow as they stare at a target within 30 feet (6 spaces). The target will not enter water, or if already in the water the target will leave it immediately even if it puts them in harm's way. (potency 20 vs bravery/willpower.)

Cost:15mp.

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if there is a large portion of water on the battlefield.


Catoptrophobic Reality

Level ? Black, Yellow, Orange Spell

Element: Fear, Illusion, Summon

Mechanics: The caster summons a duplicate of the target. Only the caster and the target can see and interact with the duplicate. The duplicate deals black counters instead of damage. Both the caster and the summoned clone are flat footed for a number of rounds equal to the target’s level. When the target dies, the caster may choose a new target for this spell. The new target must be equal to or lower than the level of the previous target. All damage this summon has taken remains on it.

Cost:6mp + 3mp times the target’s level.

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is a lower level than you.


Anticipatory Anxiety: Figment

Level:? Orange, black Spell

Element: Shadow, Summoning

Mechanics: Within, summon a replica of the caster. Doesn’t have summoning sickness.

Cost:3mp times the caster’s level.

Cast time:1AA,1MA

Modality: the caster projects a shadowy copy of what they fear they might become. The copy is as capable as they are, but is loosely tied to reality.

Notes: the caster may spend 2BA to reduce this spell’s cost by 9mp if cast in the dark.

bottom of page