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Dusk Blade

The Dusk Blade

Forged in the crucible of elemental power, the Dusk Blade is a master of the arcane arts, channeling the forces of fire, ice, and electricity through their blade with deadly precision. With each swing, they unleash torrents of flame, cascades of frost, and crackling bolts of lightning, weaving a symphony of destruction upon the battlefield. Their sword becomes a conduit for raw elemental energy, carving through foes with the fury of a raging storm and the icy chill of the deepest winter night. In their hands, the elements themselves bow to their will, serving as both weapon and shield as they carve their path through the chaos of battle.

Commencement Package

One spell from the class spell list.
+2 Athletics, +2 Reflex, +2 Concentration, +1 Acrobatics, -2 Natural Senses, -2 Sneak

Level 1

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

+1 Reflex
+1 Concentration
+1 Acrobatics

Level 2

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

+1 Bravery
+1 Mettle
+1 Willpower

Level 3

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

+1 Knowledge of Arcane
+1 Athletics
+1 Sense Magic

Level 4

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

+1 Reflex
+1 Concentration
+1 Acrobatics

Level 5

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

+1 Bravery
+1 Mettle
+1 Willpower

Level 6

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

+1 Knowledge of Arcane
+1 Athletics
+1 Sense Magic

Level 7

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

+1 Reflex
+1 Concentration
+1 Acrobatics

Level 8

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

+1 Bravery
+1 Mettle
+1 Willpower

Level 9

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

+1 Knowledge of Arcane
+1 Athletics
+1 Sense Magic

Spell List

Molten Tremor

Level 4 Red, Brown Spell (11)

Element: Earth, Fire, Physical

Mechanics: The caster lifts their sword with both hands and plumits it into the ground before them. Knocks enemies into prone and disarms them. Level 2 ring. Weapon damage in earth/blunt damage. Destruction level 2.

Cost:12mp

Cast time:2AA,1MA

Modality: ^^^

Notes: The caster may spend 4BA to add a d8 fire damage to this spell.


Wall of Fire

Level 3 Red, Brown Spell (7)

Element: Fire, Physical

Mechanics: The caster summons a wall of flame that deals damage to any that pass through it. Level 2 ward (A ward is a unit with 1hp that keeps the spell's effects lingering until it's killed. but when it is killed the spell ends. along with its effects. a ward can be killed with 1BA,1MA,1AA. 3mp) the ward is immune to hack, slash, fire, lightning, and pierce damage. The ward has 5hp. Deals weapon damage as fire/blunt. 6 space range, beam. Controlled. The player can’t dodge the round this spell is cast. Stationary summon and can’t be summoned on units.

Cost:9mp

Cast time:1AA,1MA

Modality: The caster magically poisons their arrow with an exhausting toxin.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster is missing more than 5 hp.


Flash Burn

Level 3 Red, White, Brown Spell

Element: Fire, Light, Physical

Mechanics:The caster deals weapon’s damage as fire/light/slash damage. The caster has disengage until the end of their turn.

Cost:6mp

Cast time:1AA

Modality: ^^^

Notes:The caster may spend 2BA to add a level 1 ring to this spell and reduce the target’s accuracy mod by 1 for the round.


Crucible Cut

Level 3 Red Spell

Element: Fire

Mechanics: The caster’s blade cuts through and melts the opponent’s weapon. (non magical weapon)

Cost:9mp

Cast time:1AA

Modality:^^^

Notes:The caster may spend 2BA to destroy the weapon even if it is magical up to a level 2 enchantment.


Torrent of Flame

Level 3 Red, Brown Spell

Element: Fire, Physical

Mechanics: deals weapon’s damage as fire/pierce damage, plus a d6 fire damage. 6 space range.

Cost:9mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to add beam, and a level 1 ring to the effects of this spell.


Summer Sword

Level 1 Red, White Spell

Element: Fire, Light

Mechanics:The Caster’s blade is bathed in golden light as all coldness melts away on the battlefield. (remove ice potancies, stormy or cold weather and melt all snow and ice on the battlefield.)

Cost:3mp

Cast time:1AA

Modality: ^^^

Notes: If this spell is cast during the day, the caster may spend 2BA to add a d2 fire/light damage to the next their next attack for every ice or weather instance undone by this spell this round. Put one white tower counter on the caster for each instance until the effects of this spell resolve.


Stasis Sword

Level 2 Red Spell

Element: Ice

Mechanics:The Caster’s blade glows a light arctic blue and deals ice/slash damage, when it hits, the target is frozen with a potency of 14 vs strength/lifting, while frozen, a d2 red tower counters are placed on them each round.

Cost:6mp

Cast time:1MA

Modality: ^^^

Notes: the caster may spend 2BA to remove the cost of this spell and add a perminaty freeze to units subdued by red tower counters.


Ice Falcon

Level 2 Red Spell

Element: Ice

Mechanics: summon a level 2 ice falcon.

Cost:15mp

Cast time:1AA,1MA

Modality: ^^^

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


Blizzard of Blades

Level 3 Red, Brown Spell

Element: Ice, Physical

Mechanics: The caster swings their blade and ice facsimiles of the slash rain down upon the battlefield before them. level 3 cone, weapon as ice/slash damage.

Cost:9mp

Cast time:1AA

Modality: ^^^

Notes: the caster may spend 2BA to reduce this spell’s cost by 9mp if the caster has full hp.


Arctic Slash

Level 1 Red, Brown Spell (4)

Element: Ice, Physical

Mechanics:The Caster swings their blade and a wave of jagged icicles impale the targets. Friendly fire, wide swing. Weapon damage as ice/slash damage.

Cost:3mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to add a freeze potency 14 vs strength/lifting.


Freeze Object

Level 3 Red Spell

Element: Ice

Mechanics: The caster’s freezes a non living object with a potency of 26 vs strength/lifting. 6 space range.

Cost:9mp

Cast time:1AA

Modality: The caster pulls in energy from a target, freezing it solid and making it quite difficult to access.

Notes: The caster may spend 2BA to give this spell interrupt.


Static Leap

Level 2 Red, Brown, Yellow Spell

Element: Lightning, Physical, Psychic

Mechanics: The caster channels electricity into their blade, then releases it as an arc of lightning that jumps to nearby foes. Weapon’s damage as lightning/pierce damage. Linked level 2. Ignore armor.

Cost:6mp

Cast time:1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA ¼ chance to stun (lose move and attack action) the foe and knock them into prone.


Thunder Stream

Level 2 Red, Brown Spell

Element: Lighting, Physical

Mechanics: potency 12 vs reflex/agility. When cleared, it deals the weapon's damage as lightning/hack damage for each round it wasn’t cleared.

Cost:3mp

Cast time:1AA

Modality: ^^^

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


Traveling Blade

Level 4 Purple Spell

Element: Space

Mechanics: Caster throws their weapon and teleports to the target up to 30 feet away and deals a d6 of their weapon’s damage to the target.

Cost:12mp

Cast time:1MA

Modality: ^^^

Notes: The caster may reduce this spell’s cost by 9mp if out of the enemies line of sight.


Careful Strike

Level 2 Brown Spell

Element: Ability

Mechanics: add 6 to the caster’s accuracy for the round, but reduce the attack's damage by 2 dice rolls. within.

Cost: 6mp

Cast time:1MA

Modality: ^^^

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


Piercing Blade

Level 3 Brown Spell

Element: Physical

Mechanics: The caster adds ignore armor and ic, and Bd tagged feats to their attacks for the round.

Cost:9mp

Cast time:addition spell

Modality:^^^

Notes:The caster may spend 2BA to make their attacks ignore imu, and Resi tagged feats as well.


Elemental Betrayal

Level 2 Purple, Red Spell

Element: Silence, Fire, Ice, Wind, Earth, Water, Lightning

Mechanics:The caster silences the target from casting red tower spells potency 20 vs persuasion/personality. 6 space range.

Cost:6mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to remove the cost and cast time of this spell and have all the elements combined to destroy a unit subdued to red tower magic. 6 space range.


Elemental Burden

Level 3 Red Spell

Element: Fire, Earth, Wind, Water, Lightning, Ice

Mechanics: add a d2 red tower counters to the casters attack.

Cost:3mp

Cast time:Addition spell

Modality: ^^^

Notes: The caster may spend 2BA add an additional d4 red tower counters.


Elemental Eyes

Level 1 Purple, Red Spell

Element: Space, Fire, Earth, Wind, Water, Lightning, Ice

Mechanics: The caster’s eyes glow elemental colors as they can detect any red tower magic within 9 spaces.

Cost:3mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to remove 3mp from the cost of this spell and add green tower to it’s detection.


Glacial Spike

Level 3 Red, Brown Spell (6)

Element: Ice, Physical

Mechanics: The caster deals their weapon’s damage as ice/pierce damage and freezes the targets with a potency of 12 vs strength/lifting. 6 space range, beam.

Cost:9mp

Cast time:1AA

Modality: The caster shoots out a ray of ice that freezes all foes caught up in it.

Notes: The caster may spend 2BA to give this spell a level 1 ring and 3 more spaces of range.


Frozen Armor

Level 1 Red, White, Brown Spell (4)

Element: Ice, Protection, Physical

Mechanics: The caster creates an ice armor around the target that takes damage for the target and has life equal to the caster’s attack. The armor fades after 3 rounds.

Cost:3mp

Cast time:1AA

Modality: The caster touches the target with their blade and ice armor quickly grows around them.

Notes: The caster may spend 2BA to give this spell a level 1 ring and friendly fire.


Frozen Orb

Level 2 Red, Blue, Brown Spell (5)

Element: Ice, Enchant, Physical

Mechanics: deals weapon’s damage as ice/hack in a level 4 ring.  Delay 2.

Cost:6mp

Cast time:1AA

Modality: The caster conjures an ice orb that flings blades of ice out at the target.

Notes: The caster may spend 2BA give this spell a ¼ to deal its attack 2 more times.


Shock Blade

Level 5 Red, Yellow Spell (5)

Element: Lightning, Psychic

Mechanics: The caster adds a stun to their attack. And changes the attack's damage type to lightning.(Stun: The target loses both attack and move action.)

Cost:15mp

Cast time:Addition Spell.

Modality: The caster pulls in energy from a target, freezing it solid and making it quite difficult to access.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster clears a concentration/intelligence check of 12.


Wave of Electricity

Level 4 Red, Yellow Spell (8)

Element: Lightning, Psychic

Mechanics: The caster deals a stun (one time potency 16 vs concentration/toughness) in a level 3 ring. linger level 2. (Stun: The target loses both attack and move action.)

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster creates a large lingering pulse of electricity which stuns and damages

Notes: The caster may spend 2BA to give this spell friendly fire and a d2 lightning damage.


Flaming Saw Blade

Level 8 Red, Blue Spell (12)

Element: Fire, Animate, Mechanical

Mechanics: The caster summons a level 3 living fire saw blade.

Cost:24mp, 1 use metal parts.

Cast time:1AA, 1MA

Modality: The caster summons a living saw blade of flames.

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


Living Blade

Level 7 Blue Spell (11)

Element: Animate, Mechanical

Mechanics: The caster targets 3 weapons on the battlefield that become animated until they attempt to attack. These weapons deal their weapons damage and can travel 6 spaces conducted with flight.

Cost: 21mp, requires 3 weapons not consumed.

Cast time:1AA, 1MA

Modality: The caster animates blades all over the battlefield and commands them to attack.

Notes: The caster may spend 2BA to reduce this spell’s cost by 12mp and add delay level 2.


Focused Bolt

Level 3 Red, Brown Spell (6)

Element: Lightning, Physical

Mechanics: deals weapon’s damage as lightning/pierce damage, 6 space range, beam, ignore armor.

Cost:9mp

Cast time:1AA

Modality: The caster shoots a bolt of lightning that goes through all in its way.

Notes: The caster may spend 2BA to give this spell phase and 3 more spaces of range.


Icy Spike Blade

Level 2 Red, Blue, Brown Spell (3)

Element: ice, Enchant, Physical

Mechanics: changes the target’s damage type to ice/piearce. Ignore level 1 ice immunity.

Cost:6mp, 1PPU

Cast time:1MA

Modality: The caster channels ice around their weapon making it an icicle macuahuitl with a cursed cold.

Notes: The caster may spend 2BA to level one ring and friendly fire.


Lightning Fast

Level 4 Red, Brown Spell (8)

Element: Lightning, Physical

Mechanics: disengage, deals weapons damage as lightning/blunt damage in all moved spaces, beam, conducted.

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster turns into a bolt of lightning.

Notes: The caster may spend 2BA to increase the range of this spell by 3 spaces and give it flight.


Spark Flame Bolt

Level 4 Red, Brown Spell (8)

Element: Fire, Lightning, Physical

Mechanics: caster potency 17 vs concentration/intelligence. Deals the caster’s weapon’s damage plus a d10 as fire/lightning/pierce damage. 6 space range level 1 ring.

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster combines the elements to create a nuke like explosion.

Notes: The caster may spend 2BA to give this spell 2 more rings.

"Elemental Infusion": A mid-level conjuration spell that allows the caster to imbue their weapon or ally's weapon with elemental energy, such as fire or lightning. The weapon would deal additional elemental damage and would have a chance to ignite or shock enemies. The spell would last for a limited time and would require concentration to maintain.

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