This spell fires magical bolts at any monster you can "see". Roll 2 Attack Dice. the target defends with as many dice as they have Mind Points. Monsters with 0 Mind Points may not roll defense.
You may cast this spell at one Monster you can "see". That monster may not move or attack until the start of your next turn. They may defend or cast spells.
This spell summons a patch of darkness. Place the Cloak of Shadows tile on the gameboard. Heroes and Monsters on the tile may not attack or be attacked. The darkness blocks line of sight into and through it. The spell lasts 3 turns.
The caster causes a 2×2 square area they can see to fill with unnatural darkness. Any characters in or passing through those squares cannot be directly targeted by ranged attacks or targeted spells while they remain within (they have total concealment, 50% miss chance against targeted attacks). The darkness lasts 1D4 turns. The caster may see normally within the dark area.
The caster fires a beam of darkness at one monster they can see, inflicting 2 Body Points of damage. The target rolls 2D6 to defend; for each 5 or 6 rolled, the damage is reduced by 1 Body Point.
Cast this spell on an enemy's turn after you have suffered damage. Reduce that damage to 0 and move instantly to any unoccupied square you can "see".
The caster causes one light source the caster can see (torch, lantern, magical orb) to dim substantially. For 1D4 turns, the light source illuminates half its normal radius. If this reduces a light source to 0-foot radius, it goes dark entirely. Monsters who rely on the reduced light source for vision roll 1 fewer Combat Die when attacking (minimum 1).
This spell may be cast on any one Hero, including the caster. For 1D6 turns, that Hero can see perfectly in total darkness and is not penalized by any darkness effect (natural or magical). They may also see through the first 2 spaces of magical darkness as if it were torchlight.
This spell causes any one Monster to become so fearful that their attacks are reduced to 1 Combat Die. The spell can be broken on a future turn by rolling 1d6 for each of their Mind Points. If a 6 is rolled, the spell is broken.
The caster hurls a bolt of condensed darkness at one monster they can see. The bolt does 1 Body Point of damage. The target then rolls 1D6 — on a 5 or 6, they resist and take no damage. If the target takes damage, they are also blinded until the start of their next turn, rolling 1 fewer Combat Die when attacking (minimum 1).
The caster reaches into a nearby shadow and shapes it into a pair of grasping hands around one monster they can see. The monster cannot move on its next turn, though it may still attack and defend. The monster resists by rolling 1D6 per Mind Point — on any 6, it immediately breaks free. Flying and incorporeal creatures are unaffected.
This spell may be cast on any one Hero, including the caster. The Hero is wrapped in a cloak of shadow, making them harder to perceive. The next single-target physical or magical attack made against the Hero is made at -1 Combat Die (minimum 1). The veil lasts until one attack is made against the Hero or until the Hero can no longer see a monster, whichever comes first.
The caster extinguishes all non-magical light sources (torches, lanterns, candles) within one room, or within a 2-space radius if in a corridor. The room is plunged into natural darkness for 1D4 turns. Monsters and Heroes who cannot see in the dark roll 1 fewer Combat Die when attacking (minimum 1). This spell has no effect on magical light sources or on creatures that can already see in the dark.
This spell may be cast on any one Hero, including the caster. For 2 turns, the Hero gains +1 Combat Die when defending, as shadow coils around them absorbing incoming blows. The spell is broken when the Hero suffers 1 Body Point of damage.
A pulse of absolute darkness strikes one monster the caster can see. The monster is blinded: it rolls 2 fewer Combat Dice when attacking (minimum 1) and cannot directly target Heroes with spells or ranged attacks. The monster resists by rolling 1D6 per Mind Point at the start of each of its turns — on a 6, it recovers.
The caster wraps one monster they can see in a net of writhing darkness. The monster cannot move for 1D4 turns and rolls 1 fewer Combat Die when attacking (minimum 1), as the shadows tangle its limbs. The monster resists the net by rolling 1D6 per Body Point each turn; on any single 6, the net frays and the monster may move but is still blinded (-1 attack die) for the remainder of the duration. Incorporeal monsters are unaffected.
An object the caster touches begins to radiate dense shadow to a 20-foot (4-space) radius for 1D4+1 turns. The area is treated as deep shadow: all creatures (except the caster) in the area roll 1 fewer Combat Die when attacking (minimum 1) due to obscured vision. Creatures with natural darkvision are unaffected. If the object is placed on the caster's person, the effect moves with them.
The caster draws shadow material into a solid spike and hurls it at one monster they can see. It inflicts 3 Body Points of damage, 1 of which is undefendable. The monster defends the remaining 2 points by rolling 2D6; each 6 rolled reduces the damage by 1 Body Point.
The caster raises a wall of impenetrable darkness across a gap of up to 3 connected squares they can see. The wall is treated as solid terrain — characters cannot pass through it, and line-of-sight (and thus targeted spells and ranged attacks) cannot cross it. Any character who attempts to push through the wall takes 1 Body Point of damage (undefendable) and must end their movement in the square adjacent to the wall. The wall lasts for 2 turns, then dissipates.
The caster wraps one Hero (including themselves) in a cloak of writhing shadow that makes them appear terrifying. For 1D4+1 turns, any monster that begins its turn adjacent to the cloaked Hero must roll 1D6 per Mind Point. If it fails to roll any 6, it must move away from the Hero (directly away, as far as its movement allows) and cannot attack that Hero on that turn. Monsters with more than 4 Mind Points are immune.
The caster encases one monster they can see in a cage of hardened shadow. The monster cannot move and cannot attack (though it may defend if attacked). The monster may attempt to break free by rolling 1D6 per Body Point at the start of each of its turns — on any single 6, the prison shatters. After 3 turns, the prison automatically collapses. Flying and incorporeal creatures gain +2D6 to their escape rolls.
The caster creates four roaming columns of darkness, each 1 square wide and 10 feet tall, that move randomly through the current room for 1D4 turns. Any character (Hero or monster) that enters or starts their turn in a column rolls 1D6 — on a 1–4, they take 1 Body Point of damage (undefendable) and are blinded until the start of their next turn, rolling 1 fewer Combat Die (minimum 1). The caster is immune to the columns.
The caster shapes shadow material into a blade and hurls it at any one monster they can see. The blade deals 4 Body Points of damage, 2 of which are undefendable. The monster defends the remaining 2 points by rolling 2D6; each 5 or 6 reduces the damage by 1 Body Point. If the monster takes any damage, it also rolls 1 fewer Combat Die on its next attack (minimum 1) as shadow residue clings to its eyes.
The caster animates one monster's own shadow, causing it to pin its owner to the spot. The monster is immobilized and has its defend dice reduced by 2 (minimum 1) for 1D4+1 turns — it cannot move, but may still attack. The monster attempts to break free at the start of each of its turns by rolling 1D8 per Body Point; two 8s in a single roll frees it. Flying and incorporeal creatures are unaffected.
The caster animates the shadows on the floor of one room (or a 3-space radius in a corridor), causing them to reach up as gripping tendrils for 1D4 turns. All monsters in the area must roll 1D6 per Body Point at the start of their turn; if they fail to roll any 5 or 6, they are held in place for that turn (cannot move, though they may still attack and defend at -1 Combat Die). The caster is unaffected. Heroes in the area are subject to the same effect.
The caster opens a temporary gate to the Abyss of Shadow, allowing them to summon one creature. The DM may choose any single monster with 3 or fewer Body Points from the dungeon's monster table. The creature appears in an empty square adjacent to the caster and acts immediately on the caster's turn, following the caster's commands for 1D4+1 turns before fading back into shadow. If no such creature is available, the spell fails and the Manna is wasted.
This spell surrounds the caster in a sphere of total magical darkness. For 1D4+2 turns: the caster may see and act normally from within; ranged attacks and targeted spells made against the caster have a 50% miss chance (roll 1D6 — on 1–3, the attack fails entirely); any character who makes a melee attack against the caster must first roll 1D6 — on a 1–3, they are blinded until the start of their next turn (-2 attack dice, minimum 1); the sphere moves with the caster.
The caster plunges the entire room (or a 4-space radius in a corridor) into absolute magical darkness for 1D4+1 turns. This darkness cannot be pierced by any means except a Glimmer spell or daylight magic of equal or greater power. All characters except the caster roll 2 fewer Combat Dice when attacking (minimum 1) and cannot use targeted ranged attacks or targeted spells. The caster may see and act normally within the darkness. The caster may also end the effect early if they choose.
The caster calls down a brief but violent storm of shadow energy on a 3-space radius area they can see, affecting all characters within (including Heroes). Each character in the area suffers 4 Body Points of damage and is blinded (−2 attack dice, minimum 1) until the start of their next turn. Characters defend by rolling 3D6; each 5 or 6 reduces the damage by 1 Body Point. The blindness cannot be defended against separately.
This spell may be cast on any one Hero, including the caster. The Hero's skin takes on the shifting, indistinct tones of shadow. For 1D4+2 turns, the Hero gains +2 Combat Dice when defending against all attacks and +1 Combat Die when attacking, as shadow conceals their movements. In addition, the Hero may move through spaces occupied by monsters without penalty (as the shadows briefly seem to part around them). The enhancement ends early if the Hero enters an area of bright magical light.
The caster rips the shadow from one monster, animating it as a quasi-real duplicate that attacks its owner. The shadow twin appears adjacent to the target, which immediately loses its shadow for the duration. The twin has half the target's current Body Points (rounded down) and attacks the target on each of the caster's turns using the target's own attack dice, but half the number (rounded down, minimum 1). The twin ignores all defenses by the monster against it — the monster cannot defend against its own shadow. The twin vanishes when the monster is defeated, when the caster is defeated, or after 1D4+1 turns, whichever comes first.
The caster suffuses a 1-room area with shadow energy, causing reality itself to become uncertain. For 1D4+1 turns: all spells cast by any character within the room (friend or foe) have their effects increased by half again (round up); all physical attacks have a 25% miss chance (roll 1D6 — 1 or 2 misses, applies to Heroes and monsters equally); any character that attempts to disbelieve an illusion or see through a darkness effect must re-roll successes once. The caster may choose to end the spell early at the start of any of their turns.
The caster plunges the entire board — every room and corridor simultaneously — into absolute magical darkness for 1D4 turns. No light source of any kind, magical or mundane, functions within this darkness. All characters except the caster lose all ability to use targeted spells or ranged attacks. All melee attacks by affected characters are made at −3 Combat Dice (minimum 1). Characters who begin their turn isolated from all Heroes and allies must roll 1D6 — on a 1 or 2, they are also paralyzed with fear and miss their turn. The caster may see normally throughout. The spell is ended early only by a Winds of Return-equivalent resurrection magic or daylight spell of Level 4 or higher. The spell affects the caster's allies as well as enemies.
The caster transforms into a living shadow for 1D4+1 turns. In shadow form: the caster cannot be directly targeted by any single-target attack or spell (they have no solid form to strike); all area attacks deal half damage to the caster (round down); the caster may move through walls and closed doors; the caster may not physically attack, carry objects, or cast spells that require material components. The caster may still observe, move, and cast shadow spells normally. When the transformation ends, the caster returns to their previous location if they are inside a wall (they cannot be trapped). While in shadow form, the caster is treated as incorporeal and may be only be affected by spells and monsters wielding magic weapons.
The caster reaches into one monster's mind and shapes its shadow into a solid manifestation of its deepest fear. The creature is visible to all. The monster must make a Fortitude save by rolling 1D6 per Mind Point — if it rolls no 6s, it is overwhelmed with terror and dies instantly. Even if it rolls at least one 6 and survives, it still takes 4 Body Points of damage (undefendable) and must spend its next turn fleeing the caster (moving directly away as far as movement allows). This spell cannot be used against the Undead or creatures without a Mind Point value.