[1] Nictomancy. The caster spends two nighttime hours in utter darkness; if the roll is successfull, he gets a vision. Critical failures sometimes paralyze the caster for 12-36 hours. Darkness and time-of-night penalties do not apply. [2] Self only. Only works when a darkess-induced vision penalty is already in effect. [3] Self only. [4] "Giant eagle" form only. (Actual form is usually an owl.) [5] These spells cause nictophobia half the time; failing that, roll on the table on page M58. Dark mages are rare. Dark-aspected celestial magery is an inborn trait; it evinces itself during adolescence. Dark mages do not study magic; new powers appear pretty much at random. (I.E., GM's decision.) The dark mage improves his skills through practice and night meditation in utter darkness. Dark magic is affected by astronomical events and lighting. Half an hour before sunrise to sunrise: +0 Half an hour before sunrise to sunrise, candlelight or less: +1 Sunrise to half an hour after sunrise: -1 Sunrise to half an hour after sunrise, in direct sunlight: -2 Ordinary day: -2 Ordinary day, in direct sunlight: -3 Within half an hour of noon: -3 Within half an hour of noon, in direct sunlight: -4 Half an hour before sunset to sunset: -1 Half an hour before sunset to sunset, in direct sunlight: -2 Sunset to half an hour after sunset: +0 Sunset to half an hour after sunset, candlelight or less: +1 Ordinary night: +1 Ordinary night, candlelight or less: +2 Within half an hour of midnight: +2 Within half an hour of midnight, candlelight or less: +3 It costs 10 points for one level of Dark Magery, 20 points for two, and 30 points for three. Dark mages cannot learn ordinary secular magic. For an additional five points, the character may learn clerical magic. Clerical investment et al is extra. Most dark mage clerics worship sinister dieties, but this is not essential; dark mages have been known to become healers. These spells are based on IQ.