Shadowmancy

Shadowmancy is runeless magic that involves the manipulation of shadows. Only those who are runeless might be able to use shadowmancy.

 

1. The Two Iconic Symbols of Shadowmancy

In the non-elemental magic of Shadowmancy, there are two iconic symbols. They are the Shadow and the Shade. These symbols are said to be the very source of shadowmancy magic.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the non-elemental magic of Shadowmancy, the Shadow symbolizes the positive source while the Shade represents the negative source.

 

2. Shadowmancy Magic Progression Tree

  Shadowmancy Runeless Magic Progression Tree

 

3. Shadowmancy Magic Spells

3.1. Tier 1

Shadowmancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Blotting With this spell you cause shadows to appear in the eyes of the single target. This causes the target visual instability. 10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A
Dark Sight With this spell you grant yourself the ability of dark sight. Your eyes, including the whites, become solid black with a thin purple ring tracing the outside of the pupil. With darksight, everything becomes pitch black for you. All obstacles get outlined in white, all living creatures appear as white blotches glowing in the color of their element (or white if runeless). All spells, even invisible spells, can be seen as colored blots with the color being of that of their element, giving you a +10 to your magic evasion. All illusions are invisible. All traps glow red. And you can see through walls since they are simply outlined. The obstacles are still there, you cannot walk through them. You can simply see through them. 10 SA;
Free Action
self 1d4 hours 1 skill point = 2 skill mastery % N/A
Shadow Bracing With this spell you use the shadow that all physical creatures have to brace them in place. You can choose either yourself or any 1 target. The shadow of the target grabs the target and holds the target in place. The target will be immune to knock down and knock back effects, cannot be tripped, picked up, moved, teleported, or have anything done to the target that changes the target's place. However the target also cannot move from that spot. 10 SA;
1 magic 
self or 1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A
Shadow Lashings With this spell you cast a long shadow that takes the form of a whip and whips the target of your choice. The spell does 5d4 magic damage.  10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % N/A
Shadow Searching With this spell you feel with the shadows to search for something that you know about. The shadows can search an area of 200 x 200 area blocks (1200 x 1200 square feet), including above and below you. Once the object is found, you will know where it is at and the most direct path to get to it, but nothing more. 10 SA;
Free Action
a  200 x 200 area blocks area instant 1 skill point = 2 skill mastery % N/A

3.2. Tier 2

Shadowmancy Effect Cost Range &
Area
Duration Skill Points toSkill Mastery Prerequisites
Darkening With this spell you cause blotting to all enemy targets. Now all enemy targets have visual instability. This spell also gives enemies a -20 to their Perception %. 20 SA;
2 magic
all enemy targets 2d4 rounds 1 skill point = 1 skill mastery % Blotting mastered
Dark Fire With this spell you create a thick shadow that seems to flicker and behave as if it is fire. Any target in its area of effect will receive 5d6 magic damage per round that they are in the spell's area. Any target that is at the center of the spell will receive an additional 1d8 magic damage. This spell affects allies, enemies, and yourself. 20 SA;
2 magic 
a 3x3 hex area around a spot of your choosing 2d4 rounds 1 skill point = 1 skill mastery % Shadow Lashings mastered
Enchantment of Darkness With this spell you enchant any weapon of your choosing, including those of your allies. This spell grants the weapon three attributes. The first attribute is to cause the struck target visual instability and decrease their perception by 5 for 1 round. The second attribute is to add the wielder's magic power to the weapon's attack value. The third attribute is to have each attack with the weapon drain 5d6 SA from the target to give to the wielder. 20 SA;
2 magic
self or one ally 1d8 rounds 1 skill point = 1 skill mastery % Either Dark Sight or Shadow Lashings mastered
Mass Dark Sight This spell grants Dark Sight to yourself and all of your allies. 20 SA;
Free Action
self and all alleis 1d4 hours 1 skill point = 1 skill mastery % Dark Sight mastered
Mass Shadow Bracing This spell casts Shadow Bracing on either all allies or all enemies, with you the caster deciding which. This spell also gives all enemies Visual Instability and a -5 Perception penalty. 20 SA;
2 magic
self and all allies or all enemies and all enemy targets 1d6 rounds 1 skill point = 1 skill mastery % Shadow Bracing mastered
Shade's Concealment With this spell you call upon the negative form of shadow, the dreaded shade. The shade wraps around you, concealing you from the rest of the world, with only your shadow to show that you are even there. While wrapped in the shade you can still move and attack as normal as you are actually there. Those that notice your shadow can attack you, but they must make a Perception Check with a 10 point penalty in a well lit environment to notice your shadow. The penalty increases as the light decreases. In dark environments your shadow cannot be seen. 20 SA;
2 magic
self 2d4 rounds 1 skill point = 1 skill mastery % Either Blotting or Dark Sight mastered
Shadow's Grip With this spell you call upon the positive form of shadows, the shadow itself. The shadow affects every enemy target by causing their shadows if they have any to reach up and grab their hands. The targets must make a Strength Check. If the target fails, the target will be unable to attack for that round but can still use spells. The target can make a strength check each round during the duration of the spell. 20 SA;
2 magic
all enemy targets 1d8 rounds or until freed, whichever comes first 1 skill point = 1 skill mastery % Either Shadow Searching or Shadow Bracing mastered
Shadow Thief This spell can be used in one of two ways. While adventuring, you can use this spell to grab through the shadows anything that you can see and lift and bring it to you without you physically going to get it. In battle you can use this spell to grab a target's weapon or shield in the same way, but the target can make a Strength Check to try and keep the weapon or shield.

20 SA;
Free Action (adventuring);
2 magic (battle)

line of sight instant 1 skill point = 1 skill mastery % Shadow Searching mastered

3.3. Tier 3

Shadowmancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Agent of the Shade With this spell you call upon the negative form of the shadow, the evil shade. The shade asks you to choose an ally other than yourself. Once you choose an ally, the shade possesses the ally but does not take control of the ally. Instead, the ally gains the attributes of the shade. The ally can shadow walk, enemies must make perception checks to spot the ally and the ally is invisible in the dark, the ally gains +50 to HP, SA, and EP, and the ally's physical attacks have magic power added to it while the ally's magic attacks have melee power added to it (as well as the appropriate stat). However the empowered ally's skills and spells cost 25% more to use and the ally takes 20% more damage from magic spells. 30 SA;
3 magic
self or 1 ally 3d4 rounds 2 skill points = 1 skill mastery % Mass Dark Sight mastered
Blade of Shadow With this spell you fling a half-moon shaped blade made of pure shadow at an enemy target. The blade of shadow will pass through any objects and targets in its way, but will only cut into the intended target. The target will receive 2d20 magic damage. You will also roll a 1d6, if 6 is rolled, the target will be instantly killed. 30 SA;
3 magic
1 target instant 2 skill points = 1 skill mastery % Enchantment of Darkness mastered
Dark Explosion This spell creates a point in the battlefield that instantly explodes, except shadow explodes outward instead of fire. Any target, ally or enemy, within the spell's area of effect take 5d10 magic damage. Any target at the center of the spell take an additional 2d6 magic damage. 30 SA;
3 magic
a 4x4 hex area around a spot of your choosing instant 2 skill points = 1 skill mastery % Dark Fire mastered
Eclipse With this spell you create an eclipse which darkens the battlefield. All enemy targets must make perception checks to move, attack, or act in anyway and have a -5 perception penalty. Also all enemy targets must make a will check when the spell is cast or they will be filled with fear and unable to act for 1 round. Allies are immune. 30 SA;
3 magic
all enemy targets 2d4 rounds 2 skill points = 1 skill mastery % Darkening mastered
Nyctophobia With this spell you create within a target an unnatural fear of darkness. You then make the target believe that he or she is surrounded by darkness. The target will make a will check with a 10 point penalty each round during the spell's duration. If the target fails, the target will scream in terror, be unable to attack anyone else or move, and will attack him or herself. 30 SA;
3 magic
1 target 3d3 rounds 2 skill points = 1 skill mastery % Either Darkening or Shade's Concealment mastered
Shade's Armor With this spell you call upon the negative form of shadow, the terrible shade. You direct this spell upon yourself or an ally of your choosing. The shade then becomes one with the target's armor. During the duration of the spell, all enemy targets must make a Perception Check to see the protected target. If the protected target gets attacked, 20% of that damage is changed to SA which is given to the protected target. The protected target also has all magic damages decreased by 20%. However the protected target looses 2d20 EP per round. 30 SA;
3 magic
self or 1 ally 2d4 rounds 2 skill points = 1 skill mastery % Mass Shadow Bracing mastered
Shadow Melding With this spell you become one with the shadow. You no longer need to move on the battlefield to attack. You simply attack through the shadow and the attack will affect whichever target you desire, no matter the distance. 30 SA;
3 magic
self 2d4 rounds 2 skill points = 1 skill mastery % Shade's Concealment mastered
Shadow's Companion With this spell you call upon the positive form of shadow, the shadow itself. The shadow responds by transforming your shadow into a shadow hound. The shadow hound stands on all four and is the size of a dire wolf. The shadow hound will be yours to command during the spell's duration. It can move 8 hexes, can attack for 2d20+ 10 increased by your magic power worth of damage, and is invincible. Your hound cannot defend you though as all attacks go through it since it is nothing more than a shadow. Your hound can only attack once and move once. 30 SA;
3 magic
next to self 2d4 rounds 2 skill points = 1 skill mastery % Either Shadow Thief or Shadow's Grip mastered

3.4. Tier 4

Shadowmancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Cover of Blackness This spell envelops the entire battlefield in pure blackness. The blackness extinguishes any light source and is thick like soup. During the duration of the spell, enemies find their actions decreased by 1. Projectile attacks fail to work for enemies. Enemies also must make Luck checks to find and attack you and your allies as they can perceive nothing. Allies and yourself can see just fine as you are all granted Dark Vision. Your projectiles won't work, but your melee attacks aren't reduced, nor are your movement speeds. Everyone can either walk or swim within the blackness, including upwards.  40 SA;
4 magic
battlefield 3d4 rounds 3 skill points = 1 skill mastery % Either Eclipse or Nyctophobia mastered
Dark Storm This spell creates a deadly looking black cloud above the battlefield. From that cloud shoot what could only be described as shadows of lightening, if lightening could have shadows. Every target must make a magic evasion. If they fail, they take 3d20 magic damage and 2d20 SA & EP damage. If they succeed, they are left unharmed. This also effects yourself and your allies, but you and your allies get a +10 bonus to your evasion check. You can spend SA to increase your and your allies evasion bonus with 2 SA spent increasing the bonus by 1. 40 SA;
4 magic
battlefield instant 3 skill points = 1 skill mastery % Dark Explosion mastered
Shade's Assassin With this spell you call upon the power of the negative form of shadow, the deadly shade. The shade asks you to choose an ally. Once you choose that ally, that ally gains all of the benefits and negatives of the Agent of Shade spell, plus all of that ally's attacks have a 1d6 dice roll added, with 6 meaning their target instantly dies.  That ally also takes 1d6 HP damage per round during the duration of the spell. 40 SA; 4 magic 1 ally 3d4 rounds 3 skill points = 1 skill mastery % Either Agent of the Shade or Blade of Shadow mastered
Shade's Trap This spell calls upon the negative form of shadow, the tricky shade. The shade makes every shadow on the battlefield a trap. Any target, friend or foe, that ends up on a shadow other than their own when their movement is done is instantly expelled from the battlefield. Enemies will find themselves somewhere else in the area while allies will simply find themselves outside of the battlefield and unable to re-enter or affect the battlefield. The spellcaster is immune to the trap. This trap can be avoided by producing enough light to push away any shadow, causing complete darkness so that there is no shadow, or by not moving. 40 SA;
4 magic
battlefield 2d6 rounds 3 skill points = 1 skill mastery % Either Nyctophobia or Shadow Melding mastered
Shadow Mount This spell creates a horse-like creature out of your very shadow which you can ride. It has the same stats as a warhorse. The horse of shadow produces a constant 3x3 hex area Aura of Fear that only affects enemies. 40 SA;
Free Action
next to self 1d6 hours 3 skill points = 1 skill mastery % Shadow's Companion mastered
Spectre of Shadow This spell causes all of the enemy targets shadows to turn against them. The shadows rise up and attack their owners, dealing 6d10 magic damage.  40 SA;
4 magic
all enemy targets instant 3 skill points = 1 skill mastery % Shadow's Companion mastered

3.5. Tier 5

Shadowmancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Darkness Calling This spell calls from the shadows to every enemy target. Each enemy target must then make a will check. If they fail, they are yours to command for 2d6 rounds and cannot resist any command during that time. 50 SA; 5 magic all enemy targets command for 2d6 rounds 4 skill points = 1 skill mastery % Either Dark Storm or Spectre of Shadow mastered
The Firmament's Pull This spell takes two rounds to pull the target into the Shadow Realm. During those two rounds, the target can do anything it wants but it will receive 3d20 magic damage each round. On the third round the target finds itself in the shadow realm where spectral beasts ravage the target doing 8d10 magic damage. At the end of the third round the target is returned in whatever shape it remains in. 50 SA; 5 magic 1 target 3 rounds 4 skill points = 1 skill mastery % Either Cover of Blackness or Shade's Trap mastered

3.6. Tier 6

Shadowmancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
The Finality of Darkness This spell does two things. One, it creates a death countdown. For three rounds, the target's own shadow begins to swallow the target. The first round it swallows the target's legs which only cut its movement in half. The second round it swallows the target's torso which cuts the target's armor protection by 50%. The third round swallows the target whole which kills the target. Two, each round the target receives 9d10 magic damage. The target can only be saved by a spell that dispels magic, by escaping the shadow with a Speed Check with a 10 point penalty that increases by 10 each round, or by killing the caster.  60 SA; 6 magic 1 target 3 round death countdown 5 skill points = 1 skill mastery % Either The Firmament's Pull or Darkness Calling mastered

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  • mythus
    mythus  3 weeks ago

    we can use the link i just shared to post and test and make sure everything works for us. We'll be usiing that link until everything is moved over. after that it will just be legendsofnorova.net

  • mythus
  • mythus
    mythus  3 weeks ago

    i notice that no one else has responded to the post

  • mythus
    mythus  3 weeks ago

    no not yet, however, yesterday we had thanksgiving at the kids birth mom's family. today shelly's mom is over with shelly doing thanksgiving prep, and so on. friday will be the last day of our thanksgiving with our famiily feast. I had to finish the upstairs rooms, the floorboards, light switches, and such.

  • DreamWriter05
    DreamWriter05  3 weeks ago

    It's not Thanksgiving yet.

  • mythus
  • mythus
    mythus  3 weeks ago

    sorry guys, been very busy with thanksgiving prep at home

  • Gryphon
    Gryphon  4 weeks ago

    That’s okay , I’ve got my hands working on making some polymer clay more pliable. I use FIMO and some colors are stiffer in nature than others. I’m working on my flowers of hope, since I’ve got the day off from work.

  • DreamWriter05
    DreamWriter05  4 weeks ago

    @Gryphon I'll post for Ruby soon. Just need to fuel up first. Be looking for a post either tonight or sometime tomorrow. :D

  • Gryphon
    Gryphon  4 weeks ago

    Ouch. Stupid bugs. Knowing you Mythus you’ll squash them. Where’s a can of raid when you need it?


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