- Cloak: 5'r max, 10 min per level.
- One's shadow rises up as
a dark cloak allowing no discernable feature to be seen. It masks
the gender, race, ecoutrements, and so on, fro visual and simple
- Shadowblade: see general magic spell.
- Basic Shadowing: 45', Targeted, 1 day per level.
a person or object to cast a shadow visible to the mage, even
after it passes. The mage must remain within 1500' per level.
Teleporting or other temporal or spatial displacement severs the
- Darksight: Range of sight, 10 min +1 per level.
the caster to see in anything from normal to complete darkness.
It also shows the presense of magical lighting and 20% + 5% per
level chance of discerning lesser illusions.
- Darkness: as general magic spell.
- Hidden Charm: 15', min + 1 mt per level.
- Given darkness
in a region (1/4 surrounding), those within will be invisible
for as long as they remain immobile, that is taking no action
that requires movement. More than one being may be hidden with
this spell, but it requires 1 spell point per individual.
- Darkloth: 15', 5' (+ 2' per level) square feet, mt
+ mt per 2 levels.
- A plane of magical shadow cloth will form and
overlay the object desired. It has a dousing effect on natural
flame 3 dice + 1 die per 2 levels, and a disorienting effect to
all sensory dependent beings (no sensory information passes through.)
Any form of magical dispel will remove the darkloth from a being
wrapped in it.
- Deepening Gloom: 60', up to 30' radius ball per level,
5 mt + 3 mt per additional spell point used. Must be placed.
contiguous shadow, (even extending past the original 60' range),
to be turned into a Darkness spell. Shadow must be 1/8 surrounding
light. (Level 2 version, Impenetrable Doom, has the effect of
Dhemon Dark, the general magic spell.)
- Bewilderment: 60', targeted, d3 mt + 1 per two levels.
- Shadows flicker over the victim as the mage plays with the light
harplike with his fingers. The victim must save or become completely
confused. The mage must continue to work the spell the entire
duration, but the victim is unable to function.
- Sharplight: 60', 5 min per level.
- This creates a point
source of light that will form deep (1/10 ambient) shadows behind
objects, (1/8 ambient) in torchlight, (1/4 ambient) in full moonlight,
(1/2 ambient) in dusk or dawn lighting, none under any daylight.
Must be placed.
- Shadow Lapsing: 45', targeted, min + mt per level over.
- Invisibility as per the general magical spell, except that one's
shadow doesn't disappear and in deep shadow (1/10th surrounding)
actions do not cause 'reappearance.'
- Darkness Clutching: 75', targeted, mt per level.
- The victim must save or be gripped with fear, incapable of anything
save defensive actions or fleeing. Animals or beings without a
will of their own are paralyzed for the duration. Victim must
be in some shadow, even 1/2 surrounding.
- As Tenderfall, general magical spell.
- Camouflage: 45', multiple targets: 1 per level, hour
+ 10 min per level over.
- Each target may be up to 5 cubic feet
+ 1 per level over. This spell only remains active as long as
the recipients remain in the same type of terrain, as in woods,
dunes, etc. They will be undiscernable visually at 360', -50%
chance of sighting to 120', -20% to 60'. As a 5'th level spell,
this camouflages against magical sight and detections as well.
- Shades of Were: 15', targeted, 1 minute casting time.
- Detects (50% + 5% per level over) whether a particular thing occured
within 10 min + 1 min per level over +1 min per additional spell
point used. The mage asks something such as "Did this door
open?" "Has anyone touched this stone?" "Was
something here that is no longer?" Caster then will get the
answer to the question and see with (1-100% + 3% per level over)
clarity the unfolding of events.
- Mind Tableau: 30', targeted, mt per level.
- The tartget's
thoughts will become a source of 'light.' the mage will think
its 'shadows.' If the target speaks, the mage will understand.
If the target decides it must save or the mage will know
the decision. Mage gets +4 defense vs. the target. If the target
saves, the only effect is +2 defense.
- Soft as a Shadow Falling: 15', targeted, 5 min + 3
mt per level over. Those affected will make no sound, nor leave
any trace on what they touch. (35% + 3% per level over) traps
will not be activated by the recipient's passage or presense.
- Groping in the Dark: 240', 20' radius ball of effect,
min + mt per level.
- The mage may have a tactile 'feel' of all
within the region, which must be in shadow (1/4 ambient light).
This region may be moved at 20' per turn. Note: tactile impressions
reveal invisible objects and basic illusions, but they conduct
electricity and heat. A level 4 version allows the caster to exert
physical pressure on the area as well, as much as the caster is
capable of physically.
- Gloaming a Reminiscence: 15', targeted, hour per level
or day per level if accepted willingly, requires 5 min to cast.
- The target will either forget or have clouded and distorted particular
memories. The caster must know what memories to erase, but need
not know them first hand. A fifth level version of this spell
removes the memory permenantly, unless the effect is later dispelled.
An eighth level version destroys it completely.
- Cable Stillits: 45' + 5' per level over, targeted,
10 min per level, 5 minutes casting time.
- This creates block,
tackle, netting over objects, line, ramps, etc. within the region.
It will attatch to one object and allow one basic operational
movement per 3 levels (such as loading bearing across a chasm,
etc.) They must be "programmed" at the time of casting,
and may operate only within the range above. They move things
up to 10 lbs. per level squared, at 5'/mt max.
- Shadow Bindings: 240', targeted, 5 mt + 1 per level
- In shadow (1/8 ambient light) the victim (up to 10 cubic
feet + 1 per level over) is covered in a shell of shadow. Pure
force keeps the victim immobile, save to 1/2 the duration. Break
out chance is 5% at strength = 17, +3% per strength over. Roll
once, and then roll at what mt of the spell's duration the victim
- Overcasting: 75', 5' radius per 3 levels, min per level.
- Deep (1/10th ambient) shadow forms where placed in the spell's
- Covering Cast: hour per level, or until used up.
- The mage and whatever is in physical contact (up to 2x his or her
size) becomes covered in a haze. It stops 1.5 hit points per level
of energy effects of a general sort. It also may be keyed to one
particular sort of energy, (such as stone magic,) in which case
6 points per level are stopped. Once these points have been stopped,
the spell expires.
- Coils of the Shadow Serpent: 75' + 5' per level, targeted,
5 mt + 1 mt per level.
- The mage makes a black shadow tendril which
wraps the victim (up to twice the mage's size), incapacitating
him or her (and the mage's occupied hand). The victim may be dragged
240'-(victim's wt/25 lbs) per mt. Escape is as for Shadow Bindings(20),
- Deadly Shadow Cast: 1 spell point per cast, 60', 1
minute casting time.
- The next strike(s) with a given weapon will
be effective even along the weapon's shadow This depends on the
surrounding lighting, of course. This will affect any attack,
so it requires great skill so as not to snag the weapon inadvertantly.
No saving throw allowed. Even when this is discovered, defense
against it is -3 at best, unless the defender is a trained martial
- Curtains of Night: 240', Wall square feet: 30 + 10
per level + 10 per additional spell point used, min per level.
- A dark wall forms which is opaque and has a 25% chance of not
allowing magical effects to pass through. (+5% per level of mage
over level of magical effect, -3% per level under it.)
- Pools of Shade: 5 spell points, 45', 5' diameter +
1' per level over, mt per level.
- A pool of shadow forms (not necessarily
on the ground), which is a maximum of 1' deep per level. Those
within are invisible and "out of the way" of radius
and cone effects, save dragon fire.
- Ephemera: 5 spell points, targeted, 15', 1 mt + mt
per 3 levels.
- The mage while in shadow (1/8 ambient light) becomes
noncorporeal: able to affect nothing physically and invulnerable
to nonmagical physical matter. Normal movement is allowed through
contiguous shadow, through gaps of any size.
- Lowering Pall: 75', cone 1' radius per 5' out, d6 mt
per 3 levels.
- Those objects struck are covered with a shroud of
abysmal gray. This causes them to become "detatched,"
having 25% less effect on the world, weight, damage done, movement
speed, strength, etc. Save to 1/4 duration.
- Closure Insidious: 60', 5' radius, mt per level. Must
- A shadow is cast on this region and the thoughts of
those within are cloaked from their bodies and senses. They are
"in darkness," their actions may only be performed by
pure force of will. Physical actions may be undertaken only if
one's body is so well known that it may be manipulated by the
will: such as martial artists, shape changers, spiritual beings
such as demons and angels.
- Shadow Form: 15', 3 cubic feet per level, min per level.
- A physical object (immobile) is created with any shape, color,
texture, smell, etc. It may be imbued with qualities which will
detect as alive, capable of strong magical effects, evil, as a
given person or object, etc. It is as strong as water, however.
- Gray of the Twilit Same: 10', targeted, hour per level,
5 min casting time.
- The recipients of this effect exude a social-shadow,
causing onlookers to see them as "normal," fitting into
the scene as common folk (as close to their build and racial/garment
characteristics as possible). It is noticed by mages (80% +5%
per level over, -5% per level under) and anyone with psychic abilities
(30% +/- 3% per level difference), or anyone 5% per intelligence
point over 14.
- Blackline Tripwire:15', 6 hours + 1 hour per level
over, 3 min casting time.
- For each additional spell point, 50%
more is created. The mage forges shadow which stays in space where
it was formed, 5' + 2' per level of caster maximum. The strand
or strands will stick to objects which come into contact with
it, doing d8 crush per 5' of length, -1 point per die for armor,
and -2 points per die for extreme armor. Once activated it lasts
d5mt. It holds immobile beings up to the mages size, whether they
are physical or intangible (such as ghosts, etc.)
- One way darkness:
- As per hargy spell.
- The Guardian Dark: 3' radius per level, 3 hours + 1
hour per level over. Spell points: 6 + 1 per additional hour.
- The caster "tames" an available region of darkness (1/8
ambient light). The caster becomes invisible within, +4 AC, silent
and +2 protected. A seventh level version of this spell will allow
1 additional recipient in the region per 2 levels of caster.
- The Shadow of an Act: 15', Delay of a day + hour per
level over maximum.
- An action may be performed "in shadow,"
such as the throwing of a dagger, the pressing of a lever, etc.
Then, at a specified time, the action actually occurs. A trigger
event may be specified, such as "when this room is entered..."
It functions only 75% +3% per level over. If it fails, the act
- The Sense Laid Bare: 45', Gaze, min per level.
- The form of an object or entity is seen without its coverings, ie.
bare. That elimitates illusions (50% +5% per level over, -3% per
level of illusion effect), and basic shadow forms. Also cosmetics
and disguises are detected (not seen through) 60% + 3% per level
- Dark Companion: 1000' +100' per levle over , targeted,
10 min + 1 min per level over, 3 min casting time.
- Mage collapses
an his or her consciousness/soul enters another (souled) individual's
shadow. The mage may see and hear from this vantage, as though
hovering between the shadow and the caster of the shadow. Undead
beings may sense the presnese. If the "host" dies, so
does the mage. The mage may cast spells (d3 + 1 per 3 levels)
from the shadow before the spell is broken. If prevented from
returning for a full day, the soul is destroyed. Bright light,
silver and magic energy intervening stops return. Gates and teleports
cancel the spell.
- Passing the Veil Opaque: 240', self, instantaneous.
- Allows the mage to slip anywhere, within the range, inside a contiguous
(at least 1/8 ambient light) shadow. This is a teleport, although
failure cannot occur by transposing the mage's matter with that
of a solid object. It may, however allow the mage to materialize
in a space too small for his or her size ( as in between two pillars
only two inches apart). The appearance must be placed.
- Elementry Sympathetic Magic:
- This ritual allows a physical
object to be enchanted (it must be nonliving and nonmagic to begin
with.) A portion of it is required. The ritual requires specific
knowledge of an individual technique. Examples of techniques are
Lifting, Shattering, Fixing in Place, Dragging in a Particular
Direction, Melting, Pulling Together Broken Pieces, etc. All regard
physical actions which will be made to occur on the object in
question. The maximum range is 1000' + 100' per level, spell point
cost is variable (depends on what is undertaken), and the ritual
takes anywhere from 5 minutes to a week. What occurs is that 10x
(+1x per level of mage) the work done to the object in effeigee
is done to the object in reality. Effigiees last 1 week per level
usually. Large and potent magics, involving moving or sorting
tons of stuff, for example, may last mere seconds. This requires
careful timing. Maximum work done is hard to define, but say it
is 100 foot pounds per level squared, or d6 damage per level,
up to 5x that for very short duration effects (see above). Individual
techniques must be learned and studied as individual spells. The
basic technique requires study as a new branch of magic.
- The Imparted Haze: 75', 15' radius + 3' per level over,
mt per level.
- All within are disoriented, and must save or be
confused and incapable of any movement or actions (save defending
themselves). Vision and all ranged sense abilties function at
only 20% out of the haze.
- Deresolution: 45', targeted, mt + mt per 3 levels over.
- A specific enchanted object, individual or region (up to 1'r.
per level) is placed in a state between the real and unreal, neutralizing
the magic effect (50% + 5% per level over, -6% per level under).
This will effect ALL the magical effects upon the target. Permanent
effects resume after the duration. Temporary effects will only
resume 25% + 5% per level over the shadow mage's of the effect.
- Shadow Ports:
- As per Passing the Veil Opaque, but with
the range of a Teleport spell (see general magic) and between
disconnected shadows. The placement roll is used with a base chance
of 9% per level, as opposed to the normal 5%.
- Shimmering Echoes of Before: 60'+ 10' per level, 30'
radius of effect, 1 min casting time, min per level of effect,
must be placed.
- The past may be reenacted in silhouettes from
up to 10 minutes before per level. The details are blurred, only
50% + 3% per level over may be made out. Note: demonic energies
are summoned back by this spell!
- Shadow Fencing: touch, targeted, min + mt per level
- The recipient may fight either physically or with his shadow,
as with Deadly Shadow Cast, above. The diffence here is that the
victim's shadow may be attacked, doing full damage, which reduces
the victim's defense by 5. The Shadow Fencer also has a +3 defense,
as he or she may parry and block the opponent's shadow as well
as the opponent itself. Proper lighting is required.
- Roving Shadow: self, 5 min + min per level over + min
per spell point additional, 1 min casting time.
- This spell requires
8 spell points. The mage's shadow detatches and may wander with
his senses and spell casting abilities. It may only move in shadow
(1/4 ambient light minimum) at the mage's own walking speed. If
trapped away from its body, when the spell points run out, the
mage will die.
- Shutters of Darkness Bound: 120', 30 square foot wall
+ 10 square feet per level over + 5 square feet per spell point
additional, mt per 2 levels + mt per 2 spell points additional.
- A shadow (1/4 ambient light) froms a wall of force, as per general
magic spell, with the additional feature that it stops all data
(sounds, smells, magical detects, radio signals, etc.) from crossing
it, or entering regions enclosed by it. The mage may make it any
- Condemned to the Evernight: 75', 5' radius, hr per
- Those within (must be a shadow of atleast 1/2 ambient light),
must save or become blind for the duration. A save indicates blindness
for 1 mt per 2 levels of caster. A ninth level version creates
permanent blindness, save to the minutes as mts above.
- Taming the Nuance: Touch, targeted, min + mt per level
- The victim, whose shadow must be touched either physically
or by the mage's shadow, is paralyzed. With 100% concentration
and maintaining the contact specified, the mage may manipulate
the victim to speak, act or move. The victim will perform convincingly,
but cannot be made to use his or her talents (to fight, etc.)
Otherwise this spell merely induces a magic state of inability
(immunity to paralysis is only 50% effective).
- Shadowsight: 360', self, mt per level.
- All within range,
in 360°, may be seen, if they are in shadow of atleast 1/2
ambient light. This spell sees through all lesser illusions and
invisibility, detects beings that are "in phase" or
otherwise dimensionally displaced, and mystical presenses of those
observing from afar (as through a crystal ball). It will detect
those cloaked by higher level magical effects than the caster's
level 35% - 3% per level over.
- Retracing Broken Lines: 5' or less, touch or self,
minute per level.
- The target object, being or the mage himself
or herself regenerates 5% per minute. This spell only takes place
in deep shadow (1/10'th ambient), and requires 100% concentration.
Any interruption of either will discontinue the effect.
- Murk: 30', ball: 1 cubic foot per level + 1 cubic foot
per spell point additional, 10 min per.
- A Murk is formed out of
a person or object's shadow. It looks and feels like the object,
but has no life force, will or intellect. The mage may move it
either by 100% concentration or by a simple "program"
as for a golem. It cannot stray out of the 30' range.
- Phase Self:
- As per general magic spells.
- Shadow Attack:
- Forms available by level of caster Ball
and Cone(under 10th), Wall (12th), Cube (13th), Dome (14th), One
Way Wall (16th), Storm (18th). For definition of these formats,
see general magic. Shadow dissolves spiritual substance by destroying
the link between the real and unreal, substance and that which
is beyond the world. It thus damages immaterial beings, angels,
undead, demons, elementals and illusiary beings of all sorts.
Material beings, even if they are highly magical, may pass, as
long as they are entirely material, not existing partially on
another plane. Walls of shadow have the additional character of
stopping various types of magical attack: attacks from other planes
(such as negative material light), elemental plane effects, emissions
from portals to the nether realms, etc. Breaches (see Archomantic
Wizardry) cannot occur within an area surrounded by Shadow.
- As per Basic Shadowing (Level One), but
it has no range limitations and is not severed when the targeted
shadow goes through a spatial or dimensional portal. The position
only becomes known when the caster is in the same dimension as
the target. A ninth level version of this spell allows the caster
to go into a trance for d20 minutes and determine which other
realm the target has gone to if the target has gone through a
- Dissolution: 75', targeted, mt per two levels +mt per
2 spell points expended.
- The target dissolves into a body of shadow
(1/8 ambient light), save allowed if the target is unwilling.
Light in the region negates the effect. The target is protected
100% versus physical damage, cannot act, and has "Shadow
Sight" (see above). The victim is vulnerable to undead and
magical attacks. Move 120'/turn in contiguous shadow.
- Vague as the Shadow's Caress: 30', 1 target per two
levels + 1 target per 2 spell points additional, 5 min per level
on self, 3 min per level on multiple targets.
- All affected can
only be seen directly: they make no reflections nor may they be
seen remotely by crystal balls, telescopes, etc. Also, detections
of all sorts and trap triggers function at -3% per level, up to
the mage's level in power.
- Banish Shadows: 240', Cone: 1' radius per 4' distant
from caster, instantaneous effect.
- A cone of NULL CONTRAST (absense
of shadow) causes all shadows within to be destroyed for an instant.
Note, this disrupts any shadow magic spells and effects, and destroys
any shadow-substance creations. It works 60% + 3% per level over
other shadow effects, -6% per level under. Normal shadows reform
one minute after this spell.
- Swimming in the Sea of Light: 15', targeted, 5 min
+ min per 3 levels.
- Those effected may glide through darkness
or contiguous shadow (1/8 ambient light) at will at 200'/turn
+20' per level over. This requires no effort and makes no sound.
Light cancels the effect, and if arial at that time, those suspended
- Surface Play: 15', targeted, hour +10 min per level
over, 3 min casting time.
- The shadows and light on nearby surfaces
may be played with so that visuall all within 15' appears as the
caster wills. It has two additional effects: 1) old or lost physical
attributes may be brought back for the duration, 2) undead, etc.
perceive only lifeforce in the region, as depicted by the caster's
- The Curtains on the Corridors of Dusk: 75', 2 Walls:
100 square feet + 10 square feet per level over, + 10 square feet
per 2 spell points additional, mt per level.
- Opaque curtains form
hallways, in parallel lines. Those within are trapped in an "abyss."
They fall "in place" and are unable to move in any way
save to fall, using natural or magical means, unless the corridor
is dispelled. If however the corridor is entered from one side,
where the corridor ends, the individual will exit the other end
instantly. (This is not a teleportation effect.) The corridor
must be atleast 5' high and 5' wide. The path it takes may be
drawn out, not exceding the maximum surface for the walls. From
the side, the curtains are "Shutters of Darkness Bound",
of only 1/4 strength. If they are broken through, the effect will
occur to any who cross within. If the victims save, they are deposited
at one or the other ends of the corridor.
- Scattering: 75', targeted, instantaneous.
- The victim's
shadow scatters and fades and with it, his life force. The effect
is death. The victim must be alive, in sufficient light to cast
a 1/4 ambient light shadow, and in full sight of the caster. Save
to no effect.
- Margin of Truth: 45', Ball: 5' radius + 1' radius per
level over, min + mt per level over + min per 3 spell points additional.
- A shadow falls over the radius effected. The edge of this shadow
permits nothing unreal to pass: this includes all illusory beings,
or disembodied thoughts, suggestions or memories, and all psychic
force. It works up to 50% + 10% per level over - 5% per level
under the opposing magical or psychic force. It can be used either
to shield against or trap illusions or psychic entities.
- Betweening: 60', 1 target per 3 levels, min + mt per
- Those effected are in a sense between space and time,
between what is and might be. Thus, they have a +50% resistance
to space and time magic, and a +25% magic resistance overall.
If transported against their will, they have a 66% chance (+/-5%
per level difference between level of caster and level of effect
resisted) of returning. A drawback: demonic magic is +25% effective
and -35% resistable to individuals in this state.
- Enigmata: 15' or less, targeted, day + hour per level,
5 minute casting time.
- The object or individual enchanted loses
its recognizability to others. If a person, no one will know him
or her. If an object, even those who have long owned and used
it will not be familiar with it. Detection that pierces lesser
illusions will see through this effect.
- Silhouette: 15', targeted, min + mt per level over
+ mt per 2 spell points additional.
- The recipient of this spell
appears two dimensional from all directions, a featureless gray
outline. Effects: Move as though 'out of Phase' (see general magical
spell). Take 3/4 from both magical and physical attacks. A Silhouette
may only affect other things physically or spiritually when motionless,
ie. back 'in Phase.'
- Trecherous Escort: 75', targeted, min + 3 mt per level
over, casting time 5 mt.
- The victim's shadow will betray him,
if he or she does not save. It will do so in the following ways:
1). It will leer when the victim lies. 2) it will indicate, by
pointing, what the victim refuses to. 3) It will prevent the victim
from escaping by binding him, a truly inescapable phenomenon.
Save to no effect.
- The Talons Tenebrous: 120', 1 target + 1 per 3 levels
over, mt + mt per 6 levels over - if no shadow immediately available,
but the victim approaches one within 1 min per level of caster
the Talons will emerge then.
- Blackest arms reach toward opponent(s)
from any available region of shadow (1/8 ambient light). These
do rending damage with hideous claws (d10 damage per 3 levels
of caster) with +1 attack skill per 2 levels of caster. They attack
their chosen victim once per mt. Saves at -3 halve the shadow/rending
- Fade Into Black: 5' or less, self, min per level.
- The mage merges with his or her shadow, becoming 100% immune
to physical attacks and natural forces (cold, fire, electricity,
etc. not of a magical origin). This does not protect against magic.
Saves -4 vs. undead or demonic drains. No physical actions possible,
and any crack may be slipped through. Movement speed normal over
- Shadow Portal: 10', Wall: 5 square feet + 3 square
feet per spell point additional, mt per 3 levels, or minute per
3 levels (see the following), d6 mt casting time.
- This spell opens
a portal to the Shadow Realm. The spell requires a region of deepest
shadow (1/10th ambient light minimum), or a prepared "frame."
The latter method of casting allows for a longer duration. These
portals connect (up to 400' per level squared) and the mage may
activate any number of prepared frames simultaneously within this
range. (Each requires 3 spell points.) Risks: Shadow monsters
may emerge. If the shadow realm is entered without a connecting
portal through which to leave, there is little chance of escape.
See the notes on these problems at the end of the spell list.
- Shadow Beast: 75', mt per level + mt per 2 spell points
additional. Casting time: 5 min, delay: hour per level.
- From a deep shadow as above a particular known shadow monster
may be called and released, bound for a task. These beasts are known
for their one capability and what must be done to supplicate them.
The Shadow Assasin above is a specific example.
- Solid Gloom: 180', Ball: 15' radius + 3' per level,
min + mt per level over.
- The region of shadow (1/8 ambient light)
becomes as solid as granite, allowing no movement and suffocating
those within. It also traps beings that are out of phase and on
the etherial plane.
- Shadow Prison: 45', targeted, 5 min + min per level
over + min per 3 spell points addtional, cast 5 mt.
- The victim's shadow raises up and forms the barrs of a prison,
if save is not made. This prison allows no physical or
spiritual egress or effects
to leave it. All forces which attack the prison do 1-100% damage
to the victim as well. If he or she is immune to the form of damage,
so is the cage. It can sustain any amount of physical force, and
up to 20 points of magical energy per caster level. Maximum size
is 25 cubic feet + 3 cubic feet per level over + 1 cubic foot
per spell point addtional. A tenth level version has a permanent
duration and will kill the individual if dispelled. The only escape
from that more potent cage would be a very sophisticated controlling
of the Shadow Prison spell itself.
- The Purloining Twixter: 240' + 10' per level over,
1' radius per level, min per level. Requires 7 spell points +
1 per 'choice.'
- This allows shadowy fingers to reach through the
dark or shadow (1/8 ambient light minimum) into regions not completely
sealed off. Any gap suffices. From there, an object (1 lb. per
level + 1 lb per spell point additional), may be lifted into a
shadowy state. It will become two dimensional and slip back to
the caster or wherever the caster moves it within range, at up
to 5' per mt. Any change in lighting negates the spell. A 'choice'
includes a change in direction, a decision of what to steal, etc.
Technically, the mage touches the object in question, but nothing
else along the way.
- Behind and Beyond: self, 5 min + 3 mt per. Requires
10 spell points.
- The mage falls into his shadow, leaving a dark
stain in it's shape and may reemerge at any point until the duration
ends. This stain is the remains of a portal to the shadow realm,
where the mage now is. From there, the mage may peer out with
Shadow Sight, but that is all. The mage may not be effected by
any force in the realm that he left. If his the stain is attacked,
though, by prismatics, spatial, temporal or shadow magic, it can
be destroyed, requiring 5 points of force total per level of caster.
If this occurs, the caster is trapped in the Shadow Realm. (See
notes that follow).
- Sinister Reflection: 75', targeted, mt per level. Requires
9 spell points.
- The target must save or have his or her shadow
bound in place. This makes it impossible to plane shift, teleport,
etc. Also, if the mage touches this shadow with his or her own,
the victim is at -5 saves versus all of his/her magical effects.
Finally, the mage may physically attack the shadow and harm the
- Shadow of a Doubt: 90', 1 target per 3 levels, 10 min
+ min per level over.
- The victims must save or have their thoughts
converge on a certain matter (the mage's choice: loyalty to a
party, decision to flee, etc.) and cease to doubt. They will act
for the duration as thought they believed and had decided the
opposite of their normal convictions. The effect may be negated
if the effected people can be brought by others to carefully reason
out their choices.
- Dark Formation: 15', 1 target per 2 levels + 1 target
per spell point additional, 10 mins + min per level of caster.
- The targets appear as dark silhouettes, they move silently, are
Camouflaged, have +3 defense in any shadow and may move as Ephemera
(once per 6 levels of caster. For the effects of Camouflage and
Ephemera, see the preceding spells.
- The Gaze Unbound: 100' per level squared, single shadow
to shadow contact once found, min per 3 levels.
- The mage may look
from any shadow by staring into any other (both must be atleast
1/8). It takes %ile mt to find the location of unfamiliar shadows,
but only d10 mt when the location is exactly known. From not so
difficult cases, the GM will adjust the die roll. During that
time random images flash by. This spell is useful while within
the Shadow Realm.
- Coveting the Abyss: self, min + mt per level.
in all respects to a Shade (a greater undead type). 21 - level
= % chance that this effect is permanent, three times that chance
if it occurs, that the Shade will be mindless. (A Shade is immune
to all physical attacks, takes damage only from Light magic, Darkness
magic, demonic effects, psychic and emotional attacks and illusions.
As undead they have various severe limitations when it comes to
holy ground and priestly effects. They move through any gap, and
may Shadow Port at will. They do negative material disruption
damage, but all other capacities they have on the world of substance
is through magic. Lastly, they recuperate their mystic energies
only by the presense of the Shadow Realm or places of great mystical
Shadow.) For further notes on Shades, see my description of Undead
- Biosympathetic Magic:
- This ritual, similar to the fourth
level Sympathetic Magic, allows an object in effigee to effect
the object in reality. Unlike the lower level version, this effects
living beings. Force may be applied as described previously, but
far more subtle possibilities are available. For one thing, living
material may be mixed with special materials in shadow, to produce
scale models of limbs, etc. These may be reshaped (a polymorph)
or shaped back into proper alignment (healing), or the individual
may be given new limbs such as wings (shape change), or the limb
may be forced to do the caster's bidding (possession). These are
ascendingly difficult, requiring more time, better resources (materials,
biosamples of the victim or recipient), and closer proximity to
the target. Effects last min per level to mt per 3 levels, depending
on how ambitious they are. Individual techniques must be studied,
mastered and prepared for. The game master must adjudicate this
type of magic.
- Gates of Nowhere: 30', Wall: 20 square feet, + 4 square
feet per level over, mt + 1 per spell point additional.
- In full
(1/16th ambient light) shadow or a prepared frame (very expensive,
time consuming and difficult to construct), a portal to the Shadow
Realm is opened. It is one way; IN. Still, shadow monsters may
escape. See the notes which follow the spell list. Leaving the
shadow realm may not be done with this spell unless cast from
the realm of the real into a shadow where those in the Shadow
Realm wait to leave. This presents problems, as described later.
- Querelous Ally: Self, min + mt per level over.
mage's shadow may be forced to detatch and act on its own (See
the notes which follow on Detatched Shadows). Note: Shadows do
not want to leave, and will whisper arguments to the mage. While
it is gone, the caster is incapable of any magical activity and
is -5 resistance to magic. In effect a shadow will only do a person's
bidding if it is in both their interests. Shadows want: the pursuit
of creative and irrational actions even for their own sake, activity,
the Shadow Realm. They really do not care if the person's ends
are satisfied or if the person is at risk. They are in many senses
"chaotic" and will oppose any action which is pursued
for purely abstract and formal reasons, not motivated by any impulse
or desire. While stillness is not as stimulating as shadowplay,
it presents no grave problem, and when an individual ceases to
exist the shadow rejoins the undifferentiated mass of All Shadows,
not a thing they dread at all. Shadows are whimsical and fickle,
they may decide to return with the deed undone, although they
will do something. If the Detatched Shadow is destroyed,
the mage becomes a Shade, 15 times (21 - level of caster) = %
chance of being mindless. Once this spell is cast even a single
time, the caster's shadow may always whisper to him and try to
influence him. If the caster is ever drained of lifeforce or will
power sufficiently to be susceptible to suggestion, their shadow
will take over and begin to influence their personality, potentially
permanently. Thus, this spell opens the way for insanity or at
the least for mental and spiritual instability in the future.
- By the Dark Abducted: 250' per level, targeted, 3 min
+ mt per level + mt per spell point additional.
- The victim must
save or fall into his or her own shadow. This shadow may then
be forced to move (save again) at the caster's bidding. If not,
this shadow is the victim's Detatched Shadow (see notes.) At the
spell's end, the victim emerges. The victim is completely disembodied
and only aware of events afterwards.
- Fade Weal: Self, min + 3 mt per level.
- The mage's wounds
fade at the rate of 1 per mt in shadow (any). All wounds of any
- The Limbus of Mind and Body: 100', 1 target per 4 levels,
min + 3 mt per level + mt per spell point additional.
- Each target
is formed into a single thought/space with the others, where none
of their bodies are at home to them, yet all may be controlled
by any member of the union. That is, a telepathic rapport is established
allowing the members to act through any of the bodies involved.
Saves against mental spells and targeted effects, etc. are +1
per member. Anyone in the system may "actively resist"
magic for any of the others. If one of the individual die while
the spell continues, each of the others must save. If they all
do, the connection continues. If not, it ceases and those who
fail are cast into the shadow realm. This must be practiced, and
all members be familiar with the effect or it will simply not
- The Gauze of Darkness Lit: 75', Wall: 5 square
feet per level, 5 min + 3 mt per level over.
- A clothlike pane
of flickerings is conjured. It can be moved at 30' per turn with
100% concentration. All substance in its path must save or be
swept into its strobing black/gray/white surface, leaving a dark
stain there. It can hold only one living being per 5 levels of
caster. Demons and angels are not effected. Mystics who are captured
this way have a 7% chance per level of regaining their bearings
(in d6 mt) and gaining visual perceptions out of the Gauze. They
may then cast spells, etc. from within the Gauze. Everything returns
to its original position when the duration ends.
- See illusionist spell. The caster must
be in the victim's shadow.
- Thenwhen Circle: mt per 3 levels.
- The mage's shadow
lifts, forming a spiraling vortex, about 3' around him or her.
This protects 50% against all time and space magic, all elemental
magic 25% and all enchanted weapons 25% (both physical and magical
effects). These protections not only present a chance that the
effects will be resisted; if that roll fails, the damage or effect
is reduced by the stated percentage. The spell puts the caster
between then and until, out of synch with now.
- Liquid Shadow: 45', Wall: 10' cube + 3' per level over,
- This allows shadows to be poured out, made
by the contrasting medium of a wall or dome of perfect light stopping.
Behind it or within the dome is perfect 100% shadow, perfect for
casting spells, reducing shadow magic spell point cost by 10%
and adding +2 competency and protection to the mage.
- Echoed Names Through Caverns Black: targeted, mt per
- In shadows, if the caster's name may is uttered, the caster
will know who said it and where. This is automatic by knowing
the spell. Once the caster hears his or her name, listening may
continue for as long as desired. This spell allows the mage to
speak back, through the shadow of the one originally heard. This
spell has no range limit.
- Pathfinding in the Mense Oblique: Self.
- This is more
a skill than a spell. It allows navigation through the Shadow
Realm. This is required to (a). resolve the chaos of representation,
(b). find particular shadows in space and time, located abutting
the world from which the realm was entered. The ability is 75%
+5% per level over to resolve the chaos, 60% + 8% per level over
to find particular shadows. Only three attempts at either may
be made. Any number of others may accompany the mage.
- Shadow Assassin: 250' per level, minute + mt per 5
spell points additional. Casting time: 10 minutes.
- From a designated
shadow (must be fully deep, 1/10th ambient light), a shrouded
one emerges bound to fulfill a task. This will be a shadow being,
opaquely dark in appearance, silent and capable of Ephemeral movement
(See "Ephemera" above). It may rend with talons of sharpness,
and is fast, cunning and has superlative senses. The "shadow"
must be supplicated by their designated victim's death or it will
come for the mage. They desire time withing the shadow realm,
or to replace the mage's shadow with themselves, for a time. There
is a chance they will force the mage to bargain to obtain their
services: 25% - 3% per level over.
- Shadow Step:
- as Shadow Port but allows for a range
of 10' per level cubed. This spell does not have the unlimited
range of a Shadow Portal, but it has the advantage of requiring
- Eclipsing: 90', targeted, min + mt per level over.
- A source of magical energy is eclipsed by a patina of dancing
shadows (from the shadow realm). This effectively cuts off its
capacity to manifest the particular force it put forth at the
time of the casting of this spell. The spell functions 70% - 10%
per level of the caster under the level of the magic being eclipsed,
+5% per level over. This may be cast on devices, spell casters,
- Force Majeure: self.
- The mage may draw power directly
from the shadow realm (adding a 9 spell point cost and a one mt
casting time.) This will allow th mage to recast a spell that
was unsuccessful the first time, and gives it a further 20% chance
of success. However: the draw of the shadow realm may be too strong
and after the spell is cast (25% - level) is the chance the mage
will fall through his or her own shadow into the Shadow Realm.
The shadow then fades.
- Spirit Thief: 10' per level squared, targeted, min
- The victim's name is needed and a dark ritual, 1 hour
casting time, must be undertaken. It requires various elaborate
materials, quite time consuming to prepare (1 to 3 days - 1 hour
per level). The victim's shadow is stolen, and it will cross the
distance to the caster at 400' per turn, as long as it can. (See
Detatched Shadows notes.) Once called into the shadow panesl the
mage constructed, it may be imprisoned, bound, etc. With it goes
a connection to the victim's mind, body, soul, etc. If the victim
is a spell caster, they will be unable to perform any magic until
the shadow is recovered.
- Hymn of the Shrouded Self: self, min per level + mt
per spell point additional.
- The mage merges with his shadow as
a Fade into Black spell, except that the mage becomes a Shrouded
One, capable of Shadow Fencing, Whispering (being heard by those
in shadow) and Shadow Porting at 1/4 range once per minute. This
potent spell may only be used once per three sleep cycles.
- Nebulous as the Shadows Passing:
- As Vague as a Shadow's
Caress above, but in addition, this makes the recipient invisible
to all psychic magic and remote technological detection. In darkness,
nothing at all may be seen of the recipient, even with Improved
Truesight, and so forth.
- Gates Beyond Where:
- as Gates of Nowhere but allows
a gate to be formed out of the Shadow Realm at a specified place
and time. A Shadow Portal (see the spell) must exist there, already
prepared and safe at the specified time of egress. It opens (85%
+ 1% per 3 levels). Navigation to the place where the gate will
open is still required (see Pathfinding in the Mense Oblique,
- Dominate Shade: 120', 1 target per 3 levels, hour +
min per level + min per spell point additional.
- All Shades in
the region (an undead type) may be completely domintated or banished
to the Shadow Realm, etc. These may save versus this effect.
- Shutters: 75', Wall: 20 square feet per level, 10 min
+ min per level.
- Out of a shadow of any size, of any deepness,
a wall of flickering shadow may emerge. It alters the relationship
between the two sides so that it functions as an antimagic field
(50% + or - 10% per level difference between the caster and the
effect in question). It allows no teleportations or temporal shifts
through it. Shadow magic may pass it unhindered.
- Betweening: self, mt per 4 levels.
- The mage may, upon
a teleport, timeport, etc., cast his or her detatched shadow instead.
Only the shadow goes initially, and may, if it desires, return.
Or if the caster desires, it may join the shadow where ever or
when ever it is.
- Shadow Nemesis: 75', targeted, min, delay: 5 min per
- The shadow of the victim is enchanted (if the victim fails
to save), so as to rise up as a Shade of equal capacity/ possessions/
knowledge, and so forth. It will attack the victim ruthlessly,
for if it wins, the Shade is freed. This may only be done once
ever to each individual.
- Shades of Gray: All within a given shadow, 13 hours
- An entire group or even army is invisible while in shadow,
and Camouflaged while not. They are indetectable by magic (it
must overpower the casting mage's level, or dispel the effect
first). Once, everyone may be carried by the mage via a Shadow
Port, to a shadow of great enough size to accomodate the group.
- Panes of Syncritization:
- As Pathfinding in the Mense
Oblique, but it allows the mage to navigate between planes that
are adjacent. It also, if 1/3 the required roll is made, allows
the caster to locate waiting or potential Shadow Panes from which
to emerge (although these may be sometime in the future of when
the mage wishes. The lower, hence better, the roll, the closer
to the desired target the exit juncture will be found.)
Notes on Shadow Magic:
As a variety of magic, Shadow is a potent form. It allows extreme
removal from physical and magical forces at even a low level of
expertise. For the most part, this type of magic orients toward
offensive and defensive effects, but it also allows for the promiscuous
tampering with ordinary laws, such as those of time and space.
This is because shadows are between all other forces and dualities.
They are the contrasts between light and dark, order and chaos,
reason and madness. Shadows are cast by all actions in all places,
and because of that, shadow forces are connected to all that occurs,
Despite the extreme potency of Shadow magic over other forms,
it is also quite limited in at least one aspect. It requires the
presense of shadows, that is, shadows cast by real light sources
blocked by interposing objects. This poses an immediate tactical
consideration for practitioners of this form of magic, but moreso,
a sever limitation. Nonmagic lighting alone is often sufficent
to disrupt even high level shadow magics, and to prevent their
execution. What I describe as fractions of ambient light serve
to define shadow conditions (the fractions are not quatitatively
accurate, they are mere indicators). (1/2) would be the shadow
of a man on a cloudy day, or under someone in a setting with many
light sources. (1/4) the shadow of a person on a sunny day, or
indoors where there is only one light source but many reflective
surfaces diffusing light onto it. (1/8) would be deep shadows,
as beneath trees in sunlight, or behind objects indoors, where
there are non reflective walls, etc., and only one sharp light
source. (1/10) is absolute contrast where a single light source
shines and no indirect lighting at all shines onto the shadow.
This hardly ever occurs in nature. (1/16) is a seldom procurable
shadow except with special magical materials, where no light enters,
even by refraction around materials which cast it (some light
bends around obstructions, normally). Obviously, shadows are incompatible
with "even lighting," but not so obvious, they are not
to be found in darkness. A shadow can exist only when contrast
is formed between light and dark. Thus the mouth of a cave would
be in shadow, but the depths of it would merely be in darkness.
Where obstructions are permanent and light never penetrates (such
as underground), there is merely darkness. Where light is obstructed
(its rays are impeded not stopped), there is shadow.
Shadow magic is on the border of light and dark in the moral sense
as well. It taints the practitioners with a lack of respect for
laws and diminishes sense of duty. The tendency is toward independence
and aloofness. It is, of course, a short step toward the darker
arts such as the forces of Darkness. Shadow magic also corrupts
stability, in politics and societies, because it is capable of
piercing defenses so easily. Its use by spies, assassins and thieves
is so disruptive that many societies consider this form of magic
to be as dangerous and abominable as such arts as Necromancy.
Unlike Illusions which cannot effect the real, shadows effect
all things. In fact they shape the real by altering its boundaries.
But illusionists and shadow mages are alike in their access to
the mental and also their personal bent toward insanity and delusion.
DETATCHED SHADOWS: These move at the pace of the being
whose shadow they are, except in shadows where they move twice
to sixteen times as quickly (see the fractions listed previously).
They are immune as described above under Fade into Black. They
perceive only visually. Being two dimensional, they may squeeze
thourh any crack, as long as it is wide enough to fit the shadow.
THE SHADOW REALM: It is a nonplace outside of time, whose
substance is the collected shadow of all shadows cast in all places,
ever. Normally, one goes mad immediately upon entering this chaos.
(Physical beings are in the paradoxical situation of suddenly
having their shadows be the substantial part of themselves, their
bodies are cast as from it insubstantially. But with a guide,
the gray flickering realm becomes three dimensional-seeming, with
features of all places and all times in a big jumble. At the core
of the Shadow Realm is a great city, but I mustn't write of it.
The peripheries of the city are mazes of ravines and rutted landscapes,
whose shimmering surfaces depict wildly changing scenes. These
are connected directly to the actual shadows cast in different
realms. There is no egress. All inhabitants are lost shadows desiring
their caster, so they are wily, vicious and self centered. The
shadow power of the Shadow Realm is a lavish enticement for shadows
to come here, but once they have played at freedom, they yearn
once more for their forever lost natural captivity.
The only way to return to the characters' own world is to find
a place where, for an instant, a shadow of it will flicker by.
That shadow may be of any place, at any point in the world's history.
It turns out that only those points which have shadow portals
already existing and already opened on the side of the character's
world can provide egress. The time of escape will always be at
the time of entry to the Shadow Realm or later. The traveller
there may emerge centuries after entering, or the same instant,
but never earlier. For more information, see the discussion of
various dimensions in the chapter on general magic.
SHADOW MONSTERS: Lightless silhouettes of all manner of
horror, agglomerations of lost shadow spirits. They have many
immunities and are typically fast, ephemeral and attack both psychically
and physically. Worst of all, they steal the substance of victims
for a short time (from minutes to hours depending on the power
of the Beast), so they may wear their bodies, which strands the
shadows of their victims. As described under Shadow Beast, above,
each Shadow Monster is unique - they have one special capability
and thing which will supplicate their need and send them back
to the Shadow Realm. They can only exist outside of any shadow
for a brief time, unless they are wearing another's substance.