Lore Of Shadow
Table of Contents
Lore of Shadow
The Lore of Shadow is based on the Grey Wind of Ulgu, the magic of misdirection, illusion and mental fatigue. Practitioners of Ulgu become shadowy themselves, indistinct in the memories of others, cunning and elusive.
Empire Wizards who study the Lore of Shadow are known as Grey Wizards.
Tier 1
Bewilder
Name | Bewilder |
---|---|
Phase | Ranged |
Modifier | +2 |
Targets | 1 Creature |
Range | 20m |
Effect | |
You befuddle an enemy, ensnaring their senses. Select one creature; they must pass a Willpower+1 test, -1 per Spell Dice. If they fail, they gain the Animosity or Stupidity trait, your choice, for Spell Dice turns. |
Doppelganger
Name | Doppelganger |
---|---|
Phase | Utility |
Modifier | +2 |
Targets | Self |
Range | Self |
Effect | |
You (and your gear) take on the appearance of any other living humanoid creature 3 metres or shorter, for 10 minutes per Spell Dice. This spell does not disguise your voice, only your appearance. Should you arouse suspicion, others may pass an Insight test to see through the illusion. If you wish to mimic the appearance of a specific individual, then the Modifier becomes +0. |
Shadowcloak
Name | Shadowcloak |
---|---|
Phase | Passive |
Modifier | N/A |
Targets | Self |
Range | Self |
Effect | |
You are wrapped in a cloak of shadow, giving you +2 to attempts to be stealthy or to conceal yourself; ranged attacks against you double the penalties for shooting in darkness or against cover. |
Take No Heed
Name | Take No Heed |
---|---|
Phase | Passive |
Modifier | N/A |
Targets | Self |
Range | Self |
Effect | |
You become very easy to ignore. People still see you, they simply tend not to notice you and struggle to recall any details about you after you're gone. They must pass an Opposed Willpower test against you in order to approach and talk to you, even if they've done so in the past. Furthermore, they must pass another Willpower test to recall any details about meeting you afterwards. |
Tier 2
Eye of the Beholder
Name | Eye of the Beholder |
---|---|
Phase | Utility |
Modifier | +1 |
Targets | Person or Item |
Range | Touch |
Effect | |
This spell's effects change depending on whether you're targeting an item or a person. If an item, you can make the item appear much more valuable, or much less valuable, than it really is. This doesn't change how the item really behaves, only its appearance. This can also cloak a magical item's magic signature. If it is a person, then instead you make the person look more or less attractive, +1 or -1 Fellowship per Spell Dice (max of +2 or -2). Either way, the effects last for 1 hour per Spell Dice. |
Pall of Darkness
Name | Pall of Darkness |
---|---|
Phase | Utility |
Modifier | +0 |
Targets | Area |
Range | 20m |
Effect | |
You create a swirling area of darkness, which acts like a Blast (4+Spell Dice) area. The area is treated as impenetrable darkness, and cannot be seen through, even by those with night vision. Such is the density of the darkness that it counts as difficult terrain. This darkness lasts for Spell Dice turns. |
Shadowsteed
Name | Shadowsteed |
---|---|
Phase | Utility |
Modifier | +1 |
Targets | 1 Person |
Range | 20m |
Effect | |
You designate an individual, who is then suddenly mounted on a steed of shadow. This shadowsteed has all the scores and traits of a normal horse, except it moves noiselessly and takes a +2 bonus to stealth and concealment tests. The horse will carry a person tirelessly, and over long distances (i.e. not in combat) counts as being 50% faster than a normal horse. The Shadowsteed lasts until dismounted, or until the dawn of the next day. |
Shroud of Invisibility
Name | Shroud of Invisibility |
---|---|
Phase | Utility |
Modifier | +0 |
Targets | Self |
Range | Self |
Effect | |
You become invisible for Spell Dice turns. You cannot be targeted with Ranged attacks (including Magic Missiles). Anyone within 5m of you can make an Insight-2 test to detect you with non-visual senses; if they do they can attack you, with a -3 penalty to the to-hit test. You take a +2 bonus to Melee to-hit tests. |
Tier 3
Illusion
Name | Illusion |
---|---|
Phase | Utility |
Modifier | -3 |
Targets | Area |
Range | 20m |
Effect | |
You create a complex illusion focused on a point in range, which acts like a Blast (4*Spell Dice) area. This illusion is an almost perfect simulation of reality, down to sight, taste and smell. You can make it look like anything. The illusion lasts for up to one day per Spell Dice, however, you may not cast any other spells of any kind; if you do, Illusion immediately ends. Viewers may pass an Insight test, with a penalty equal to Spell Dice, to see through the illusion if they suspect it is a trick. The exact effects of the illusion vary and are determined by the GM, and should be based on common sense. |
Shadow Knives
Name | Shadow Knives |
---|---|
Phase | Ranged |
Modifier | -2 |
Targets | Enemy |
Range | 20m |
Effect | |
This is a Magic Missile attack spell that generates 2+Spell Dice Strength 4 shadow knives, which may be hurled at enemies (different enemies as you prefer). These knives ignore non-magical armour, including natural armour. |
Substance of Shadow
Name | Substance of Shadow |
---|---|
Phase | Utility |
Modifier | -3 |
Targets | Creature or Object |
Range | Touch |
Effect | |
This spell must be cast on someone who is entirely in shadow- specifically, a shadow caused by blocking a source of light rather than the absense of light. A single character or object weighing less than 200 kilograms becomes shadowy and indistinct. The subject becomes invisible, silent and also insubstantial, gaining the Ethereal trait. Others may not touch or pick up the character or object. Affected characters, however, can physically interact with anything they could normally, including to attack others. This spell lasts until the shadow concealing the affected target is disturbed, even for an instant. |
Universal Confusion
Name | Universal Confusion |
---|---|
Phase | Ranged |
Modifier | -2 |
Targets | Area |
Range | 20m |
Effect | |
This spell, similar to Bewilder, affects all characters within the area, which is equivalent to a Blast (4*Spell Dice) area. All within must pass a Willpower+2 test, -1 per Spell Dice. If they fail, they gain the Animosity or Stupidity trait, your choice, for Spell Dice turns. |
Arcane Marks
Name | Effect | Prerequisite | Cost |
---|---|---|---|
Grey Countenance | Your hair greys, your form becomes lean and tight, and mists cling to you when you pass through them. Others struggle to recall who you are. You no longer need to memorise Shadowcloak or Take No Heed, but you actually need to make a concerted effort to turn them off, passing a Willpower test to do so; on a failure, you are unable to turn it off for an hour and people begin aggressively forgetting about you mid-conversation. | Shadowcloak, Take no Heed | 1 XP |
Rogue Shadow | Your shadow moves of its own accord, rarely mimicking your actions properly. This alters your perspectiv esomewhat, giving you a +1 bonus to casting Eye of the Beholder, Pall of Darkness, Shadowsteed and Shroud of Invisibility. However, the rogue shadow alarms and scares the mundanes, and in some areas of the world, risks you being taken for a daemon. | Pall of Darkness, Shroud of Invisibility | 1 XP |
Mark of Ulgu | You manifest the rune of the wind Ulgu on your body, giving you a +1 bonus to casting Lore of Shadow spells. | Any Tier 3 Lore of Shadow spell | 2 XP |
page revision: 0, last edited: 02 Nov 2017 02:50