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Érebos (Sunaj Shadow Mage) [Leader]

PostPosted: Sun Oct 14, 2018 5:23 am
by Érebos
Player Name: Ryan

Note - anything highlighted in ORANGE was modified or purchased via EP

Character Name: Érebos (birth name Sávanos Anathasios)
Alias: Goes by the code name "Shroud" as well, when secrecy is paramount for missions.
Race: True Atlantean, Aerihman
O.C.C.: Sunaj Shadow Mage (presents himself as a spellcaster of an extremely rare and lost tradition)
Alignment: Aberrant
XP Level: 5
XP Points: 24,975 (The Apothecary 5 June 2020)
Next Level @ XP: 32,301
Sentiments/Non-Humans: Has no quarrel with non-humans per se, provided they are not vampires - which he tends to destroy on sight (unless the odds are hopelessly against him). Despises the Splugorth and their minions as well, but necessarily keeps his anti-Splugorth sentiments in check when acting as Sunaj or dealing with the Splugorth. Suspicious of Prometheans.
Sentiments/Atlantis: Reclaiming Atlantis for the Aerihman and other True Atlantean clans is an overriding motivation that guides almost everything he does, as it is for all Sunaj. Wants True Atlanteans to rise to their full potential.
Sentiments: Splugorth: The old proverb, "Keep your friends close, and your enemies closer" applies. He is keenly aware that there are times one can do more damage to one's enemies from the inside.
Disposition: Quietly confident in his own abilities. Secretive, cautious, and distrusting of others. Often plays his cards close to his chest - a notable exception being his feelings on Atlantis and vampires. Absolutely ruthless to his enemies. Never suffers vampires to exist, and subverts the Splugorth and their minions when opportunities present themselves. Is a "True Atlantean supremacist" of sorts (like all Aerihman), but mostly keeps it to himself. After True Atlanteans, likes humans nearly as much. 100% loyal to the Sunaj cause, though his "double life" as a member is kept hidden. To the vast majority of beings he meets, Érebos presents himself as a sorcerer dedicated to a lost tradition and leaves it at that, only performing his Sunaj activities away from prying eyes.
Dimensions (and Worlds) Visited: Dimension of Solaria (New Atlantis), Dimension of Phase World/Three Galaxies (Center, Alexandria, Argos, various UWW planets, Yinzashi Four - Thundercloud Galaxy, and Malcor One of the UWW - Anvil Galaxy), Dimension of Rifts Earth (Rifts Earth, presently in Atlantis), the Shadow Dimension (brief incursions, but has not spent more than a few hours at a time in there)
Insanity: None.

I.Q.: 21
M.E.: 24
M.A.: 21
P.S.: 28 (Augmented)
P.P.: 26
P.E.: 26
P.B.: 14
Speed: 31 ( runs at 620 yards per minute, 155 yards per melee round, 23mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing)

P.P.E.: 232 (can hold up to 3x this amount for up to 25 minutes before it begins to dissipate)
H.P.: 45
S.D.C.: 124

Age: 48
Sex: Male
Height: 6'2" (rather short by True Atlantean standards)
Weight: 220 pounds (all muscle)
Description:A very ripped and muscular, yet well-proportioned man who appears to be in his mid 20s. Érebos' dark green eyes gleam with intelligence. He looks to be in the physical prime of his life, and always wears dark clothing that tends to cover his extremities. He never wears the signature Sunaj combat armor that the Sunaj Assassins are famous for, but often wears black body armor with a hooded cloak, and sometimes a helmet or mask when he wants to conceal his identity (which is always, when performing under the auspices of a Sunaj mission).

Racial Abilities
  • Horror Factor of 12: Monsters fear all Atlanteans, and humans tend to be awestruck when they realize they stand with or against a True Atlantean.
  • Marks of Heritage (magic tattoos): All True Atlanteans, from ditch diggers to the elite Undead Slayers, bear the Marks of Heritage - a pair of magic tattoos (protection from vampires and a flaming sword) given to them at a young age.
  • Increased Life Span & Healing: Life span 10-15 times longer than humans, heals 2d6+10 HP/S.D.C/M.D.C. per 24 hour period of normal rest and recovery, and 1d6 per hour of meditation at a ley line or nexus point (but see Special Abilities below).
  • Ley Line Phasing: All Atlanteans are taught how to Ley Line Phase. This is exactly like the Ley Line Walker's ability. It takes a full melee round to Ley Line Phase and cannot be used during battle.
  • Operate Dimensional Pyramids: All True Atlanteans of teenage years and above know how to operate the Stone Pyramids created by Atlantean Stone Masters and the Minions of the Splugorth for the purpose of healing, communication, and teleportation (dimensional or otherwise). 25% + 5% per level of experience.
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • P.P.E. Recovery: 10 points per hour of rest or sleep, 15 per hour of meditation (but see Special Abilities, below)

Impervious to Shape-Changing/Metamorphosis
True Atlanteans altered their genetic structure in such a way as to prevent themselves from being physically transformed by any means, including (but not limited to) metamorphosis potions and spells, magic rituals, vampire transformation, petrification growth or reduction magic, or via Bio-Wizardry, microbes, parasites and symbiotic organisms, or any other form of magic or supernatural transformation including curses, wishes or other forms of enchantment. Atlanteans may still be scarred and disfigured. Consider this an automatic save against transformative magics and effects. Healing, restorative and resurrection magic works because it repairs the original body, rather than making it something non-Atlantean.

Sense Rifts and Ley Lines
As dimensional travelers for thousands of years, True Atlanteans are able to sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. They can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Natural Abilities
Perception Bonus: 62%
Perception Modifiers
+10% in darkness or shadow, and +5% when pertaining to hiding, escape, Shadow Magic, Shadow beings, vampires and the undead (recognizing clues to their presence, servants, victims, etc.).
+15% to recognize the arcane.
-10% to perception rolls while directly in bright artificial light (>300 watts) or sunlight.
Perception has a base skill rating of 15%, adding 3% per level each additional level of experience beyond first level.
Perception does not replace the Detect Concealment or Detect Ambush skills, nor does it replace Read Sensory Equipment or Optics Systems for use with technological sensors to perceive.
Like Detect Ambush, Detect Concealment, and other skills, Perception is an opposed skill check.
As with all % skill checks, a natural roll of 96-00 is a critical fail and a natural roll of 01-05 is a critical success.

Charm/Impress: 20%
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 132 pounds
Max. Carrying Weight: 540 pounds
Max. Lifting Weight: 1080 pounds (up to 75 seconds)
Max. Jumping Ability: 33 feet length, 14.5 feet height

Special Abilities
  • Magic Tattoos Denote Heritage: On his right wrist, a heart impaled by a wooden stake (protection from vampires) magic tattoo. On his left wrist, a longsword enveloped in black flames with a silver cross for the hilt (weapon covered in flames) magic tattoo. The cross is an elaborate tattoo in silver and black with the words "Iuguolo Mortuuson" (roughly "kill all the dead") inscribed on the horizontal section. This tattoo design originated during the Vampire Crusades of antiquity, in which the Aerihman clan played a crucial role (even creating the first of the famous Undead Slayer tattooed warriors). On the palm of his left hand is a magic tattoo consisting of two superimposed stars (explosion), which he rarely reveals to anyone (only other Sunaj will know what this tattoo means).
  • Drawing Environmental P.P.E.The Sunaj Shadow Mage can draw P.P.E. from ley lines and nexus points, up to 20 P.P.E. per round for a magic tattoo or to cast a spell or power/use a magic device.
  • Increased P.P.E. Recovery: The Shadow Mage replenishes P.P.E. at the rate of 20 per hour of meditation, rest, or sleep, when done within a shadow larger than the mage or in a completely dark area. In bright artificial light, overcast sunlight, or bright sunlight, the Shadow Mage only recovers 5 P.P.E. per hour. Darkness is always a welcomed friend.
  • Mastery of Shadow Magic: Nobody knows Shadow Magic better than the Shadow Mage (other than the Shadow Lords). Their affinity for shadows and darkness means they can cast ALL Shadow Magic spells at half the listed P.P.E. cost (rounded up), and the normal duration is doubled! The reduced cost of these Shadow Magic spells is already shown in the spell list below.
  • Learning New Spells: For each new level of experience, the Shadow Mage learns two additional Shadow Magic spells from levels 1-6, or one standard Invocation equal to his level or lower. At level 7 and above, he can select two new Shadow Magic spells from any level (1-15), or one standard Invocation from a level equal to or lower than his own. From time to time, the Shadow Mage may be taught one additional Shadow Magic or standard Invocation spell as a reward for outstanding service to the Sunaj, the Aerihman clan, or one of its leaders.
  • Spell Strength: + 1 to Spell Strength at levels 3, 7, 11 and 15. -2 Spell Strength when casting in bright artificial light or sunlight (but not while in a shadow). When under the influence of a ley line, spell range and duration increase by 50%, and at a nexus, 100% (doubled).
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • O.C.C Bonuses:+1 to save vs. all types of magic at levels 5, 10, and 15
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells. Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light (>300 watts) or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 2 - roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Spycraft Advanced Training:Resist Interrogation and Seduction (special) : The agent skilled in Spycraft is a tough customer and difficult to break. He or she recognizes and resists Interrogation and Seduction, thus the success ratio of both skills are reduced by half when used against him, and it takes twice as long to get information or clues out of this master spy, if they can get anything useful at all. Moreover, because the master of Spycraft recognizes and understands Seduction and Interrogation, he can try to feed his seducer or interrogator convincing lies and false or misleading information. For those he is trying to deceive, they must roll under whichever skill they are using at the reduced level (half) to successfully see through the spy's deception. A failed roll means they believe the misinformation and lies and will act accordingly.
  • Stealth Advanced Training: (special): Advanced Training in Stealth provides the following additional bonuses:
    • +10% to Prowl under the cover of darkness, fog or smoke. Not applicable against enemies who can see the invisible or possess infrared/thermal optics or sensors.
    • +10% to Prowl when invisible; the character still has mass and makes noise if not careful. Not applicable against enemies who can see the invisible or possess infrared/thermal optics or sensors.
    • +5% to Prowl when using appropriate camouflage.
    • +5% to Prowl when moving slowly and carefully at a Spd of 5 or less.
    • +5% to Prowl when moving along an elevated position such as the top of a wall , the ledge of a building, rooftops, scaffolding, a cable or rope suspended high above the ground, in part because most people do not look up.
    • Bonuses are cumulative. For example, if the character is prowling at night (+10% ) and moving slowly (+5% ), the additional Prowl bonus is + 15%
  • Stealth AT Special Abilities: Special AT abilities, such as Prowl to Hide, only apply to characters who have taken that particular Advanced Training. Characters who have the Prowl skill do NOT have these expanding, expert abilities.
    • Prowl to Hide (special AT ability): +10% to remain unseen when not moving and deliberately hiding behind or under cover. The bonus for the cover of darkness, fog and smoke, or camouflage may apply as an additional bonus depending on field conditions and circumstance.
    • Prowl to Vanish (special AT ability): The person is able to quietly slip away from a group, provided nobody is directly looking at him when he does so. Nobody will realize he's gone until they turn or look in his direction or turn to address him at the spot where they last saw him and realize he is gone; or a noise or disturbance attracts their attention and they look around. Prowl to vanish is usually done to sneak away to a different location or to a nearby hiding place, or to make good an escape. Roll under the Prowl skill to succeed at quietly sneaking away. Note: The player may want to slip the G.M. a note that his character is attempting a Prowl to Vanish and then roll in front of the G.M., only.
    • Stealth Attack (special AT ability): A character with Stealth Advanced Training can sneak up behind an opponent. The intended victim gets a chance to notice there is someone behind him about to strike; roll 1D20. No modifiers. High roll wins; defender wins ties. The outcome is to determine whether the intended victim is able to turn and parry/block or dodge (move out of the way of) the incoming attack. If he does nothing, the Stealth Attacks hits and does damage. If the intended victim wins this roll to escape a Stealth Attack he gets to attempt to parry or dodge the attack coming from behind. Roll to parry or dodge using the appropriate bonuses. A successful parry or dodge means no damage. HOWEVER, the Stealth attacker has initiative, and keeps initiative for that entire melee round.
      If the victim fails to avoid the incoming attack from behind, he takes double damage from the backstab/sneak attack and the Stealth attacker keeps initiative for the rest of the melee round.

Spell Knowledge
Spell Strength: 13
Spellcraft & Magic Rules
Notes: -2 Spell Strength when cast in areas of bright artificial light (>300 watts) or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half.
Spells marked in this color are Shadow Magic, and subject to the Mastery of Shadow Magic special ability. Other spells are standard Invocations, unless otherwise specified. Also see following posts for spell descriptions and notes on Shadow Magic, Shadow beings, and how light affects them.

    Level 1
  • Animate Shadow (3)
  • Cloud of Smoke (2)
  • Lengthen Shadows (2)
  • See Aura (6)
  • See the Invisible (4)
  • Shadowcast (3)
  • Shadow Mask (2)

    Level 2
  • Aura of Darkness (3)
  • Aura of Power (4)
  • Befuddle (6)
  • Cleanse
  • Extinguish Fire (4)
  • Magic Homing Beacon (5) - Space Magic
  • Ominous Shadow (3)
  • Sense Magic Homing Beacon (8) - Space Magic
  • Shadow Vision (4)
  • Shadow Walk (3)
  • Vacuum Speak (6) - Space Magic
  • Whispered Voice (Communication) (3)

    Level 3
  • Impervious to Fire (5)
  • Impervious to Poison (5)
  • Invisibility: Simple (6)
  • Give Shadows Sound (4)
  • Negate Poison/Toxin (5)
  • Orb of Cold (6)
  • Paralysis: Lesser (5)
  • Shadow Bolt (3)
  • Shadow Defense (5)
  • Shadow Displacement (4)
  • Shadow Globe (5)
  • Shadow Skin (4)
  • Shadow Writing (4)
  • Wave of Frost (6)
  • Space Swim (7) - Space Magic

    Level 4
  • Astral Projection (10)
  • Energy Field (10)
  • Impervious to Vacuum (10) - Space Magic
  • Magic Net (7)
  • Multiple Image (7)
  • Repel Animals (7)
  • Seal (7)
  • Shade Armor (5)
  • Shadeshield (6)
  • Shadow Meld (5)
  • Shadowsight (7)
  • Wall of Darkness (7)

    Level 5
  • Aura of Death (12)
  • Conceal Objects in Shadow (7)
  • Domination (10)
  • Energy Disruption (12)
  • Escape (8)
  • Eyes in the Dark (7)
  • Horror (10)
  • Lifeblast (15)
  • Mental Blast (15)
  • Shadow Senses (8)
  • Shadow Shift (8)
  • Superhuman Strength (10)
  • Superhuman Speed (10)
  • Sustain (12)
  • Wall of Shades (10)

    Level 6
  • Frequency Jamming (15)
  • Circle of Shadows (10)
  • Impervious to Energy (20)
  • Manipulate Shadows (10)
  • Shadow Boxer (10)
  • Shadowfire (10)
  • Targeted Deflection (15)
  • Words of Truth (15)

    Level 7
  • Agony (20)
  • Ethereal in Shadow (13)
  • Fly as the Eagle (25)
  • Globe of Silence (20)
  • Shadow Pool (Trap) (15)
  • Shadow Puppet (Twin) (12)
  • Shadow Tendril Bolts (15)

    Level 8
  • Force Bonds (25)
  • Shades of Death (12)
  • Shadesword (11)
  • Shadow Clone (15)
  • Shadow Pocket (15)
  • Shadow Tentacles (5 or 9)

    Level 9
  • Create Steel (68)
  • Protection Circle: Simple (45)
  • Shadow Stalker (20)

    Level 10
  • Cloud Shadow (50)

    Level 11

    Level 12

    Level 13

    Level 14
  • Summon Denizens of the Shadow Dimension (240)

    Level 15

Magic Tattoos Note: Érebos can receive a maximum of six magic tattoos. If he receives a seventh, he permanently loses his casting abilities unless one of the tattoos is removed - a difficult task.
  • Flaming Sword
    On his left wrist is a longsword enveloped in black flames with a silver cross for the hilt (weapon covered in flames). The cross is an elaborate tattoo in silver and black with the words "Iuguolo Mortuuson" (roughly "kill all the dead") inscribed on the horizontal section of the cross.
    P.P.E. to Activate: 10
    Duration: 15 minutes per level of experience or until canceled.
    Power: An indestructible 2d6 M.D. magic sword (described above) is created out of thin air in hand, and can be used by the person with the tattoo, or by another person if he allows it.
    Weapon Skill Bonuses: The character’s usual W.P. skills and bonuses are applicable when using any weapon created via magic tattoo.
    Size: The weapon is always proportional to the size of the T-Man and the type of weapon.
    The tattoo is covered in flames, but the weapon that physically manifests is not. It looks like an ordinary weapon, perhaps with a very faint glow to indicate it is a “magic” weapon that inflicts M.D.
  • Heart Pierced by a Wooden Stake
    On his right wrist is the Heart Pierced by a Wooden Stake tattoo (Protection from Vampires)
    P.P.E. to Activate: 15
    Duration: One hour per level of experience or until canceled.
    Power: The T-Man gains the following powers:
    • Immune to the Pheromone Induced Seduction.
    • The character is impervious to the slow kill bite, and cannot be turned into a vampire or enslaved.
    • Impervious to all the mind control powers of vampires and related species of undead.
    • When the magic tattoo is first activated, a wooden stake and a cross appears, one in each hand. Both disappear when the duration ends or the tattoo magic is cancelled.
    Note: Though greatly protected by this magic tattoo, the vampire can hurt and even kill a Tattooed O.C.C. like the Undead Slayer by using killing bite attacks, the brute force of punches, claws, etc., and via weapons or magic.
  • Explosion (Self-Destruction)
    On the palm of his left hand.
    P.P.E. to Activate: 20 (self) or 40 (self and collateral damage).
    Duration: Permanent; instant effect.
    Range: Self only for the cost of 20 P.P.E., or with a blast radius of 10 feet (half as far if the Sunaj is wearing armor at the time).
    Damage: Self or area effect. Self: At 20 P.P.E. the tattoo wearer immolates in a matter of 1D6 seconds as if on fire from the inside out. The remains of the body quickly turn into burned ash and start to collapse in on itself when a small explosion sends ash and charred bits of ash flying in a poof of energy. If inside armor at the time, the suit is filled with ash and all electronics are burned to a crisp. There is nothing left to identify the body; the remains too cremated to provide any usable DNA. This is a painful but quick death (seconds). There is no collateral damage except to those who may have been touching or leaning over the body as it bums up. They take 1D6 M.D.
    Area Effect Explosion: At a cost of 40 P.P.E., the explosion is greater and does damage to an area. The body is vaporized in a sudden explosion. Everything within a 10 foot (3 m) blast radius suffers 4D6 M.D. If the Sunaj is wearing armor, it blows apart, suffers 2D4x10 M.D. from the inside, and electronics are completely fried. Death is instant and there is absolutely nothing left to identify. The area effect explosion is used whenever the Sunaj has enough P.P.E. to completely vaporize himself and to hurt his enemies in one last defiant moment.
    Power: This tattoo causes the wearer’s body to explode, killing him instantly and disintegrating his body so that nothing is left behind to identify him; no blood, hair, teeth or even skin cells. This usually destroys the Sunaj’s armor as well, sending it flying into many pieces and rendered useless and difficult to study.
    Needless to say, this tattoo can only be activated once, and it is only ever used if capture is imminent or more likely, has already occurred. And even then, if there is any hope of escape, rescue, or otherwise preventing the Sunaj’s identity from being revealed, the self-destruct tattoo is not used until the last moment. This tattoo is reserved for only the most hopeless situations, and it is one of the reasons the identity of the Sunaj remains such a mystery.
    This tattoo is exclusive to the Sunaj. Other Atlanteans, Tattooed Men, and even the Chiang-Ku are completely unaware of its existence, let alone how to create it. Even if the Splugorth had knowledge of it, they would never put it on their warrior slaves; the last thing they want is to give them a way to kill themselves.
  • Power Matrix
    On the right side of his neck.
    P.P.E. to Activate: Five to activate Power Matrix, plus the P.P.E. cost of the magic tattoo the user wants to extend via the Power Matrix. Or 5 P.P.E. to activate and make available the P.P.E. stored in the Power Matrix for casting spells or the activation of other tattoos or magic devices.
    Duration: Doubles or continues for another full duration the powers/abilities and duration of another tattoo, or immediately makes available energy stored in the Power Matrix to activate one or more magic tattoos within the usual limitation of no more than six magic tattoos active at any one time.
    Power: There are situations where the tattoo user may not want an active magic tattoo’s duration and abilities to end. The P.P.E. stored in the Power Matrix tattoo can be used to extend the duration of that tattoo with but a thought. Applicable to any type of magic tattoo.
    It is used only to extend the duration of an active tattoo and as an energy reserve with which to activate other magic tattoos when he has used up his own P.P.E. or extra P.P.E. is required. P.P.E.
    Reserve: The Power Matrix can hold 10 P.P.E. per level of the tattoo user. It can be recharged with P.P.E. two ways. One, by the T-Man channeling his own P.P.E. into the Matrix via meditation at the rate of 10 P.P.E points an hour, or by channeling the ambient P.P.E. of a ley line or nexus point at a rate of 20 P.P.E. per hour. The energy is available until spent. When used up, the tattoo user must consciously channel new P.P.E. into it or the Power Matrix remains empty or with whatever is left.
  • Heart Encircled by Chains (Invulnerability)
    On the palm of his right hand.
    P.P.E. to Activate: 40
    Duration: 10 minutes per level of experience or until the total M.D.C. is depleted. The user of the tattoo can cacnel the magic at will, and the effects continue even if the user is rendered unconscious or mind controlled.
    Power: Limited Invulnerability: A faint but visible, light blue magic aura encircles the character like a force field protecting him and everything on his body. Ordinary (S.D.C./H.P.) attacks do no damage whatsoever, and the aura provides 75 M.D.C. per level of the tattoo user. Subtract all M.D. from this aura, including poison, gas and drugs. Even when the M.D.C. is depleted, the user is still immune from S.D.C./H.P. attacks until the magic expires or is cancelled.
    Vulnerabilities: Does not protect against magic clouds, psionic attacks, or magic that does not do physical damage.

Racial Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light
Meditation -- 97% (+2%)
Lore: Dimensions -- 72% (+5%)
    Description -->
    The study of various dimensions.
    Those knowledgeable in this skill will have studied several different dimensions and will know such things as Hades is the home to demons and what demons live there, Wormwood is referred to as the Living Planet, and Phase World resides in the Three Galaxies where the Naruni and Splugorth are known to trade, among other odd tidbits as they relate to various dimensions. Extremely alien dimensions may impose anywhere from a -15% to -50% skill penalty, while places the character has personally visited on three or more occasions provide a +15% skill bonus.

O.C.C. Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light (>300 watts)
Concealment -- 52% (+4%)
Land Navigation -- 73% (+4%)
Language and Literacy: Greek -- 111% (+1%)
Note: Érebos' native language is the True Atlantean dialect of Greek. Unless in the middle of translating another language, or stated otherwise, he also thinks in this language. However, unless noted otherwise, verbal conversations happen in Dragonese.

Language and Literacy: Dragonese/Elf -- 111% (+1%)
Language and Literacy: Trade Four (American equivalent) -- 111% (+1%)
Language: Whisper (the language of the Shadow Beasts and Shadow Lords) -- 95% (+2%)
Language: Trade One -- 97% (+3%)
Language: Demongogian -- 87% (+3%)
Literacy: Trade One -- 82% (+5%)
Lore: Demons & Monsters -- 72% (+5%)
Lore: Magic:
    --General Knowledge: -- 72% (+5%)
    --Recognize Magic Circles, Runes, etc: -- 62% (+5%)
    --Recognize Enchantment 57% -- (+5%)
    -- Identify Magic Artifacts (-15% if alien)
Lore: Galactic Aliens -- 72% (+5%)
Mathematics: Basic -- 117% (+5%)
Horsemanship: Exotic Animals -- 72%/62% (+5%)
W.P. Sword -- +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Energy Rifle +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Hand to Hand: Ninjitsu/Tai-Jutsu

O.C.C. Related Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light
Prowl -- 87% (+5%)
Intelligence -- 69% (+4%)
Optic Systems -- 62% (+5%)
Computer Operation --82% (+5%)
W.P. Paired Weapons (see RUE p. 327) gained via Hand to Hand skill
Pilot: Spacecraft Advanced 67% (+4%)
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
Imitate Voices and Sounds -- 69%/63% +4%
Field Armorer & Munitions Expert 72% (+5%)
    -- Basic Mechanics -- 62% (+5%)

    -- Work parallel bars & rings -- 82% (+3%)
    -- Back Flip -- 87% (+2%)
    -- Climb Rope/Rappel -- 77% (+2%)

Lore: Faeries & Creatures of Magic -- 57% (+5%; 3rd)
Lore: Atlantis and the Splugorth -- 52% (5%; 2nd)

Secondary Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light (>300 watts)
W.P. Shield: +1 to parry at levels 1,3,7,10,13; +1 to strike at levels 4,8,12, 1d6 damage as blunt weapon
W.P. Energy Pistol: +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
Radio: Basic 67% (+5%; 3rd)

Additional Skills that come with Spycraft AT
note: all the following skills are at skill level 2, unless specifically noted otherwise
Disguise -- 62% (+5%)
Escape Artist -- 62% (+5%)
Impersonation -- 76%/52% (+4%)
Language: Gobblely -- 83% (+3%)
Seduction -- 65% (+3%)
Streetwise -- 56% (+5%)
Surveillance (includes Tailing) -- 67% (+5%)
-- Basic Electronics 67% (+5%)
Undercover Ops -- 77% (+5%)

Additional Skills that come with Stealth AT
note: all the following skills are at skill level 2, unless specifically noted otherwise
--Sense of Balance -- 87% (+5%)
--No Fear of Heights
--Walk Tightrope or High Wire -- 76% (+3%)
--Basic Climb -- 52% (does not increase)
Camouflage -- 67% (+5%)

Combat Data
HTH Type: Ninjitsu/Tai-Jutsu
Number of Attacks: 6
Initiative Bonus: +3, (reduced by 2 when directly under bright artificial light or sunlight)
Strike Bonus: +7, +8 in darkness/shadow
Parry Bonus: +9, +10 in darkness/shadow (+ W.P. Shield bonus if applicable)
Dodge Bonus: +10, +11 in darkness/shadow
HTH Damage Bonus: +13 (+2 more from H2H skill)
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +7
Bonus to Disarm: +2
Other: +2 to strike when performing any back flip or cartwheel
Power Punch or Power Kick deals 1d6 points of M.D.!
Special Techniques
snap kick (1d6 damage),knife hand (2d4 damage) Maintain balance, back flip (escape), back flip (defensive), back flip (attack), cartwheel (attack), body block/tackle, body flip/throw, holds, drop kick, kick attack (2d4 damage), knee and elbow strikes (1d6 damage), palm strike (2d4), leap attack (3d8 damage, 2apm), axe kick (2d6 damage & must be only kick attack that round), tripping leg hook & backward sweep (purely knock-down attacks, no damage, but cannot be parried), and the usual strike, parry and dodge.
Automatic knockout on Natural 20 for 1d6 rounds

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword: +2 to strike and parry, +1 when thrown
W.P. Blunt: +2 to strike and parry, +1 when thrown
W.P. Shield: +2 to parry, +1 to strike
W.P. Energy Pistol: +3 to strike
W.P. Energy Rifle: +2 to strike, +2 on Called or Aimed Shot (sniper)

Saving Throw Bonuses
Coma/Death: +22%
Magic (varies): +9, or +12 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
Mind Control: +1
Illusion: +1
Érebos is impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness).

Re: Érebos, Sunaj Shadow Mage (WIP)

PostPosted: Sun Oct 14, 2018 5:24 am
by Érebos

Carried/In Hand

Worn on Person
Dark clothes, hooded cloak, black leather gloves
gold cross (on chain, kept under shirt)
satchel (digital pocket computer with camera inside)
NE-4 Plasma Cartridge Pistol (w/ fully loaded 10 cartridge magazine)
NE-3 Slim-Line "Gambler" Revolver, loaded (concealed)
Secured Radio Earbud (2 mile range, scrambled)
NE-CW20 Camouflage Variable Armor
NG Stalker Suit (under armor)
CAF Elite Corps Load-Bearing Chest Rig
Night sight goggles

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: communicator/radio (secure), 5 mile range
• Attachment: silver plated knife (1d6 S.D.C.)
• Attachment: sunglasses
• Attachment: spare NE-4 clip (loaded, 10 x NE-003PC plasma cartridges)
• Attachment: spare NE-4 clip (loaded, 10 x NE-003PC plasma cartridges)v
• Attachment: NE-4 Plasma Cartridge Pistol (w/ fully loaded 10 cartridge magazine)
• Attachment: vibro-knife (1d6 M.D.)
• Attachment: Book of Banishment (Patron Item)
• Attachment: Smoke grenade
• Attachment: Smoke grenade
• Attachment: wooden cross with sharpened end (can be used as wooden stake)
• Attachment: air filter/gas mask

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: smoke grenade
• Attachment: smoke grenade
• Attachment: speed loader with 3 rounds of NE-001PC plasma cartridges loaded (can load NE-3 in one melee action)
• Attachment: speed loader with 3 rounds of NE-001PC plasma cartridges loaded (can load NE-3 in one melee action)

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: pocket mirror, 2 pens, notebook
• Space (x2): sleeping bag
• Space: 4 small sacks and 2 medium sacks, folded
• Space: 30 feet of rope
• Space: box of "standard" NE-003PC plasma cartridges (96)
• Space: box of "light" NE-001PC plasma cartridges (96)
• Space (x2): wooden stakes x 6
• Space:

duffel bag: empty

• Secure Universal Card: 83,800 Credits, stored on card and hung on chain around neck with golden cross (Dods 06/27/2020)
• 17000 in gems - stored in pouch inside backpack

Gear Stats

Book of Banishment (Patron Item)
Legendary Enchanted Book
S.D.C.: 50
Magic Features
This inscrutable tome is imbued with an unknown magic that makes it a highly unusual but effective weapon. When opened and directed at an adversary, the target vanishes into the pages of the book itself. Once captured within the book, time passes at 1/10th the rate as it passes outside the book. The target is fully illustrated within the pages of the book.
  • Save vs. Magic 16+ to avoid the book's magic capture, Wild Cards/Major NPCs are +6 to save
  • A specific target can only be targeted once per encounter
  • Capacity: one target, when a new target is captured, or when the book is opened (or destroyed), the target trapped within is released.
    • Currently Captive:
Weight: 2 lbs.
Curse: None
History: Said to have been crafted and bound by the goddess Hecate herself, these incredibly rare books have been found across the Megaverse. From the Three Galaxies to the Celestial Court, their arcane power is a thing of legend.

Entity Paralysis Rifle (mounted with WIlk's Integrated Optics Gun-Sight below) Currently in a Shadow Pocket
Uses the Bio-Manipulation power possessed by Syphon and Possessing Entities to create a beam that will instill paralysis in whomever it strikes.
  • Range: 600'
  • Damage: None, but the target will be paralyzed from head to toe, unless he makes a successful save vs psionics, for 1D4 minutes
  • Rate of Fire: Single shots only
  • Payload : One per every eight I.S.P. or two P.P.E. Can store a maximum of ten blasts.
  • Weight: 12 lbs.
  • M.D.C.: 60, but can only be targeted by a called shot at -2
  • Modifiers: None
  • Book Reference: Book of Magic p.258

Wilk's Integrated Optics Gun-Sight mounted on Paralysis Rifle above
  • M.D.C.: 5
  • Telescopic magnification: 3,000'
  • Passive night vision: 3,000'
  • FLIR Thermal-Imaging: 1,600'
  • Laser range-finder and aiming system: 5,000'
  • Weight: 2 lbs.
  • Modifiers: +2 to strike on aimed shots

NE-4 Plasma Cartridge Pistol Currently in a Shadow Pocket
• Range: 500'
• Damage: 1D4x10 M.D.
• Rate of Fire: Single shots only
• Payload: 10 rounds per magazine
• Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot.

NE-3 Slim-Line "Gambler" Revolver Érebos always keeps this concealed on his person
• Range: 200'
• Damage: 3D6 M.D.
• Rate of fire: Each shot counts as one melee attack
• Payload: 3 shots cylinder, reloading takes one melee action per cartridge or one melee action to reload all 3 if a speed loader is used
• Modifiers: +1 to Strike on an aimed shot

• Designed for easy hiding (+20% to Concealment rolls)

NE-CW20 Camouflage Variable Armor Currently in a Shadow Pocket
M.D.C. by Location:
• Helmet: 40
• Arms: 20 each
• Legs: 30 each
• Main Body: 80
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill
Special Features
• Masks infrared and thermal emissions, only 21% chance to be detected by such devices.

NG Stalker Suit normally worn at all times
M.D.C. by Location:
  • Helmet: As per separate helmet
  • Arms: 5 each
  • Legs: 7 each
  • Main Body: 12
Weight: 3 lbs.
Modifiers: None.
  • Non-environmental
  • Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Book Reference: p.58-59, WB 34

Night Sight Goggles
  • Weight: 1.43 lbs
  • Amplifies existing light to provide a visible picture. Does not work in pitch black, only low-light conditions.
  • Vision Range: 1,600'

Re: Érebos, Sunaj Shadow Mage (WIP)

PostPosted: Sun Oct 14, 2018 5:25 am
by Érebos
Background Story

Sávanos Anathasios was born an only child to two devoted parents dedicated to Aerihman service. His father, a renowned Tattooed Defender, instructed him in the ways of war from a young age, teaching the young True Atlantean how to fight, and even showing him a rare and exotic form of martial arts he had learned during his position as an elite escort for Aerihman adventuring squads sent abroad. This experience was formative for the young boy, and helped instill in him a strong level of determination and 'grit'.

As a natural byproduct of the focus on operational security, the boy's father never, if ever, discussed in any detail what these squads did while he was away. This imparted to his son the concept of “need to know” as a natural byproduct of operational security – and, as a result, the young man became known for his secretive nature, even among the already-secretive Aerihman clan. Thanks to this trait, he even developed a nickname – that of “Érebos”, the ancient and primordial Greek “god” of darkness, secrecy, and shadows. Érebos concurrently developed an excellent “poker face” and rarely showed emotion- exceptions occurring only when discussing True Atlantean or Aerihman superiority, and the need to overthrow Splugorth rule in Atlantis, and return True Atlanteans to their former glory days and beyond.

Érebos’ mother, who worked at one of the more prestigious Aerihman clan magic schools, had a job to evaluate prospective new students’ capabilities and talents, and to recommend them for one of the various branches of available magic study, such as Ley Line, Shifting, and other forms of magic – even including less common ones such as Temporal and Elemental magic. Érebos had always shown magical talent from a young age – and though his father instilled in him considerable fighting skills and incredible levels of determination, the young man found his calling in the magical arts and sciences, and his mother proudly helped her young son along in his initial studies at the magic school.

Although not the most outgoing and gregarious type, Érebos nonetheless made close friends due to his reputation for loyalty and keeping the confidence of those who trusted him. Because of these qualities, and his natural facility for all things magical, he attracted the attention of the super-secretive Sunaj Illuminati organization, who saw much potential in the young and gifted student.

One day, not long after Érebos' twelfth birthday, he and his parents were expected to attend a banquet honoring their service to the Clan – one which was rumored to be attended by none other than Lord Aerihzra himself. However, en route to the banquet, tragedy struck, when their group was ambushed by an overwhelming force and, in the utter chaos that ensued, Érebos himself was knocked unconscious.

When he came to, he was told the terrible news – his family had been ruthlessly slaughtered by a group of Splugorth minions bent on revenge for one of his father’s missions- one that had nearly destroyed a Splugorth stronghold before they were forced to withdraw. The survivors of that Splugorth stronghold had vowed revenge and, apparently, they had their chance to exact it when the opportunity came to ambush the young family. It was only through the miraculous timing of a squad of Aerihman warriors, who just so happened to be passing by at the time of the attack, that his own life was spared. Unfortunately, the same could not have been said of his parents.

All of this was told to a wide-eyed and still-in-shock Érebos by none other than the wife of Lord Aerihzra, who said that, due to his father’s status as an honored Tattooed Defender, and his mother’s long service, the Aerihman clan had made significant gains in prestige and status. She told him that the Aerihman Clan owed it to his parents to continue training the young aspiring mage, and that his young life had been spared by fate for a greater purpose - that of restoring the Aerihman clan and True Atlanteans to their former glory. Given his particular state of vulnerability, he learned to trust his new mentors and teachers completely, and they in turn molded and manipulated the grief-striken young mage, breaking through the few grey moral lines that remained until he was fully radicalized. Along the way, Érebos learned to channel his grief and sense of loss inward, and developed a coldly efficient and icy exterior.

The Sunaj recruited their newest member, and proceeded to continue his magical training under the auspices of Shadow Magic. However, because he also had some non-magical combat training, the organization also exploited this and decided to develop his skill as a marksman, reasoning that, due to the limitations of combining magical tattoos with sorcery, he would be best as an asset who was not thrust into the front lines of combat where his lack of supernatural toughness could spell his doom.

Érebos was, by all accounts, a natural fit for the Sunaj. His outlook and mindset were entirely compatible with the Sunaj philosophy and goals, and he trained relentlessly and with a newfound focus. The fledgling Shadow Mage literally spent decades training, refining, and perfecting his various skills. He rounded out his magical talents with those of the mundane before eventually finishing his training, spending the last few years in Atlantis posing as a slave but secretly training when away from prying eyes. It was during this time that he developed a keen understanding and awareness of both the Splugorth culture and the continent of Atlantis itself, including Splynn.

It did not take long for him to make new friends in the secret society – and some of those friends knew other friends in high (or low, depending on how one looks at it) places. Eventually, he was summoned by an enigmatic, but high-placing (Sunaj) official who was rumored to have the favor of Lord Aerihzra’s court.

It was time, they said, for him to further the Sunaj cause in a more direct manner. He was assigned, with a few others, to travel to Center and await further orders there. Érebos accepted his new mission, and quickly left after packing his gear, ready to prove himself and exact his revenge upon the Splugorth.

While in Center, the Shadow Mage was assigned with a Shadow Assassin for some time. After a single mission, however, the Shadow Assassin began to show signs of instability and questionable judgment. Due to a falling out with this Shadow Assassin, Érebos left the group they were embedded with and, after a handsome payday, spent some time sharpening his skills via a path of Advanced Training. He enrolled in a school and threw himself into it wholeheartedly.

The Advanced Training that Érebos enrolled in was called "Spycraft" training. He was immersed in a highly accelerated program designed to teach him how to be a master of disguise, and began to learn the Gobblely language. Érebos reasoned that he might be a valuable asset to the Sunaj if he returned to Atlantis, with his previous experience there, and he knew that some of the common slave stock the Splugorth engaged in, involved Ogres, so he decided that Gobblely could be a valuable language to learn. After developing competence in these skills, the Shadow Mage moved on to the next areas.

While Disguise provided the way to change his external appearance, and mastery of the language allowed him to speak the tongue, Érebos still had to learn how to 'blend in' socially. And the trainers had solutions waiting in the skills of Impersonation and Undercover Ops. He learned how to hone his language skills to imitate accents, how to walk and talk, body language, and the various accouterments involved in impersonating someone else and just blending into a crowd and being unnoticed - all valuable skills to add to his repertoire of deceptive and stealth related tricks. Once he got these skills down, he was almost ready - almost.

The last phase, and probably the most difficult for the Shadow Mage, was learning the skill of Seduction. Érebos had never really cared all that much about romance or seducing - he was too ambitious for such distractions. However, he quickly learned that one way of getting information or favorable treatment from others, if they were of the right persuasion, was to seduce and charm whom he was interacting with. Thus, while not entirely comfortable with the idea for personal use, Érebos learned how to effectively seduce whomever he interacted with. Having developed these skills, he also learned how to resist seduction and interrogation attempts - a valuable skill to have for a Sunaj. Finally, with plenty of practice of all the skills he had learned, Érebos developed a sense of how to recognize the seedier elements of societies and how to interact with them, culminating in effectively learning how to be "streetwise".

His graduation test: to successfully infiltrate an Ogre village, get some valuable intel, and escape with none of them knowing the wiser - all without using magic. It took all the skills he had learned and his best cunning, but he was somehow able to pull it off, and he graduated the course as the latest master spy.

Re: Érebos, Sunaj Shadow Mage (WIP for PW)

PostPosted: Thu Oct 18, 2018 9:25 am
by Érebos
Shadow Magic

Notes on Shadow Magic, Shadow beings, and how light spells and effects impact both

Shadow Magic is an arcane form of spell casting that originated in the Shadow Dimension. Many insist Shadow Magic is inherently evil and that you can feel the darkness as you learn the magic and every time you cast a spell. According to some legends and rumors, Shadow Magic slowly corrupts the soul of its user, turning it black and her heart cold. Other tales claim the use of this dark magic leads to destruction, especially for those who call upon the creatures of the Shadow Dimension.
Whether any of this is true or not, Shadow Magic does seem to be used for nefarious purposes, such as frightening and intimidating others, spying, stealing, ambush, and murder. Even among societies where it is not forgotten, it is often outlawed and practiced by the most dangerous and wicked sorcerers. For these reasons, most civilized people consider Shadow Magic to be one of the dark arts like Soulmancy, Necromancy, and Bio-Wizardry, and it is shunned by most practitioners of magic. The Sunaj making use of this magic only adds to the unsavory reputation of this mystic art.

Light Weakens Shadow Magic!
Penalties from casting in bright artificial light (>300 watts), sunlight (including overcast - no shadows), or without a shadow large enough to be completely covered in shade: Range, damage, duration, penalties, bonuses, etc. are all reduced by HALF when the user/spellcaster does not have a dark place from which to cast the spell.

Magic that creates bright light can either help (creates shadows) or hinder (dispels shadows and exposes the Shadow Magic caster to bright light).

The following spells and effects have an influence on Shadow Magic and Shadow beings:
  • Blinding Flash: There is not much of a discernible impact, since the spell is a quick flash of light and has the usual effect of blinding the individual. Increase the duration by 50% when used on denizens of the Shadow Dimension (Shadow Beasts, Shadow Lords, etc.) note: unless the Shadow Mage is also a "denizen of the Shadow Dimension", this does not apply to her
  • Call Lightning and other electrical attacks: Lightning and electricity inflict full damage to Shadow Mages, Shadow Assassins and creatures of the Shadow Dimension, even when they are Ethereal in Shadow or in darkness!
  • Charismatic Aura: This spell does not function on anyone hiding in shadow, because the recipient needs to be seen in order for this spell to have effect upon those who would see her. Of course, it works fine when the recipient of the spell steps out of the darkness to deliver an appeal or speech.
  • Chromatic Protection: This spell envelops the recipient in a "faint blue light" that is visible in darkness and thus would negate any attempts to hide in shadows or darkness. If a Shadow Mage or Shadow creature attacks someone or something that has Chromatic Protection, the effects are the same as those of a Blinding Flash as outlined above, but double the duration of the spell's effects.
  • Globe of Daylight: Light is problematic for Shadow Magic. If there is a powerful enough light source (e.g. sunlight, strong artificial light, or a Globe of Daylight, there will be no place for an Ethereal (or otherwise obscured) Shadow Mage to hide. She is revealed for all to see and, without a large enough shadow to step into, is no longer Ethereal and effectively vulnerable until the light source is turned off or masked (or until the mage finds a shadow to hide in). All of the above is relevant in wide open spaces, HOWEVER the environment dictates the effective outcome for the use of a Globe of Daylight spell or bright light source. If there are large objects such as furniture, boulders, debris, trees, structures, etc. - even people - the light source creates strong light AND shadows. This means that a Globe of Daylight could create plenty of shadows for a Shadow Magic user or Shadow being to hide in, escape through, or from which to launch attacks. A caster of the Globe can move it to "chase" the Shadow Mage or creature, but if Mage or creature can move as well, it is not an "automatic win". If the Shadow Mage/being moves with the shadows, it remains at full power and hidden.
  • Lantern Light: The small orb of light created by this spell is not as powerful or effective as a Globe of Daylight, and has no effect on Shadow Beasts or Shadow Mages unless the light is cranked up to maximum intensity and the Shadow Mage/being is within 10 feet of it. Also subject to the same rules as Globe of Daylight above with respect to creating shadows for the Shadow Mage/being to utilize.
  • Lasers and Light Blasts: Lasers inflict half damage to Shadow Mages and Shadow Beings even when they are Ethereal in Shadows or in darkness! These same attacks do full damage to those exposed and weakened by sunlight or bright artificial light.
  • Lightblade: This spell does not give off enough light to impact the environment or cast shadows, but does full damage to Shadow Mages, Shadow Assassins, and Shadow beings even when they are in shadows/darkness or protected by the Ethereal spell. Moreover, when a Lightblade makes contact with a shadow weapon, such as a Night Stick or Shadesword, they negate/destroy each other and both disappear. A Lightblade can also be used to parry a Shadow Barrage and Shadow Tendril Bolts. The target to parry is equal to the saving throw for each spell. Finally, a Lightblade does 50% more damage to Shadow Skin and Shade Armor.
  • Light Target: This spell surrounds its victim in an aura of bright light and makes it impossible for them to hide in shadows or darkness. If cast against a Denizen of the Shadow Dimension, it also has the effect of bathing them in strong artificial light, resulting in the penalties listed above. Against a Shadow Mage or Shadow Assassin, the light only prevents them from hiding in shadows and darkness or becoming Ethereal.
  • See in Magic Darkness: This spell is ideal for penetrating shadows and darkness, and those using it can see clearly into both ordinary shadows and discover Shadow beings or any one else lurking inside. This spell also makes it possible to see in most magical darkness, but not all.
  • Shadow Vision: This Shadow Magic spell is the ultimate way to see what lurks in the shadows and Shadow Magic created darkness and effects such as Shadow Mask, Shadow Pool, and Shadow Pit.

Re: Érebos, Sunaj Shadow Mage (WIP for PW)

PostPosted: Fri Oct 19, 2018 8:35 pm
by Érebos
Spell List for Shadow Magic Spell Levels 1-6

Level 1
  • Animate Shadow
    Range: 100 feet + 10 feet per level of experience.
    Duration: Ten minutes per level (Shadow Mage).
    Limitation: The spellcaster can animate one specific shadow per casting, with the shadow repeating its animated sequence (opening and closing, pointing, dancing, shaking its fist, waving its arms, reaching for someone, etc.) over and over for the full duration. If the spellcaster remains within 100 feet of the Animated Shadow, she can change the animation to make the shadow move and perform in other ways. Before she leaves, the mage can set it to repeat one particular animated sequence up to two minutes long per level of experience.
    Saving Throw: Standard.
    P.P.E.: Three (Shadow Mage)
    The spellcaster is able to make any shadow come to life like a two-dimensional animated silhouette on the wall, the ground, or another surface. The shadow must already be present; the magic simply alters and animates it. The caster can make the shadow on the side of a building open to reveal a gaping silhouette maw lined with jagged teeth that snaps at all who pass or walk up to the door; the shadow of a pole may bend and wave or dance in place; shadows of vines or wires might writhe like snakes; a shadow from a tree branch may form into a hand with long, bony fingers that points the way or waves people off, or becomes a shaking fist. Shadows that move or mouth words, etc. are scary and bizarre.
    Roll to save vs. magic: Roll to save vs. magic for each new Animated Shadow encountered. Ordinary people who witness such strange occurrences and fail to save vs. magic are likely to pause and turn/walk away or flee for their lives. The average person is not likely to enter a door that is covered by a scary animated shadow that resembles a hulking wolf, an angry skeleton or monster, or that turns into a giant fanged mouth, angry pair of eyes, or is covered by one or more ghostly silhouettes.
    Heroes and adventurers are a different story. In their case, a failed roll to save vs. magic has the same effect as failing to save vs. Horror Factor. The character is momentarily frozen with fear by the Animated Shadow. She loses one melee attack, loses initiative for that melee round, and cannot defend against the first attack leveled at her. Fortunately, she snaps out of this stupor quickly and is able to engage in combat after that first attack for the remainder of the round and beyond.
    Note: See the Give Shadows Sound spell for increased penalties when combined with Animate Shadow.
  • Lengthen Shadows
    Range: Self or object that casts a long shadow, or lengthens an existing shadow 10 feet per level of experience.
    Duration: Eight minutes per level of experience (Shadow Mage)
    Saving Throw: None
    P.P.E.: Two (Shadow Mage)
    The spellcaster can cause any person or object, including herself, to cast a long, dark shadow in any direction she desires, regardless of other existing light sources. This unnatural shadow can be used for dramatic effect to intimidate or startle others, but is more often created to assist Sunaj operatives. The creation of a long shadow can create a bridge from one shadow to another or give assassins and Shadow Mages a path to travel unseen, or a dark place within which to hide, vanish, or become Ethereal, and similar uses.
  • Shadowcast
    Range: Two objects per level of experience.
    Duration: Four minutes per level of experience (Shadow Mage).
    Saving Throw: None.
    P.P.E.: Three (Shadow Mage)
    This simple spell creates a temporary shadow over a small area about the size of an 8 foot (2.4m) table. Any item or person remaining motionless is concealed by the shadow cast over them. The shadow seems natural and is dark enough that unless someone comes within five feet (1.5m) of the item or unmoving person, they go unnoticed. This is used to conceal and protect. The shadow is stationary, and any living creature covered by it must remain still to remain concealed.
  • Shadow Mask
    Range: Self or one other by touch
    Duration: Twenty minutes per level (Shadow Mage)
    Saving Throw: Standard (if resisted)
    P.P.E.: Two (Shadow Mage)
    This magic creates a shadowy haze that covers and conceals the person’s head and facial features. Even in light, the face appears as if a dark nylon stocking is pulled over the head. In shadow or darkness, the face appears to be completely obscured by a dark shadow, revealing no features at all – just a black silhouette.
Level 2
  • Aura of Darkness
    Range: Self or one other by touch. Creates an aura of darkness that radiates 2 feet around the affected individual.
    Duration: Ten minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Three (Shadow Mage)
    This cloaking spell is ideal in darkness for hiding, escape, and setting up an ambush (+10% to Prowl). This magic cloaks the spellcaster in a form-fitting aura or field of darkness that follows her everywhere, making her a hazy black silhouette. The mage can see perfectly from within the haze of darkness, but those outside the radius of magic cannot see into it. At night, it renders the cloaked individual virtually invisible, although she can still be detected by infrared, thermal, motion detectors, and similar sensor systems. Furthermore, the Aura of Darkness may noticeably obscure a particular part of the background or area around her, making it obvious to visual detection in especially well-lit areas, or when bathed in light – the magic darkness cannot be dispelled by the ordinary light, but stands out like a sore thumb.
    In combat, opponents who attack a character cloaked in darkness from any distance are -2 to strike due to the fact that they cannot see exactly where her head, face, heart, etc. is located unless guided by thermal-optics or similar heat-based optic systems, and even then, they are -1 to strike. Likewise, skills like Pick Pockets and Palming (trying to plant something on the obscured character) are performed against the black blur at half proficiency because their target is obscured in the equivalent of a black cloud.
  • Ominous Shadow
    Range: 10 feet long, three feet wide per level of the spell caster; line of sight.
    Duration: One melee round (15 seconds) per level of experience. (Double for Shadow Mages and Shadow Lords.)
    Saving Throw: Standard.
    P.P.E.: Six
    The spell caster is able to make his own shadow grow in any direction he desires, regardless of the light source, and look distorted and monstrous. This is done for dramatic effect and to inflict fear. Anyone caught in his oversized, ominous shadow must roll to save vs magic. Failure to save means they are temporarily frozen with fear for one melee round (15 seconds). Transfixed on the spell caster, watching and waiting for him to attack them and listening closely to anything he has to say (+20% for the mage to intimidate or impress).
    After the first melee round (or if attacked during that first melee round), the victims are able to attack or take action. However, while still inside the Ominous Shadow, attacks leveled at the spell caster are done without benefit of the victims’ usual combat bonuses. Fighting anyone else while in the Ominous Shadow has a penalty of only -1 on all combat maneuvers to strike, parry, dodge, etc. The sense of fear and dread goes away immediately after the spell ends, or after a victim manages to step out, or is pulled outside of the Ominous Shadow. In most cases, the spell caster takes no action against his victims in favor of holding them in dread and a diminished state.
  • Shadow Vision
    Range: Self; line of sight up to 100 feet
    Duration: Four minutes per level of the spell caster (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Four (Shadow Mage)
    This spell enables the spell caster to see in shadows and darkness as well as through Shadow Magic darkness, including Aura of Darkness, Shadow Mask, Shadow Meld, Shadow Pool and other types of Shadow spells. This enchantment also enables the spell caster to see the Shadow Melded, the entrance to Shadow Holes, Shadow Pools, Shadow Traps are outlined and visible, and the combat penalties (?) of Shade Armor are negated.
  • Shadow Walk
    Range: Self, or self and one other by touch.
    Duration: Eight minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Three (Shadow Mage)
    This spell enables the spellcaster to cast a long shadow in front of herself. When walking in her own shadow, as well as other natural shadows around her, the target of the spell leaves no footprints, even when walking on dry leaves, gravel, sand, mud, or snow. Nor do her footsteps leave a heat signature. All traces of her passage are swallowed by the shadows.
    Moreover, if the spellcaster directs her shadow to go up the side of a wall or building, the mage can “walk up” the shadow covered surface, defying gravity and the laws of physics. Thus, Shadow Walk can be used to reach windows, ledges, and rooftops.
    Note: Shadow Walk requires a walking pace up to a slow jog, never a full run (maximum Speed of 10).
  • Whispered Voice (Communication)
    Range: Self and teammates. Range of transmission is 500 feet plus 100 feet per additional level of experience. For the magic to work, ALL those with whom the Whispered Voice is to be applied (10 maximum per spell) MUST be clustered together and touching when the spell is first cast. Anyone left out is NOT part of the communication circle.
    Duration: 20 Minutes per level of the spellcaster (Shadow Mage).
    Saving Throw: None
    P.P.E.: Three (Shadow Mage)
    This enchantment has two effects. One, it enables those affected to understand Whisper (the language of the Shadow Lords and the denizens of the Shadow Dimension).
    Two, it also connects them through shadows. It enables the spellcaster and her teammates to communicate by whispering into a shadow or dark area and have their words heard by that individual as if the person was standing and speaking right next to her. To deliver the message, the recipient's name must be spoken first, followed by the message. "Tom, I'm at the north corner. All is clear." As long as the person speaking and the individual meant to receive the message are both in shadow or darkness, they can communicate back and forth like a two-way radio transmission. They just need to always say the person's name first. Words spoken in the heat of the moment without the name said first are NOT transmitted through the shadows and remain unheard.
    Limitations and Problems: Though a group of people may be part of the magical communication, only one, named person can receive a message at a time. Also, any Shadow Lords or other shadow creatures within the radius of transmission also hear the message (all of them).
Level 3
  • Give Shadows Sound
    Range: Touch or 100 feet; line of sight.
    Duration: Ten minutes per level of the spell caster (Shadow Mage)
    Limitation: Simple sounds only, played in a loop or activated by sound and motion.
    Saving Throw: Standard.
    P.P.E.: Four
    The spell caster is able to enchant a shadow to make one simple sounds like a low growl, barking, heavy breathing, howling, snorting (like an angry bull), hissing, gurgling, a bone chilling scream or wailing, scratching, indistinguishable whispering, giggling, laughter, crying, coughing, the rattle of leaves, the sound of howling wind and similar. No words are possible.
    The sound can be made to repeat at intervals as if on an audio loop, or to occur as a response to motion and/or sound that comes within 5 or 10 feet of the shadow.
    This spell is often combined with Animate Shadow for the following results: Victims who fail to roll to save vs magic suffer from Horror Factor, momentarily freeze in their tracks, and lose two melee attacks/actions as well as initiative for that first melee round, and are -2 on Perception Rolls and -2 on initiative for the next two melee rounds.
  • Shadow Bolt
    Range: 50 feet per level of experience.
    Duration: Instant
    Damage: 2d4 M.D. plus 1d4 per level of experience.
    Saving Throw: The target may dodge if she sees the bolt coming, but is -5 to do so when it is cast in darkness.
    P.P.E.: Three (Shadow Mage)
    The spellcaster fires an inky black ray of dark energy from any part of her body she chooses – fingers, eyes, mouth, etc. This spell does not require specific gesturing of any kind. Add +2d4 M.D. when cast at a ley line, and +4d4 M.D. when cast at a nexus point.
  • Shadow Defense
    Range: Self. The mage must be casting a shadow to use this magic.
    Duration: Four melee rounds (1 minute) per level of experience (Shadow Mage)
    Saving Throw: Standard.
    P.P.E.: Ten
    The spell caster’s own shadow momentarily comes to life for a second to parry incoming attacks from directions the spell caster is not directly facing or engaging. The shadow looks completely ordinary, except that when the spell is cast the shadow is behind the spell caster regardless of the light source and is at least as long as he is tall, longer if conditions permit. While the spell caster is engaging one opponent, if another enemy throws a knife or fires a gun at his back from behind, his Shadow suddenly leaps into action to try to parry the incoming attack and then turns back into a normal-looking shadow. If another opponent rushes in from the side, the shadow springs to life again to parry his attack and goes back to normal as soon as he steps back or moves off. The shadow looks completely ordinary, except that when the spell is in effect the shadow is behind the spell caster regardless of the light source and is at least as long as he is tall, longer if conditions permit. It comes to life only for the moment or two needed to parry the incoming attack.
    In combat, the shadow has the same abilities and bonuses as the spell caster to parry, and it will try to parry all incoming attacks from the back and sides. As always, high roll wins, defender wins ties, and a successful parry means the attack was blocked or knocked away. In the case of projectiles, the arrow or bullet is safely deflected to the ground on either side of the spell caster. A failed parry means the attack strikes and does damage. Note: Energy blasts/bolts, laser fire, and psionic attacks cannot be parried or defended against by this magic. Nor can it parry or block anything heavier than 300 pounds, so it cannot block a boulder or automobile thrown by a demon. Shadow Defense may be used simultaneously with Shadow Strike.
  • Shadow Displacement
    Range: Corresponding shadow must be no more than 100 feet and within line of sight. Unless they are using Shadowsight, then range is equal to the Shadowsight spell.
    Duration: Two melee rounds (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Four (Shadow Mage)
    The spell caster is able to reach into a shadow at his location and have his arm come out of a shadow as far as 100 feet (30.5 m) away; farther with Shadowsight. This can be useful for startling or scaring someone near or in a different shadow by tapping him on his shoulder or punching him (standard punch damage; power punch is not possible), or grabbing something or flicking a switch from across a room or across the street. Attacking this way is awkward so all attacks are -2 to strike. This spell only enables the spell caster to reach through a shadow. He cannot completely step through it. See Shadow Shift for that.
  • Shadow Globe
    Range: Up to 30 feet away, plus 10 feet per level of experience.
    Duration: Six minutes (24 melee rounds) per level of the spellcaster. (Shadow Mage)
    Saving Throw: None
    P.P.E.: Five (Shadow Mage)
    Shadow Globe has two effects. The first is to create a globe of pale light. Not daylight/sunlight, but moonlight. Black tendrils appear to wrap around and cover parts of the globe. The tendrils do not smother the light, but cover it enough to create up to 2d6 shadows in a 12 foot area per level of its creator. This spell is ideal when additional shadows are needed in a given area or to counter the effects of a Globe of Daylight spell or other illumination.
    The second use is to snuff out the light from an existing Globe of Daylight. In this case, the Shadow Globe flies over to the Globe of Daylight and seems to crash into it, spreading an inky darkness over the entire Globe of Daylight and covering its light. There is no saving throw, because the Globe of Daylight is not being attacked per se, but simply being covered in darkness. The net result is losing a preexisting Globe of Daylight and effectively putting its light under a barrel. The spellcaster of the Globe of Daylight can cancel her spell, which also makes the Shadow Globe vanish along with it. Either way, the magical daylight is effectively eliminated.
  • Shadow Skin
    Range: Self or self and one other by touch.
    Duration: Twenty minutes per level of experience or until destroyed. (Shadow Mage)
    Saving Throw: Standard if resisted.
    P.P.E.: Four (Shadow Mage)
    This spell creates a skin-tight, soft, flexible black suit that feels like thin rubber. The primary purpose of the suit is stealth and concealment. Consequently, the Shadow Skin covers the wearer from head to toe, like a body suit with a pull-over mask that completely covers the head and face. If she is wearing clothing or other armor, they are covered in the inky darkness of the Shadow Skin as if it were an outer covering. The face, hands, and everything else are covered by the rubbery shadow suit which means the wearer leaves no fingerprints, palm prints, or footprints with any discernable features. The recipient of the spell can breathe and see through the Shadow Skin as if it were not there. Movement is unimpaired.
    Shadow Skin only provides minimal protection: 6 M.D.C. per level of experience (S.D.C. and an AR of 12 on S.D.C. worlds).
    Bonuses: The Shadow Skin adds a +10% bonus to Prowl or provides a base skill level of 33%, and a 10% bonus to the Chameleon spell if it is cast after the Shadow Skin is put into place. Shadow Skin also keeps the wearer cool and comfortable up to 150 degrees Fahrenheit (65.5C), and prevents leaving behind any forensic evidence such as hair, fibers, DNA, finger or palm prints, etc.
  • Shadow Writing
    Range: Touch or 100 feet away with an existing shadow; line of sight.
    Duration: Ten minutes per level of experience (Shadow Mage).
    Saving Throw: Not applicable.
    Limitation: The spell caster usually creates the words or symbol, leaves it, and goes on his way. It remains in place for the duration of the spell. If the spell caster remains within 100 feet (30.5 m) of the Shadow Writing, he can change the writing on the wall (or other surface) once every melee round (15 seconds). Before he leaves, the mage may leave one particular symbol or set of words in place until the spell duration ends, or have the Shadow Writing dissipate.
    Size of the Shadow Writing is up to six inches (0.15 m) tall per level of experience. A symbol can be twice as large. The words or symbol can be larger if the pre-existing shadow was large to begin with. Shadow Writing can be written whether it is light or dark out.
    P.P.E.: Four
    The spell caster can touch a surface (a wall, fence, the ground, a boulder, the hood of a vehicle, etc.) and cause shadowy wisps to flow from his fingers to create words or simple symbols written in shadow and left there for any passerby to see. Or he may cause an existing shadow to unspool and form into words or symbols. Sometimes forming right before people’s their eyes.
    Words written in shadow are simple, short statements or phrases such as: “Turn Back.” “Danger, do not enter.” “Beware.” “Stop.” “Entrance.” “Exit.” “This way.” “No trespassing.” “You are being watched.” “Demons behind this door.” Six words like, “Death awaits those who go further,” is as long as the written message can be. Symbols may also be drawn in shadows to offer warnings, clues and direction, such as a skull and crossbones, an arrow to point the way, a hand held palm up to indicate “stop” or a hand pointing the way, an X to mark the spot, a spiral circle to indicate magic, or the face of a demon, a heart impaled by a stake, snakes, a flower, stick people, a fist, claw, or claw marks, and so on. Of course, the symbol or words may not always be recognized or interpreted correctly, but they have their uses. As noted under limitations, if the spell caster remains within 100 feet of the Shadow Writing, he can change the writing on the wall once every melee round (15 seconds) to engage in a sort of silent conversation without revealing himself. This can be a means of silent communication with allies, a mechanism to warn the innocent, or to trick or confound enemies.
Level 4
  • Shade Armor
    Range: Self, or two others by touch, or cast upon one other up to 100 feet away; line of sight required.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Five (Shadow Mage)
    A dark grey mist forms over the recipient of this enchantment and seems to settle over him like a shadowy outer covering. Wisps of darkness move across the body as if shadows are moving over him from an unidentified source. Like the Armor of lthan spell, Shade Armor is weightless, noiseless and offers magical protection: 12 M.D.C. per level of the spell caster. (12 S.D.C. per level and an A.R. of 16 in S.D.C. environments.) It also offers a +5% bonus to Prowl in shadows/darkness. Magical Lightblades and weapons made of silver or coated in the metal do double damage to Shade Armor! Lasers, magic and other weapons do their normal damage.
  • Shadeshield
    Range: Self.
    Duration: Ten minutes per level of experience (Shadow Mage)
    Damage: 2d6 if used as a bludgeon.
    Saving Throw: None.
    P.P.E.: Six (Shadow Mage)
    This spell conjures a large shield of pure darkness to be used by the spell caster. The shield offers standard resistance to physical attacks, and can be used as a bashing weapon as well as to parry physical attacks, and even certain incoming magical attacks. This is a little tricky, however, when trying to parry energy blasts, electricity, lasers, lightning, etc., and suffers a -5 penalty to parry. Spells which may be parried by a Shadeshield include: Call Lightning, Ball Lightning, Electric Arc, Energy Bolt, Fire Ball, Fire Bolt, Mini-Fireballs, Lightning Arc, Plasma Bolt, Power Bolt, Shadow Bolt, Spectral Hand and Sword, Shadesword, Hail, Ice Ball, Ice Bolt, Shards of Ice and similar.
  • Shadow Meld
    Range: Self.
    Duration: Four minutes (16 melees) per level of experience (Shadow Mage).
    Saving Throw: None.
    P.P.E.: Five (Shadow Mage)
    This unique magic enables the spellcaster to step into shadows, becoming totally invisible, even to a See the Invisible spell. The shadow must be at least five feet tall or long to become an effective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of the shadow, or from shadow to shadow. While in shadow/darkness, the character Prowls at a 60% efficiency (or at +15% to normal skill, whichever is higher).
    Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light (no more than 10 torches or 300 watts) will only create more shadows.
    While hidden in shadow, the character is still susceptible to magic, psionic, and physical attacks, although attackers are -5 to strike her (because they cannot see her). Area affect magic does not suffer any penalty. Infrared/thermo-optics are the only means to see this character in shadows.
  • Shadowsight
    Range: Self; 100 foot radius.
    Duration: Four minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Seven (Shadow Mage)
    When under the effect of this spell, every shadow within range becomes the spell caster’s eyes and ears. Wherever there is a shadow within range, the mage can spy effortlessly and without any chance of detection, as if he were actually standing, concealed, in the shadow itself. Indoors and underground, this spell gives the mage virtually complete surveillance capabilities over a large area. As the spell caster moves, so does the area of effect. However, the mage must direct his attention to a particular shadow and the sights and sounds around it, not all shadows at once. Shadowsight cannot see through walls, but if there is a shadow around the corner or on the other side of a wall, and within range of the spell, then the spell caster can still view and hear what is happening.
  • Wall of Darkness
    Range:Covers a 20 foot area plus 10 feet per level of experience.
    Duration: Twenty minutes per level of experience (Shadow Mage)
    Damage: Special
    Saving Throw: Standard.
    P.P.E.: Eight (Shadow Mage)
    This magic creates a towering wall of pure, magical darkness. No light can pass through it, nor can one see what is on the other side of it. Anyone who comes into contact with the wall must save vs. magic or be magically paralyzed for one melee round. The effects of this paralysis are identical to those of Paralysis: Lesser. Should a hand or arm be paralyzed, that person cannot pick up or hold objects, write, or use that hand or arm in any way for 15 seconds. Likewise, a paralyzed leg makes standing difficult, walking a real challenge, and running flat-out impossible. Those with a paralyzed leg have their Speed reduced by 80%, and they are at -2 to parry and dodge. If one’s entire body is paralyzed, she falls down and lies perfectly still. She can still breathe, and the heart will not stop, but otherwise, the person is entirely helpless. Those who fall into the Wall of Darkness will remain paralyzed for the full duration of the spell, recovering only when the wall disappears or someone else somehow gets them out.
Level 5
  • Conceal Objects in Shadow
    Range: Two objects per level of experience.
    Duration: 30 minutes per level of experience or as long as the shadow exists.
    Saving Throw: None.
    P.P.E.: Fourteen
    The spell caster can place objects in a shadow or dark area/ room and make the item seemingly disappear. It becomes one with the shadow just like Shadow Meld. The item(s) are visible only to the spell caster and those with Shadow Vision activated. The spell is used for hiding weapons, gear, loot, an extra set of clothes/disguise, etc., or concealing stolen items and coming back for it/them later, and similar uses. As long as the shadow or darkness is present, the items are invisible and undetectable. This could be a dark comer in an alley, under the stairs, under a shady tree, behind the shed in someone’s backyard, or right out on the street comer provided passing traffic does not illuminate the area with the concealed items.
    The object(s) must be portable and comparatively small, like a spear, sword, battle axe, empty backpack or sack, silver cross, energy rifle loaded with an E-Clip, computer, book, video camera, a pair of pants, a suit coat, a bar of gold, a gem, a sandwich, etc. It cannot be a backpack, purse or sack filled with many smaller items (unless those items correspond with the number the spell caster can conceal), or large like an entire safe, suit of power armor or vehicle. It can also be used to hide a bomb, though if it has a motor or ticks, someone might hear it and find it.
    The items remain hidden in the shadow or darkness until there is strong light shown upon them or the spell duration elapses, or the shadow they are hidden in shrinks or moves; shadows outdoors shrink and grow throughout the day depending on the position of the sun. For example, a weapon hidden inside a dark closet is invisible, melded with the darkness or the shadow that exists when the closet door is opened. However, if the closet has a light and it is turned on, or someone shines a flashlight in the dark corner of the closet where the weapon is stashed, it is revealed.
  • Eyes in the Dark
    Range: All shadows in a 50 foot (15.2 m) radius, plus 10 foot (3 m) radius per level of experience.
    Duration: Four minutes per level of experience (Shadow Mage)
    Saving Throw: Save vs Horror Factor of 16 or higher.
    P.P.E.: Seven (Shadow Mage)
    All shadows within the radius of the caster suddenly have 1D4+2 pairs of eyes peering out at the spell caster’s opponents. The eyes move and blink, and give the illusion that numerous creatures like the Shadow Beast are peering out and ready to attack. This is distracting for all around. Those who fail to save vs H.F. 16 or higher are -2 on initiative, -1 to strike, parry, and dodge, plus they are -10% on all skills performed while the spell is in effect. They also roll to save vs Horror Factor (16) again the next melee round. A consecutive failed H.F. roll means the penalties are added together. Keep rolling every melee round until the character finally saves; penalties accumulating with every failed save.
    Those who make their first saving throw are unaffected and in addition, do not need to make the saving throw vs Horror Factor again until one minute (4 melee round) has passed. Combining this spell if combined with Whispered Voice adds +2 to the Horror Factor!
  • Shadow Senses
    Range: Self or one other by touch.
    Duration: Eight minutes per level of the spellcaster (Shadow Mage).
    Saving Throw: None.
    P.P.E.: Eight (Shadow Mage)
    This enchantment works only in darkness and shadow, imparting the recipient(s) with special senses:
    1) Shadow Vision: The mage is able to see in total darkness as if he had the See in Magic Darkness spell and Nightvision; range: 1,000 feet.
    2) Hear Night Sounds: Applicable only when in a dark environment or a connecting shadow. Hearing is enhanced and amplified, enabling the spell recipient to hear and locate sounds at three times the normal level of hearing. She can hear and follow footsteps or the sound of the wind, rushing water, a running motor, voices, a muffled gunshot, etc., to help her navigate in darkness or to eavesdrop on people in the dead of night or from shadows. Ambushing a character using Shadow Senses is difficult because she can hear sounds as slight as a whisper up to 300 feet away. Anyone trying to sneak up on somebody using Shadow Senses while she is in darkness is -20% to Prowl and does NOT get a critical strike from any attack from behind. The Shadow Senses alert her to the incoming attack and enable her to move just enough to avoid the Critical Strike (does normal damage instead).
    3) Perception Bonuses: +2 on Perception Rolls related to detecting likely ambush locations, noticing a person hiding in shadow, all things Shadow Magic, finding shadows/darkness, making shadows, and noticing the presence of Shadow Beasts and other denizens of the Shadow Realm.
    4) Sense Shadows: This magic helps the character sense and locate the presence of shadows and dark places within a 200 foot radius. It also enables the enchanted individual to sense the presence of Shadow creatures such as Shadow Beasts and other denizens of the Shadow Realm within that radius. She cannot tell what the creature is nor pinpoint its exact location with this sense, but she knows if there is one, a few, or many, and if it/they are near or farther away within the sensing radius. Shadow Mages and Shadow Assassins do NOT register.
    Penalty: With Shadow Senses activated, the recipient is vulnerable to bright lights and is -3 to save vs. light spells such as Blinding Flash and Globe of Daylight, both of which are painful and cause temporary blindness (-10 to strike, parry and dodge). Moreover, daylight and artificial light brighter than 60 watts reduces the character to seeing through squinted eyes with a range of merely 15 feet. The duration of blindness caused by Blinding Flash. flash grenades, or any sudden exposure to bright light is doubled. Retreating back into comforting darkness or a shadow reduces the duration of light blindness by half.
  • Shadow Shift
    Range: Self, or self and as many as one other by touch. The “shift” can be made up to 50 feet away per level of the spellcaster. Line of sight and shadows required.
    Duration: Instant and counts as one melee attack/action.
    Saving Throw: None.
    P.P.E.: Eight (Shadow Mage)
    Note: Each “relocation” counts as one spell and one melee attack.
    This spell is great as a fast escape or an instant, nearby relocation. It enables the spellcaster to enter one shadow and appear at another up to 50 feet away per level of experience. The shadows do not need to be connected, but do have to be large enough to cover a man, and the distant shadow must be visible from wherever the spellcaster is standing. The spell has less to do with teleportation than it does a form of dimensional shifting from one shadow location to another one within the same reality. The shadow must be no smaller than five feet squared, or in diameter.
    Whenever the spellcaster enters a massive shadow that is 20 feet to hundreds of feet, he may disappear and reappear anywhere within that same shadow, provided the “relocation” does not exceed the 50 foot range per level. If the shadow reaches a rooftop, bridge, or ledge, then its location is accessible via Shadow Shift. Trying to shift onto a moving vehicle that passes under or through a shadowy location is possible, but risky: 50% chance of success. Staying on top of a fast-moving vehicle is likely to to require additional effort and skill or combat rolls. Also remember that each Shadow Shift requires casting of the spell and uses up one melee action.
  • Wall of Shades
    Range: Varies, can be cast up to 50 feet away, but is typically used around the mage.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: None, but a spell like Dispel Magic Barriers will instantly negate the spell. Also each shade can be individually dispelled if pierced by silver.
    P.P.E.: Ten (Shadow Mage)
    Unlike Shadow Wall, this spell offers no physical barrier. Rather it creates several shades that block light and create shadows. The shades hover in the air or can be in any position that creates an optimal shadow. Up to two shades are created per level of the spell caster. Since the light source varies, so too will the size of the shadows. Each shade produces a shadow that is 1d4x6 feet in size. The spell caster can elect to combine the shades, making larger shadows if desired. Also there has to be some kind of light source in order for this spell to be effective. In the absence of direct light, a Globe of Daylight will work.
Level 6
  • Circle of Shadows
    Range: Self for a 6 foot radius per level of experience (double the length and duration for Shadow Lords).
    Duration: Eight minutes per level of experience (Shadow Mage).
    Saving Throw: Standard.
    P.P.E.: Ten (Shadow Mage)
    The spell caster magically sends his own shadow in all directions, like the spokes of a wheel with him in the center. The unusual cluster of shadows is instantly disturbing to all who see it, giving people pause before entering the circle of shadows.
    Stepping into the shadows all around the mage requires a save vs Horror Factor (14 or higher to save). Those who fail to save suffer the temporary effects of H.F. and will not enter the ring of shadows for one melee round (15 seconds).
    Those who save and dare to enter the circle can press forward and take action, but do so with penalties. Characters who enter the Circle of Shadows are jumpy and unnerved by movement within the shadows. Movement caught out of the comer of their eye, but when they turn around there is nothing there. All of this reduces Perception Rolls and all combat bonuses by half (round down). Likewise, performance of skills while in the Circle of Shadows is reduced by half, and -1 attack per melee round. The spell caster and his allies or minions are not affected.
    A Circle of Shadows also creates a haven in which other Sunaj Assassins, Shadow Assassins and Shadow Mages can lurk unseen until they attack. If the shadows in the circle touch other, natural shadows, it creates a bridge with which their shadowy brethren can reach them to escape, hide or wait in ambush to attack.
    Heroes would be wise to remember that like a spider’s web made of shadows, they never know what lurks and waits for them inside the circle. A favorite ploy of the Sunaj Shadow Mage is to create a web of shadows that conceal several Shadow Assassins or Shadow Beasts within it. These fiends do not attack until some foolish hero(es) steps into the web, at which point they spring their trap and strike.
  • Manipulate Shadows
    Range: 100 feet plus 10 feet per level of experience.
    Duration: Six minutes per level of experience (Shadow Mage).
    Saving Throw: None.
    P.P.E.: Ten (Shadow Mage)
    The spell caster is able to manipulate four shadows plus 2 per level of experience. With this spell the mage is able to bend them, connect them, make them appear twice as wide, elongate them, move them around and hold them in place, etc. This spell is used to complement other shadow spells.
  • Shadow Boxer
    Range: Self only, with a reach of 10 feet +1 foot per each additional level of experience. The mage must be casting a shadow to use this magic.
    Duration: Two minutes (eight melees) per level of experience (Shadow Mage)
    Damage: Special.
    Saving Throw: None.
    P.P.E.: Ten (Shadow Mage)
    This spell animates the spell caster’s shadow so that it may participate in combat! When the mage’s shadow comes to animated life it adds one extra attack per every three levels of the spell caster’s experience. The shadow itself has no Hit Points and cannot be harmed by anything other than a Dispel Magic spell.
    To attack, the Shadow Boxer can only use its fists, grapple or inflict the blunt equivalent of whatever weapon the spell caster might have been holding. If a rifle or blade, it can only use it as a blunt weapon. Punch and blunt weapon damage is equal to the P.S. of the spell caster (Atlanteans have Augmented P.S.). A power punch is possible, but counts as two of the Shadow Boxer’s attacks.
    The Shadow Boxer strikes at the end of the melee round after the spell caster has used up all of his attacks for the round, UNLESS the spell caster is not fighting. If the spell caster spends the entire melee round (15 seconds) using his combat actions to perform a skill(s) or do something else rather than fight, or if he is engaged in a purely defensive response (parrying and dodging only, no fisticuffs, spell casting or psionic attacks), the Shadow Boxer becomes his proxy and steps in to do the fighting. Under those circumstances, the Shadow Boxer gets three extra attacks (in addition to those it usually has) and intercepts and attacks any foe(s) trying to harm the spell caster. This includes parrying any incoming attacks from ranged weapons and energy blasts. The speedy boxer is -3 to parry incoming attacks and energy blasts from ranged weapons.
    The Shadow Boxer has all the same attributes (P.S., P.P., Spd, etc.) and bonuses as the spell caster, but it cannot speak, perform skills or cast spells, nor use any physical objects, weapons or equipment. Although animated and moving as if it has a life of its own, the shadow must remain attached to its maker. As a result, the shadow can stretch out to attack opponents as far as 10 feet (3 m) away, but nothing beyond that. The only exception to this is if the spell caster has a bow or other missile weapon in hand. When that is the case, the Shadow Boxer may draw and fire a shadow arrow out to the weapon’s normal range, but inflicts only 1d6 S.D.C. damage.
    Note: The spell caster’s shadow is not intelligent nor does it have its own free will. It automatically responds to close combat attack(s) directed at the shadow’s owner. Otherwise, it behaves like an ordinary shadow. Magic-using assassins have used this to their advantage more than once by casting the spell and springing their shadow into action when their intended victim(s) least suspect it. The Shadow Boxer cannot be created in total darkness. The mage must be casting a shadow to use this magic.
  • Shadowfire
    Range: Can be cast up to 100 feet away. Affects a 100 foot radius, +10 feet per level of experience.
    Duration: Two melee rounds (30 seconds) per level of experience (Shadow Mage).
    Damage: 3D6 M.D.
    Saving Throw: None.
    P.P.E.: Ten (Shadow Mage)
    This spell causes all shadows within range to transform into patches of burning darkness, a weird kind of black magical flame. Whoever comes into contact with Shadowfire sustains 3D6 M.D. Although this is technically burn damage, the spell Heal Burns will have no effect on wounds of this type. The flame only harms the living, which means that inanimate corpses and skeletons and the undead are unharmed. The only way to spread this fire is to somehow create more shadows in the area.
    The only way to extinguish Shadowfire is by exposing it to strong artificial light, sunlight or a Globe of Daylight. Dispel Magic can also be used to extinguish one burning area of shadow at a time. However, as long as the Shadowfire spell remains in effect, as soon as such sources of light are removed and the shadows return, so do the dark flames.

Re: Érebos (Sunaj Shadow Mage)

PostPosted: Mon Apr 22, 2019 10:30 am
by Érebos
Spell List for Shadow Magic Spell Levels 7-15+

Level 7
  • Ethereal In Shadow
    Range: Self only.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Thirteen (Shadow Mage)
    One of the most powerful spells in any Shadow Mage’s arsenal is the ability to become as insubstantial as a shadow. This includes clothing and any items carried on her person, including those inside a backpack as well as items in pockets, pouches, holsters, or held in the mage’s hands when the invocation is cast – all turn into shadow along with the mage herself. Note: This also means that if the character was handcuffed or bound before becoming Ethereal, she remains bond as an Ethereal shadow; the bonds to not fall away but become shadow as well.
    When Ethereal, the mage appears as a featureless dark shadow without an apparent owner. The transition from physical to insubstantial shadow requires first stepping into a shadow large enough to cover her entire body. The transition takes three seconds and uses up one melee attack.
    As an Ethereal shadow, the caster is immune to most physical attacks: bullets, rail gun rounds, arrows, blades, explosive force, cold, heat, fire, and most energy attacks pass right through her without harm. Only lasers (made of light) hurt, but inflict half their usual damage to an Ethereal shadow. Lightning and electrical attacks inflict full damage. The character does not register on most sensors either, including infrared or heat sensors. Motion detectors have a 50% chance of registering a fast-moving Ethereal shadow, but not a slow one (speed 7 or lower), or a character using Prowl while Ethereal. As a “shadow”, the character moves in complete silence, enjoying a base Prowl of 45% or +15% if she has the Prowl skill (most do). The bonus applies even in a lighted area. When she steps into a shadow large enough to conceal her, the Ethereal mage seems to vanish and is unlikely to be seen at all: +20% Prowl in shadows and darkness; +30% when standing motionless or trying to hide within the darkness. Only when someone is deliberately looking hard for the motionless interloper and comes within 3 feet of her is the Ethereal shadow noticeable. When running down a street lit by lampposts, the Ethereal mage will seem to appear as an animated shadow when she runs under the light, only to vanish again when she steps back into darkness.
    The mage also has a Horror Factor of 11 while Ethereal.
    The Ethereal effect imbued by this magic is very particular, so the mage cannot pass through solid walls, doors, sealed windows, or people, but can squeeze through the bars of a jail cell or fencing, including chicken wire, cyclone fencing, and barbed wire.
    To pick up an object, operate machinery, or touch someone (or something), the Ethereal mage must cancel the magic and become her normal self again. Once cancelled, the spell is over and must be cast again if the mage wishes to become Ethereal once more.
    1) An area of darkness or shadow large enough for the spellcaster to step into and be completely covered by is required to cast this spell. Without it, the spell cannot be cast. Like any other magic, this spell can be cancelled by the caster at any time.
    2) While Ethereal, the Shadow Mage can still run, Prowl, and dodge as usual. She has the same bonuses and number of attacks/actions per melee round, except being Ethereal, she cannot actually strike anyone or interact physically with anything. She is a walking shadow with no weight or physical tangibility. Likewise, she can perform skills that require the mind, such as reading or tracking, but no physical skills which require weight or a corporeal body. This makes her a wonderful spy who can hide in shadows or darkness and listen to what is going on around her, unseen and nearly undetectable.
    3) Cannot speak! The living shadow can see, hear and smell, but cannot touch or speak while Ethereal. Characters with psionic abilities may use them while Ethereal, but at double the usual I.S.P. cost and the ability functions at half power, duration, range, damage, etc. Spellcasting and verbal communication are not possible while ethereal.
    4) Light is trouble for Shadow Magic. If there is a powerful enough light source (e.g. sunlight, strong artificial light, or a Globe of Daylight, there will be no place for an Ethereal spellcaster to hide. She is revealed for all to see and, without a large enough shadow to step into, is no longer Ethereal and effectively vulnerable until the light source is turned off or masked. She must either dive into a nearby shadow, or someplace dark, to regain her Ethereal status. Without a large enough shadow to step into, the mage cannot turn Ethereal again, but she can cast other magic, including creating a magical area of darkness.
    The Ethereal spellcaster remains vulnerable to light-based spells, lasers, electricity and psionics while Ethereal. Even though fire emits light, heat and flames, it has no effect on the Ethereal spellcaster while in darkness. Neither does cold, or toxic gases. Water is an unusual peril: an Ethereal individual sinks when dropped into deep water. As a shadow, she cannot swim, so she must resume physical form to swim, or sink and begin to drown (unless she has an air supply).
  • Shadow Pocket
    Range: No more than 3 feet from the spell caster.
    Duration: TWO weeks per level of the spell caster (Shadow Mage)
    Saving Throw: Not applicable.
    P.P.E.: Fifteen (Shadow Mage)
    This is a shadowy version of the D-Pocket spell, but without the need for a physical container as items are stored in an extra, dimensional space similar to the Shadow Dimension. Any small shadow will do. Upon casting the spell, as much as 30 pounds of items can be stored in the Shadow Pocket.
    The item(s) is tucked away safely in that particular shadow, and cannot be accessed until the shadow reappears.
    Five P.P.E. must be spent to reopen the Shadow Pocket. The weight limit for the item or items placed inside is 30 pounds and the object(s) cannot be bigger than the shadow it is placed into. The Shadow Pocket is attuned to the mage who cast it, so only he can retrieve items left inside. Should the spell caster die or not come back for the item(s), the Shadow Pocket automatically opens up and expels the contents when the spell duration comes to an end.
  • Shadow Pool (Trap)
    Range: By touch or up to 20 feet (6.1 m) plus 10 feet (3 m) per level of experience; line of sight required.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: Dodge, but needs a Natural 18, 19, or 20.
    P.P.E.: Fifteen (Shadow Mage)
    The spell caster is able to change one shadow per spell casting into a black, murky pool of water. This applies to shadows on the ground and on the sides of walls. The shadow looks like normal until someone steps or leans on it and falls in. The Shadow Pool is 10 feet deep per level of the spell caster.
    Those who fall in are lost in black water, engulfed in pitch- black darkness. They cannot see where the shadow starts or ends, making it difficult to find the edge and climb out. The more people struggle and swim, the farther they get from the edge, as there is no sense of direction. Worse, those who fall into a Shadow Pool can be heard by their comrades, but not seen. There is a 15% random chance of a victim accidentally feeling a hard edge and being able to pull himself out of the pool. (+5% if he is following the sound of people on the surface who are calling out to him.) Each attempt to escape counts as two melee attacks. Those wearing heavy armor may be encumbered and tire more quickly, sink and drown. Game Masters should take this into consideration, but be merciful.
    A daring rescuer can tie a rope or cord around himself and dive in after a lost teammate, but unless he has Shadow Vision, he too swims around blind. (Nightvision doesn’t work, but with Shadow Vision he can see the edge of the pool as clear as can be.) His only guide, the voice of his teammate in the pool. If they can find each other, they can follow the rope to the edge and climb out. Until then, all he/they can do is tread water in the pitch-black darkness of the Shadow Pool until the spell duration ends. The size of the Shadow Pool depends on the size of the shadow it was cast upon.
    A note about Shadow Pools. A Shadow Pool “mostly” appears to be an ordinary shadow until someone falls into one. Mostly is the key word. First, those with Shadow Vision active can clearly recognize shadows that have been turned into Shadow Pools, provided they are looking around and not just running into action. Second, even without Shadow Vision, people who are careful and looking hard at the shadows may notice a shadow that seems to ripple. Shadow Pools exhibit small, subtle ripples just like those created when a bug lands on the surface of water, or a rock is tossed into it or a strong wind creates a subtle wave. It’s difficult to notice, but it is there if you look for it.
  • Shadow Puppet (Twin)
    Range: Self only.
    Duration: Four melee rounds (60 seconds, 1 minute) per character level (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Twelve (Shadow Mage)
    The spellcaster becomes enveloped by a dark haze, as if she were in a shadowy cocoon. At the same time, a second, identical shadowy figure appears that looks exactly the same, also cloaked in hazy darkness. Unlike the Multiple Image spell, the twin is not an illusion, but an actual, solid, shadow manifestation!
    The duplicate follows every move of the spellcaster; in combat, the two fight as one, both battling the same opponent or two separate foes in close proximity, making the exact same moves. The Shadow Puppet automatically strikes out at any opponent who comes within range. This spell is ideal for close-quarters combat or to create confusion as to which is the “real” Shadow Mage and which is the fake, because the features of both are identical and blurry.
    When the spellcaster speaks, so does the Shadow Puppet, in the exact same words, tone, and volume, as if the two are reciting or singing in a duet. If another spell is cast, it is impossible to tell which one cast it (only the actual mage can cast the spell, but the Puppet copies her actions and words). The Shadow Puppet attacks with the same strength, abilities, and bonuses as the mage it mimics.
    This odd double-threat gives the Shadow Mage an edge in close combat that provides her and her Puppet with the following bonuses: +1 on initiative, and to strike, parry, and disarm.
    The Shadow Puppet has 10 M.D.C. per level of the spellcaster, and takes half damage from normal weapons, full damage from magic weapons and light attacks, and double damage from silver weapons.
  • Shadow Tendril Bolts
    Range: 50 feet per level of experience; line of sight.
    Duration: Two melee rounds (Shadow Mage).
    Damage: 2D6 M.D. per each of the four Tendril Bolts. The four bolts can all be directed at one, two or four targets simultaneously.
    Saving Throw: Dodge at -4 as the bolts come flying out of numerous shadows, which can be scattered all around a given area.
    P.P.E.: Fifteen (Shadow Mage)
    The spell caster fires a bolt of darkness into a nearby shadow (it cannot be fired directly at a target), and instantly up to four bolts come flying out of four nearby shadows from numerous directions either all at the same target from four different directions, or four blasts at four different targets at once. Counts as one attack for the spell caster. The bolts are difficult to dodge and come from odd angles, making avoiding them that much more difficult. Once the spell is cast, the mage can fire four Shadow Tendril Bolts up to four times in a single melee round. Each counts as one of his melee attacks.
Level 8
  • Shades of Death
    Range: By touch or up to six feet away.
    Duration: Two days per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Twelve (Shadow Mage)
    This spell can place a comatose or mortally wounded character into a life maintaining coma that lasts one day per level of the spell caster. This spell is useful for buying time to get a severely hurt and stricken comrade to a healer, medical facility, or Healing Pyramid that can save his life. Shades of Death has no recuperative powers. It is simply a type of life support that keeps the severely injured person in a coma until he can be taken to a medical facility. If by the end of the spell’s duration no means of healing is found, the stricken person will die 2D6 minutes after the spell stops working.
  • Shadesword
    Range: Self.
    Duration: Four minutes per level of experience (Shadow Mage).
    Damage: 1d6 M.D. per level of experience. This magic weapon does M.D. in Mega-Damage settings and S.D.C. in S.D.C. settings.
    Saving Throw: Standard.
    P.P.E.: Eleven (Shadow Mage)
    This spell conjures a bladed weapon of pure darkness. The shape of the weapon is up to the spell caster, but most prefer to make this item a one-handed sword so they may use it with a Shadeshield in the other hand. In addition to the damage it inflicts, anyone struck with a Shadesword must save vs magic. Those who fail not only take damage, but fight at -2 to strike and parry for the next melee round. Anyone receiving multiple hits from a Shadesword must save vs magic for each, or suffer a cumulative negative bonus for an extended duration (one melee per each strike by the sword).
    While the spell is in effect, its maker can not sheath or throw the Shadesword, or the spell will break and the weapon vanishes. Likewise, if it is knocked from its creator’s hand the magic ends.
  • Shadow Clone
    Range: Self only.
    Duration: Twenty minutes per level of the caster (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Fifteen (Shadow Mage)
    The spellcaster is able to transform her shadow and use it like a puppet or robot. The shadow seemingly detaches from the mage, turns into a 3D shadow, and temporarily becomes solid – an exact replica of the spellcaster – in order to interact with the physical world. Well, not quite an exact duplicate – the Shadow Clone looks just like the spellcaster, but her skin seems a bit ashen (something most people will not recognize) and her body, while solid, is not alive and not made of flesh and blood. For those who check, the Shadow Clone does not have a heat signature.
    For the duration of the spell and the Clone’s existence, the real Shadow Mage falls into a trance, so she should be hidden someplace safe and/or protected. The caster sees through the eyes of her Clone, and controls it as if it were her own body. The solid shadow can hide in, and Prowl through, shadows at 88%. Its physical attributes are the same, but the Shadow Clone is limited to 100 M.D.C. + 10 M.D.C. per level of the caster.
    The physical Shadow is vulnerable to all weapons, but takes only 10% of the normal damage caused. Lasers and magic inflict full damage, Silver S.D.C. weapons do the equivalent damage in M.D.C.
    The spellcaster cannot cast spells through the Clone because it is not a living body. Nor can the Clone channel and use ley line energy to cast its own spells. The Shadow Mage can, however, speak through it and use it to spy, fight, etc. without fear of being killed or captured herself. If the Shadow Clone is captured, the mage can cancel the magic and her Clone will melt into a two-dimensional shadow and fade away. If the Shadow Clone is destroyed, the mage suffers a shock to her system, temporarily losing 1d6+2 Hit Points (or M.D.C. as the case may be) and 20 P.P.E., but is otherwise fine. Her consciousness returns to her body, and the lost Hit Points/M.D.C. and P.P.E. return at the normal rate. Of course, the caster can cancel the spell and return to her own body at any time.
  • Shadow Tentacles
    Range: Up to 600 feet away but requires a shadow or area of darkness to rise out of. The tentacles’ reach is 10 feet + 1 foot per level of experience.
    Duration: Two melee rounds per level of experience (Shadow Mage).
    Saving Throw: As per parry or dodge at -2.
    P.P.E.: Five for S.D.C. Tentacles (12 per level of experience) or nine for M.D.C. (10 per level of experience) (Shadow Mage)
    The spellcaster can create one large tentacle for each level of experience. A shadow is required for the tentacle to form. One tentacle can rise out of a shadow as small as two feet in diameter. In a large area of darkness or shadow, the mage can create one tentacle for each level of experience. The tentacles are solid manifestations that can be clustered closely together or spread out across the large shadow from which they grow. The tentacles rise up out of the darkness and begin to flail about, seeking victims. Depending on where the shadow is located, tentacles may rise up from the ground, hang down from the ceiling, or protrude from the side of a wall, vehicle, or tree.
    The tentacles are quick but not intelligent. They are not controlled by the mage, but seem to somehow sense when a target is near and lash out at it. Each tentacle is +1 on initiative and +3 to strike or entangle. Each has three attacks per melee (+1 attack per melee at levels 5, 10 and 15 of the caster). They do not dodge and vanish when their S./M.D.C. is reduced to zero.
    Methods of Tentacle Attack: The spellcaster can pick one of three types of attack by the tentacles. Once the spell is cast, she can leave the area and let the tentacles do their work.
    1) Striking: The tentacles flail about, striking anything – people, animals, vehicles, etc. that comes within reach. Damage: 2d6 S./M.D.C. per strike.
    2) Entangling: Rather than attack to harm or kill, the tentacles grab and hold their victim. They may lash around an arm, leg, or angle, and snake around their victim(s) to hold them tight and prevent movement or pursuit. The tentacles pull their victim to them and cocoon around them to pin legs and arms to the side for the duration of the spell, and does not let go even if the victim stops moving. Only when the tentacle is destroyed, the spell duration ends, or the caster cancels the spell will a tentacle release its victim and disappear back into the shadow it came from.
    3) Crushing: In this case, one or more tentacles lash around an arm, leg, or ankle, and each snakes around its victim(s) with the purpose of crushing her like a boa constrictor crushes its prey. Damage: 2d6 per attack (S.D.C./M.D.C.)
    Tentacle strength is supernatural and has a P.S. of 20 + 2/level of experience of the caster. To forcibly pull a Shadow Tentacle off a victim requires a combined supernatural strength of 50% greater than the tentacle’s, or triple that if non-supernatural strength is put to the task. Exposing the tentacle to sunlight (Globe of Daylight is one method) will turn the tentacle’s strength into ordinary and makes it vulnerable to ordinary weapons, allowing them to inflict half their full damage.
    Shadow Tentacles can be destroyed, but while in shadow or darkness, they are impervious to most weapons. Only lasers, magical light, and magic weapons do full damage; silver does double damage. The caster can cancel this spell at any time.
Level 9
  • Shadow Stalker
    Range: Self only.
    Duration: Up to 30 minutes per level of experience (Shadow Mage).
    Saving Throw: -1 to save.
    P.P.E.: Twenty (Shadow Mage).
    This powerful enchantment is ideal for tailing and spying on a specific foe or target, and for smuggling oneself into places with tight security. The invocation enables the the spellcaster to step into another person’s shadow and disappear into it without a trace. Undetectable by sensors, magic, or psionics, the person inside the shadow goes along for the ride inside the shadow of the other person, like an invisible hitchhiker. Conditions must be right: the target being stalked must cast a decent sized shadow big enough for the mage to step into. Then, the target must remain in an environment where she continues to cast a shadow or walks through darkness. As soon as the person being stalked enters a brightly lit area where the shadows are tiny or directly underneath them, the stowaway mage is instantly forced out and revealed, appearing only a few inches from the individual whose shadow she had been hiding inside of. Such a sudden reveal is likely to create instant alarm if the other individual was not expecting it to occur. Shadow mages who are smart and paying attention make sure they “jump out” and into darkness or another shadow BEFORE being forced out due to bright light. Likewise, a Globe of Daylight and other magical or conventional light may reveal the hitchhiker riding along, provided it is overhead and close enough to eliminate or minimize that person’s shadow.
    Riding along inside another person’s shadow is rather like riding along in a car while being tucked on the floor between the backseat and the front seats – the driver cannot see you and does not know you are there. From that vantage point, the person hidden on the floor can clearly hear everything the driver and passengers are saying and doing, as well as any other ambient sounds or people they stop to speak with. However, the concealed backseat passenger only gets slight glimpses of where they are going and the people the driver talks to along the way. It is the same for the mage hidden in another person’s shadow: she hears everything the person she is hitched to says, and what is said to her. She may recognize voices and other sounds and smells, but only catches fleeting glimpses of the streets and locations they pass by on their travels. It may or may not be enough to inform her of where she is, where she has been, and where they are going. Nor may she actually see the people the “driver” is speaking with, though their conversation may offer clues to their identity and the stowaway mage may recognize the voice if familiar with that person already, or recognize the voice when/if they meet and hear the person speak later. While not entirely flawless, it is still valuable reconnaissance and perfect concealment.
    Making an exit. The mage concealed within another person’s shadow can tell when they are in darkness, passing through shadows, or about to enter bright light. Likewise, she’ll know if there are people around or not. This helps her make a calculated and unnoticed exit. She can step out of the shadow at any point, but the most ideal moment is to exit into darkness when no one is likely to notice another person appear in a crowd. Only someone looking directly at the person whose shadow she is hitching a ride in or someone immediately behind that person is likely to notice the mage stepping out of the person’s shadow.
    Sunaj Shadow Mages and Shadow Assassins often use this spell to launch surprise attacks. In so doing, they seem to appear out of thin air to either attack that individual or someone she is meeting with.
    Being discovered in the shadow: Every five miles (8km) traveled, or 10 minutes of time that elapses (whichever comes first), there is a chance the person being stalked realizes something is amiss. Roll to save vs. magic with a -2 penalty for the victim. If the save is successful, she cannot shake the feeling that something is wrong and she is being watched or followed. As a result, most people get paranoid and err on the side of caution, keeping their mouths shut, eyes open, staying away from contacts and partners, cancelling or avoiding any pre-arranged meetings or criminal activities, and engaging in nothing that would draw attention to themselves and their plans. Victims familiar with Shadow Magic, such as Shadow Mages or any Sunaj, may suspect they are a victim of this enchantment and deliberately go to a brightly lit environment to be ready for the reveal, either prepared to capture or kill her!
Level 10
  • Cloud Shadow
    Range: Area effect, 100 foot diameter per level of experience.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: -2 to save, but does not apply to Shadow Mages.
    P.P.E.: Fifty (Shadow Mage)
    This spell creates a giant, ominous shadow: a large, dark shadow spreads across an area as if cast by a dense storm cloud overhead – only there is no actual cloud. Inside the Cloud Shadow, the darkness seems unnatural. The light is very low, like the moment the sun drops below the horizon. While enough light remains to see, fine details cannot be made out unless close (within 2 feet/0.6m), and artificial light seems filtered and functions at half strength/intensity. Even Nightvision is reduced by half, and the temperature inside the Cloud Shadow is 30% cooler than outside of it.
    There are sounds of unintelligible whispers, low rumbling, and deep guttural growls inside the large shadow. From the corner of your eye, there is movement – something rising up from the darkness, preparing to lunge at you – but when you turn to get a better look, nothing is there. This makes everyone inside the Cloud Shadow nervous and jumpy. The sights and sounds are distracting and wear on the nerves of those inside the darkness, other than the spellcaster and her allies (which may be lurking inside).
    Everyone else inside the massive shadow must roll to save vs. magic: a failed roll means fear takes hold. Civilians are likely to panic and run away to find shelter behind locked doors and shuttered windows. Most hide and cower, covering their faces and too afraid to look out and see what might be coming. Heroes, warriors, adventurers, and those experienced with magic and the supernatural are able to hold their ground and force down the fear creeping up their spine; however, those who fail their saves inside the giant and ominous Cloud Shadow lose initiative and find their combat bonuses reduced to zero – unmodified rolls only – while trapped within, and all skills suffer a -20% penalty. These penalties remain in place as long as the characters remain within the Cloud Shadow. The penalties are immediatel gone when a character steps outside the shadow, but instantly return upon reentry.
    Since the Cloud Shadow is an area effect invocation; once it is cast, the caster is free to move about unaffected by it and to take action, cast other spells, engage in combat, etc.
    Shadow Magic or other spells and enchantments that require darkness all work inside this magical shadow, and beings who are Ethereal or invisible in darkness all reap the benefits of such powers or magic. Likewise, any Shadow beings, Shadow Assassin and Shadow Mages are at full strength while inside, even if the Cloud Shadow is created during broad daylight. This is where the real danger lies, because a Cloud Shadow can serve as a battlefield or playground for Shadow Mages and Shadow Assassins, as well as denizens of the Shadow Realm.
    The size and shape of the Cloud Shadow can vary. A Shadow Mage can stretch it to run down the length of a street, or make it more circular or oblong like the shadow from a real cloud, only darker. This spell is ideal whenever a large shadow is needed to cover an entire block, building, stadium, or part of a neighborhood!
Level 11

Level 12

Level 13

Level 14
  • Summon Denizens of the Shadow Dimension
    Range: Immediate area up to 20 feet (6.1m) away, but requires a shadow or area of darkness large enough for the monster to climb through.
    Duration: For straight up combat, ten minutes per level of experience. Ten hours per level for labor or other tasks, or until the mission is finished or it is destroyed. (Shadow Mage)
    Saving Throw: The Shadow Creatures summoned by Ritual can only save with a natural 19 or 20. A Shadow Lord can be summoned by this spell, but cannot be controlled.
    A successful save means the Shadow being is not under control of the mage, and does not have to obey her. It can instantly vanish back to the Shadow Dimension, or it may elect to stay in the world of mortals to reap mayhem. A duplicitous and wicked creature such as a Shadow Beast or Shadow Wraith may pretend to be under the spellcaster’s control, or it may choose to follow her commands if it finds the one who summoned it amusing or rewarding, such as slaughtering heroes or innocent people.
    P.P.E.: Two hundred forty (Shadow Mage)
    The advantage of this spell is that the sorcerer can summon the exact shadow creature desired and it does not open a Shadow Door or Rift – the creature magically appears. The spellcaster has two options when summoning: she can perform a ritual, in which case the summoned being is almost certainly to be instantly under her control (provided it does not roll a natural 19 or 20), or she may use it as an instant spell summoning, in which the creature gets a reduced saving throw (must roll a 12 or greater to save). If the beast saves, the spellcaster has no power over it and she can only hope it listens and will hear her out. A Shadow Lord cannot be summoned unless the ritual version is cast.
    The ritual takes 1d4x10 minutes to perform during daylight, but only 3d6 minutes at night. In all cases, regardless of the time of day or whether cast as an instant invocation or as a ritual, the shadow required to summon the creature must be larger than the creature itself.
    The Sunaj Shadow Mage can summon and command one Shadow Behemoth or Shade Hunter per level of experience, one Shadow Beast for every 2 levels of experience, or one Shadow Wraith for every four levels of experience. When trying to summon a Shadow Lord, no other denizens may be summoned at the same time. Chance of success to summon a Shadow Lord is 15% per level of experience (a 7th level or higher Shadow Mage is guaranteed success). The mage had better have a compelling speech ready and be willing to serve the Shadow Lord in some important way to secure its cooperation – anger the creature, and it will likely try to destroy you.
    The summoning of a Shadow Lord is always to make a deal, and barter for either help, services, or knowledge. Creatures of Chaos and Darkness, Shadow Lords are most likely to help evil or conniving Shadow Mages who appeal to the monster’s darker nature. As it is with most Demon Lords, Shadow Lords enjoy helping mortals cause other mortals suffering and destruction. They understand emotions like hate, revenge, envy, and lust for power, and they know how to use them to create greater chaos and pain. A Shadow Lord may remain for as long as it desires, and can return to the Shadow Realm at any time it wishes. It should be noted that a Shadow Lord cannot enter the world of mortals unless it is summoned and allowed into their world.
    Shadow Lords are unpredictable: Game Masters may roll or pick the desired result, or choose a reaction of their own:
    1-10%: If angered, the creature may destroy the mage on the spot, or carry her back to the Shadow Dimension;
    11-20%: Or, if angry, may destroy all the summoner’s companions and henchmen, beat or torture her, and humble the mage before leaving her trembling and injured (but alive);
    21-40%: If annoyed, the Shadow Lord may simply vanish from whence it came, or;
    41-80%: Agrees to help, perhaps even to stay, to cause death and destruction, especially if it involves conquest, winning worshippers and minions, or crushing an old enemy or rival, or Champion of Light. However, the Shadow Lord serves no man – it has agreed to “help”, not “serve” the mage who summoned it, because it amuses or appeals to the monster’s dark nature to do so. The mage should never treat the Shadow Lord as a henchman nor as a partner, but as a benevolent god who has granted her favor- for now.
    81-90%: The Shadow Lord stays in the moral realm to do as it desires, but it forces the summoning mage and teammates to serve it or die, using the mage as an advisor/native guide or minion. The Shadow Mage’s only release from this forced servitude is to trick the Shadow Lord into going back to the Shadow Dimension without her, destroy the monster, or kill herself.
    91-100%: Ignores the summoning sorcerer entirely, and goes off to do as it pleases – one more Demon Lord unleased onto an already troubled world!
Level 15

Re: Érebos (Sunaj Shadow Mage)

PostPosted: Mon Apr 22, 2019 10:31 am
by Érebos
Spell List for General Invocation (non-Shadow) Spell Levels 1-6

Level 1
  • Cloud of Smoke
    Range: 90 feet
    Duration: Four melees (one minute) per level of experience.
    Saving Throw: None.
    P.P.E.: Two
    This magic enables the arcanist to create a cloud of dense, black smoke (30x30x30 feet maximum size) up to ninety feet away. Victims caught in the cloud will be unable to see anything beyond the cloud, and their impaired vision allows them to see no more than three feet within the cloud, and even then that means only blurry shapes. While in the cloud, victims are -5 to strike, parry, dodge, disarm and entangle.
  • See the Invisible
    Range: 200 feet
    Duration: One minute (4 melee rounds) per each level of experience.
    Saving Throw: None.
    P.P.E.: Four
    The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.
  • See Aura
    Range: 100 feet
    Duration: One melee.
    Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
    P.P.E.: Six
    All things, organic and inorganic, have an aura. The aura has many features and distinctions, and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
    • Estimate the general level of experience. Low (1-3), medium (4-7), high (Sth and up).
    • The presence of magic (no indication of what, or power level).
    • The presence of psychic abilities. Low (Minor) or high (Major or Master).
    • High or low base P.P.E.
    • The presence of a possessing entity (does not indicate Psychic Possession or mind control).
    • Health: Sick, injured or completely well.
    • The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee, or demon, but does not reveal which.
    Note: One can not use this spell to determine another character' s alignment.
Level 2
  • Aura of Power
    Range: Self or one other by touch.
    Duration: One minute per level of experience.
    Saving Throw: None.
    P.P.E.: Four
    The target of this spell is surrounded by a glowing, golden aura that makes them seem more experienced and imposing than is real! Effectively makes the character seem three levels higher, 50% stronger than he or she really is and adds 1d4+2 to M.A. Excellent when trying to bluff or look important. Note: This power creates the impression of power, but does NOT instill the character with any real increase in power whatsoever! If an opponent calls the bluff, the enchanted character may find himself in serious trouble. Moreover, the psionic power of See Aura sees right through this ruse and reveals the true, general, level of power. The See Aura spell is not as effective, and indicates a fluctuating or middle range between truth and magic.
  • Befuddle
    Range: 100 feet.
    Duration: Two minutes (8 melees) per level of experience.
    Saving Throw: Standard.
    P.P.E.: Six
    An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are - 2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of - 20%. Each invocation
    affects only one individual each time it is cast. A successful save vs magic means the intended victim suffers no impairment.
  • Cleanse
    Range: Self, one person and the clothes he's wearing up to 10 feet away, or two people by touch.
    Duration: Instant.
    Saving Throw: None.
    P.P.E.: Six
    This is a simple but useful spell designed to remove dirt and grime from the body of a living being and the clothes he wears. Magic energy flows over the person and magically removes dirt, grime, stains, and just about anything that the spell caster considers "unclean." The recipient of this magic instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on body armor, buildings, vehicles, streets, or anything else, only living creatures and clothes/fabric. One pile of clothes, weighing no more than 25 pounds (no living person) can also be washed in place of a specific character's clothes. Note: This spell only cleans off the surface of the target and will not rid them of diseases or poison, although it will kill most surface parasites, such as ticks and fleas.
  • Extinguish Fire
    Range: 20 foot radius. The spell can be cast a distance of up to 80 feet away + 10 feet per level of experience.
    Duration: One minute (4 melee rounds) per level of experience.
    Saving Throw: None.
    P.P.E.: Four
    The spell caster can instantly put out up to a 20 foot radius of fire up to 80 feet away. A total of 40 feet can be extinguished every 15 seconds (one melee round).

Space Magic
  • Magic Homing Beacon
    Range: Self or up to two others by touch.
    Duration: One day per level of the spell caster.
    Saving Throw: +2 to save if the magic is unwanted.
    P.P.E.: Five
    This spell gives the recipient a magical homing beacon that is activated the moment the spell is cast. The homing signal in imperceptible by ordinary technological means. Only characters who can have the magic ability to Sense Homing Beacon or Locate Life Signs can hear, sense and locate the source(s) of the Magic Homing Beacon.
  • Sense Magic Homing Beacon
    Range: Self or one other by touch. Range of detection is one light-year radius per level of the spell caster.
    Duration: Ten minutes per level of the spell caster.
    Saving Throw: Standard if unwanted.
    P.P.E.: Eight
    This spell enables the recipient to sense, follow and locate the source or sources of Magic Homing Beacons within his sensing range.
  • Vacuum Speak
    Range: The spell can be cast on oneself or as many as two others
    by touch. Range of the radio transmission in space is limited
    to one mile.
    Duration: 10 minutes per level of experience.
    Saving Throw: Standard.
    P.P.E.: Six
    Sound waves cannot travel in a vacuum, so this spell enables the mage to cast spells and talk by transforming his voice into radio waves that can be used in space, and picked up by conventional radios and listening systems.
    Furthermore, any characters using Vacuum Speak can be heard by other characters also enchanted with the same magic spell, thus allowing communication between two or more individuals without a radio in space.
    Note: The practitioner of magic still requires a spacesuit, environmental body armor or additional magic protection, such as Impervious to Vacuum, to survive in space.
Level 3
  • Impervious to Fire
    Range: Self or others up to 60 feet away.
    Duration: Five minutes (20 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Five
    A magic invocation that makes the individual temporarily impervious to fire. Normal, magical and Mega-Damage fires do no damage to the enchanted individual or to anything he is wearing or is on his person.
  • Impervious to Poison
    Range: Self or others by touch.
    Duration: Five minutes (20 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Five
    This enchantment makes the person temporarily impervious to poisons, venom, deadly toxins, pollution and poison gases.
  • Invisibility: Simple
    Range: Self only (includes clothes and articles on one' s person).
    Duration: Three minutes (12 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Six
    The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionic ally or magically "see the invisible" are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character. Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he can not go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual. While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic' s duration time elapses or the mage cancels the spell.
    Note: If cut, only the blood is visible, and so is anything sprayed on the character.
  • Negate Poison/Toxin
    Range: Self or by touch.
    Duration: Instant.
    Saving Throw: None.
    P.P.E.: Five
    The spell caster can magically turn a poisonous substance inert, rendering it harmless. The magic can also be used to instantly negate poison in the bloodstream, preventing further damage by the foul substance. However, any damage caused by the poison before the magic is used can not be reversed.
  • Orb of Cold
    Range: Throw: 200 feet.
    Duration: One melee round (15 seconds); 1d4 minutes for numbness.
    Damage: 3d6 M.D. plus numbness penalties.
    Saving Throw: Dodge; standard.
    P.P.E.: Six
    The spell caster summons a globe of magically charged ice (the size of a softball) into his hand to hurl at an enemy. The character must roll to strike, getting his usual P.P. bonus (if any) and a magical bonus of + I to strike. The orb disappears in one melee round (15 seconds) if it is
    not thrown. If the orb hits, it shatters, inflicting impact and cold damage to one target. If it misses, it is gone, unless the G.M. thinks it may have hit something or somebody else. Those struck take 3d6 M.D. and must make a save vs magic or suffer from a sudden, debilitating, numbing cold. A numbed opponent loses one melee attack, is -2 on initiative, -I to strike, parry, and dodge, and speed is reduced by 10%. These penalties are not cumulative, and last for 1d4 minutes.
  • Paralysis: Lesser
    Range: 60 feet
    Duration: The effect lasts one minute (4 melees) per level of experience.
    Saving Throw: Standard.
    P.P.E.: Five
    This magic attack temporarily paralyzes a part of its victim's body; immobilizing that particular limb. A paralyzed hand means that the person can not pick up or hold objects or write, or use the hand in any way. A paralyzed arm means the limb dangles uselessly at the character's
    side. A paralyzed leg makes standing difficult and movement almost impossible; reduce speed by 90%, -2 to parry and dodge. Note: The incantation will paralyze only one limb per each invoking of the magic. Internal organs can not be affected, so the mage can not paralyze
    a heart or lung, etc. Paralysis can not affect people inside a vehicle, robot, power armor, or environmental M.D.C. body armor.
  • Wave of Frost
    Range: 200 feet +20 feet per level of experience.
    Damage: Special.
    Duration: One minute (4 melee rounds) per level of experience.
    Saving Throw: Special.
    P.P.E.: Six
    This magical attack is designed to damage delicate flowers and roots of plants. The Wave of Frost can be cast several hundred feet away and covers a 6 foot radius per level of experience. All flowering plants caught in the frost will suffer damage, 2d4x10% will die, meaning the yield of fruit, vegetables, etc., normally borne by that plant(s) will be reduced by that amount. In addition, 1d4x10% of the plants are irreparably damaged (Shaman, Druid or Elemental magic is all that can restore them) and will die within 48 hours. This spell can
    also be used to obscure windows by covering them in frost (takes one melee to scrape a peephole).
Space Magic
  • Space Swim
    Range: The spell can be cast on oneself or as many as two others by touch.
    Duration: 15 minutes per level of experience.
    Saving Throw: Standard.
    P.P.E.: Seven
    This magic spell provides no sort of protection from space - other magic spells or a spacesuit are needed - but it does give the character locomotion in the vacuum of space. The spell makes it so that the character can swim through space as if it were water. The simple arm and leg motions of swimming propel the recipient of the magic through space with grace and ease. It also provides the character with the Zero Gravity Movement & Combat skill at 95% proficiency and provides the following bonuses while "swimming" in space: +1 to strike, parry and disarm, +2 to dodge and +2 to roll with impact. Maximum speed is double the character's running speed. Ideal for working outside a spaceship or space station, boarding parties and recreation.
Level 4
  • Astral Projection
    Range: Self.
    Duration: 5 minutes per level of experience.
    P.P.E.: 10

    Through intense concentration/meditation (4D4 minutes of preparation) the spellcaster can free his mind, or inner self, from his physical body. This inner self is the Astral Body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the Astral Body with its physical self. If the cord is severed the character is likely to die of sudden shock as body and soul are tom asunder. There is only a 30% chance the Astral Self can locate its physical body without the silver umbilical cord (roll best 2 out of 3).
    The physical body lapses into a coma-like trance when the Astral Self has left it. In this state the body is completely helpless. It cannot walk, move or think; completely catatonic.
    The hazards are threefold. First, if the physical body is killed, the Astral Body is forever lost and will die, fade away, within six hours. Second, if the Astral Body gets lost or captured while in the Astral Plane, the body will begin to waste away and die. (Note: One minute of our time is equal to one week in the Astral Plane.) Third, the Astral Body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral Plane.

    There are two levels of Astral Projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension).

    Astral Projection from the physical body into the material world creates a ghostly specter of the Astral Self which can be seen only by psychics, young children under 13 years old, animals and most supernatural creatures. While in Astral Form the character automatically gains the ability to float, fly (mach one/760 mph maximum), see the invisible, pass through solid objects (including M.D.C. walls), impervious to physical harm (including cold, heat and energy), are invisible to sensor systems and cameras, and see and hear as usual. The Astral Body can not communicate with the physical world except through Telepathy or Empathy, nor speak to, smell or touch anything on the Material Plane. The Astral Self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on other humans on the Material Plane (although limited by short sprints. See duration). A character traveling the Material Plane via Astral Projection may use any psionic powers that do NOT require physical contact. They can generally only affect the physical world (or themselves be affected from physical beings) by Sensitive psionic powers such as Telepathy, Clairvoyance, Empathy, etc . ; Astral travelers communicate using Telepathy.
    Traveling in Astral Form has its own very special dangers. While the character can see the invisible and other Astral Travelers, they can also see him. This makes him susceptible to their psychic and Astral Form attacks, for two Astral Travelers can lock into hand to hand combat as well. The most vulnerable target is the silver cord which is the Astral Traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person ' s physical Hit Points and S.D.C. combined. The thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The Astral Body also has an S.D.C. of two times the Hit Points and S.D.C. of the physical body combined . This means if the character has 18 Hit Points and 28 S.D.C. both the Astral Body and its silver cord have 92 Astral S.D.C. each (18+28 = 46x2 = 92 each).
    Remember, magic and psychic influence have full effect on the Astral Body. This includes exorcism, which will force the Astral Traveler to leave the immediate area (400 foot radius) and not return for 24 hours. The Astral Traveler has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the Material Plane.

    Entering the Astral Plane is like entering the Twilight Zone. After a minute of concentration the Astral Gateway appears as a bright patch of shimmering, white light. Once the Astral Traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds . There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time, too, is a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. That means a 2nd level character could spend the equivalent of ten weeks in the Astral Plane and, when he returned to his physical body, he would find that only ten minutes of real time had elapsed. Although time may flow differently between the Astral Plane and the real world, the Astral Traveler is still subject to the laws of the real world when he returns. If he was low on I.S.P. when he entered the Astral Plane, even if he was there for several weeks of Astral Time, he would still be low on I.S.P. when he returns to the real world. Time and space twisted and distorted, the Astral Traveler can travel from one end of our planet to the other, in the blink of an eye, by hopping through the Astral Plane.
    However, if he does not know where he is going, he could end up hopelessly lost in the Astral Plane somewhere. Furthermore, the Astral Plane has its dangers as well, from Astral Beings and monsters to becoming endlessly lost. Even if all goes well, the distortion of place and time makes it extremely difficult to find the material world and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere.
    To return from the Astral Plane to the physical body, roll on the following table: Each roll will determine the Astral Traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.

    Location of the Physical Body
    Roll Percentile Dice to Return from the Astral Plane:
    01% - 30 % : Hopelessly Lost (roll again).
    31% - 50% : Uncertain, Confused (roll again).
    51% - 76% : Fairly certain of location; on the right track (roll again).
    77% - 00% : Definitely certain of location. (Whew! Made it Back).

    Astral travel with a partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.

    Note: Traveling on the Material Plane in Astral Form is infinitely easier than the Astral Plane. To find the physical body the character need only return to where he left it. If it has been moved or hidden the Astral Self can sense its location with a 60% efficiency (roll once per melee).
    The other danger lies in being attacked by other beings in the Astral Plane. Entities and elemental creatures of magic live in the Astral Plane or travel through it. These beings are usually hostile, evil forces. While the Astral Body can not touch or communicate with the material world, the Astral Body is quite solid to other inhabitants of the Astral Plane. The Astral Body is also vulnerable to magic and psychic powers, as well as physical assault by Astral Entities.
    The energy which composes the Astral Plane is responsive to thoughts and desires. The strongest Astral Beings can mentally or magically control what a small area might look like. This means that the Astral Plane is made up of hundreds or perhaps thousands or even millions of tiny Astral "Kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it.
    Some may look like a modem city, others like castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to Heaven and Hell originate? It is always wise to avoid an Astral Kingdom, because only the most powerful Entities and Astral Beings can create and maintain them.
  • Energy Field
    Range: Self or others up to 60 feet away.
    Duration: One minute (4 melees) per level of experience or until it is destroyed.
    Saving Throw: None.
    P.P.E.: Ten
    The magic creates a protective field of energy that can be placed around the mage, others, or an object. The maximum area of protection is about 8 feet, which means it can protect a small room full of people (about 6 to 8 individuals). The energy field appears as a semitransparent wall or bubble that shimmers with a blue-white light.
    The field normally provides a total protection of 60 M.D.C., but is doubled at ley lines and tripled at a ley line nexus.
  • Magic Net
    Range: 60 feet
    Duration: Two melees (30 seconds) per level of the spell caster.
    Saving Throw: Dodge of 16 or higher.
    P.P.E.: Seven
    This spell creates a net composed of magic fibers and can snare up to 1-6 human-sized victims within a 10 foot (3 m) area. Normal weapons can not cut through the net; only Mega-Damage weapons, magic weapons, and magic can affect this net. Even then, it requires a full two
    melee rounds to cut or blast out (a Dispel Magic Barriers will dispel it instantly). Anyone caught in the Magic Net is helpless and unable to attack or defend. The spell caster can cancel the net at any time.
  • Multiple Image
    Range: Self.
    Duration: One minute (4 melees) per level of experience.
    Saving Throw: -4 to save. Viewers may be able to see through the illusion
    and identify the true person, but must roll to save vs magic at -4.
    P.P.E.: Seven
    An illusion that creates three identical images of the mage, each of which mimics his every movement exactly. Only piercing the false image with iron will dispel that particular image. This is a great way to confuse, scare and distract an opponent. Provides the mage with a bonus
    of +2 on initiative, +2 to dodge, and + I to strike.
  • Seal
    Range: 100 feet
    Duration: Two minutes (8 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Seven
    The spell caster can magically seal shut a door, gate, window, drawer, lid, container, or any inanimate object. There is no sign of force, the lock can be unlatched, but the door, lid or whatever, will not yield/open regardless of the character's physical strength. The only way to get in or out or to open it is to smash or chop through the obstacle or the use of a Dispel Magic Barrier will open/unseal any ONE magically sealed door or lid, provided the spell is successful.
    At early levels, the mystic can only seal one item per incantation. However, at fourth level of experience and beyond, the arcanist can seal every door, window and enclosure within a 100 foot area (that can be an entire 50 to 80 foot house up to 3 stories high)!
Space Magic
  • Impervious to Vacuum
    Range: Self or two others by touch, or one other cast up to 90
    feet away.
    Duration: Five minutes per level of the spell caster.
    Saving Throw: Standard.
    P.P.E.: Ten
    An enchantment that makes the individual impervious to exposure to vacuum, outer space and sudden decompression. It insulates the individual from the cold of space, cosmic radiation, and provides the recipient with the ability to breathe without air for the duration of the enchantment, however the recipient still cannot speak because sound waves do not travel in space. Ideal for use when exposure to space without a protective spacesuit or other gear is imminent. Note: Although not affected by the vacuum of space, the character has no means of movement through space and remains vulnerable to physical damage and attacks. Additional means of protection and movement are advised. This spell only works in space, but can be combined with other space spells.
Level 5
  • Aura of Death
    Range: Self.
    Duration: Two melee rounds per level of the spell caster.
    Saving Throw: Not applicable.
    P.P.E.: Twelve
    Aura of Death surrounds the spell caster as a nimbus of flickering, purplish black flames. The fiery aura produces neither light nor heat, and, because it creates an aura of death, actually renders the spell caster invisible to infrared, thermo-imaging, heat sensors and all biological scanning systems for life. Furthermore, Aura of Death acts to veil the character' s life force, blocking him from mechanical sensors (heat detector, EKG, EEG, lie detectors, cat-scan, etc.) which will all show the character as being "dead." Likewise, magical and psionic senses such as See Aura, Sense Evil, Presence Sense, Psychic Diagnosis, Detect Psionics, and similar abilities that sense/detect life and biological signatures show nothing (Sense Magic still works because a spell is actively in force).
    On the down side, people and animals will see and respond to the enchanted character as "dead" or worse, the "living dead" - mistaking the character for a vampire, zombie, animated corpse, hideous undead monster, etc. Furthermore, just as the Aura of Death blocks magical and psionic senses, so does it prevent magic and psionic healing, including Healing Touch, Heal Wounds, Deaden Pain, Cure Minor Disorders, and similar. In addition, scavengers (including insects, vultures, vermin and ghouls) see the character as a corpse to be eaten, and may buzz around him and try to eat his (supposedly dead) flesh. However, this only happens when and where such creatures are plentiful. On the other hand, zombies, mummies and animated dead will accept the character as one of their own and ignore him, unless he attacks them or their master.
  • Domination
    Range: Touch or within 4 feet.
    Duration: 15 minutes per level of experience.
    Saving Throw: Standard.
    P.P.E.: Ten
    Domination is another trance-like enchantment that enables the spell caster to impose his will over his victim's, forcing the individual to do his bidding. The victim of Domination appears to act oddly, dazed, confused, slow and unfriendly (ignoring friends, etc.). The enchanted character has one goal, to fulfill the command of the spell caster. Under the enchantment of Domination, the character's alignment does not apply. He will steal, lie, assist in crimes, kidnap, betray friends, reveal secrets and so on. The victim is under the (almost) complete control of the spell caster. The only things the bewitched victim will not do are commit suicide, inflict self-harm, or kill a friend or loved one. A good aligned character, Principled, Scrupulous and even Unprincipled, can not be made to kill anybody; it is too deeply against their alignment.
    Note: The enchanted person is not himself and suffers the following penalties. Attacks per melee round are half, speed is half, all skills are half their usual proficiency, speech is slow, and the person seems distracted or a little dazed.
    A successful saving throw versus magic means the magic has no effect.
    The character is 100% his normal self. The effects of the Domination magic can not be faked. Can not affect a person inside environmental M.D.C. body armor, power armor, robots, or vehicles.
  • Energy Disruption
    Range: 60 feet
    Duration: Three minutes (12 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Twelve
    A particularly useful magic in a tech environment. The invocation will temporarily knockout, stop, or immobilize, any electrical device it is aimed at. This includes normal automobiles, computers, radios, surveillance cameras, sensors, appliances, entire fuse boxes, batteries, electric alarm systems, etc. The apparatus is not harmed in any way, it simply ceases to function. When the magic elapses, the item(s) work perfectly again, with no sign of malfunction, damage or energy loss.
    Can not affect M.D.C. environmental armor, power armor, robots or military vehicles.
  • Escape
    Range: Self, touch or 5 feet.
    Duration: Instant.
    Saving Throw: None.
    P.P.E.: Eight
    The escape invocation enables the mage to magically escape any bonds, or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straitjackets, etc. One restraint or lock can be undone per each invocation (one per melee round is possible). Only gagging the mage will prevent the use of this magic.
  • Horror
    Range: The spell can be cast on a person o r object by touch or up to 5 feet away per level of the spell caster; line of sight. The aura of horror surrounding the enchanted person or object is five feet per level of the spell caster.
    Duration: Five minutes per level of experience.
    Saving Throw: Standard; and vs Horror Factor.
    P.P.E.: Ten
    This spell duplicates the effect of the Fear spell (Horror Factor 16), except instead of placing it on an area, it is placed on a specific object (weapon, statue, vehicle, door, etc.) or person. Any person or animal coming within the radius of Horror surrounding the enchanted object or
    individual must save vs Horror Factor (16 or higher). A failed roll against Horror Factor will send the person running from the object (or person), screaming in terror. The horrified character will want nothing to do with such an enchanted object and can not be made to use it.
    Likewise, he will keep his distance from similarly enchanted people - frightened, runs away, and can not be made to trust, work or associate with him while the enchantment is in effect. When the Horror spell is cast upon a person (inanimate objects cannot save), unwilling subjects of the spell (Le. those who do not want people to fear them) get a standard save vs magic, which, if successful, negates the spell. In all cases, the spell caster is immune to the fear effect of his own spell, regardless of who or what it is cast upon.
  • Lifeblast
    Range: Can be cast upon one character up to 30 feet away per level of experience, or two by touch.
    Damage: Varies, see description below.
    Duration: Varies.
    Saving Throw: Varies; typically as None; automatically hits its target.
    P.P.E.: Fifteen
    Used on the living (good and evil), the Lifeblast is a powerful magic energy that brings renewed hope and optimism to the character(s) it is cast upon. This renewed faith motivates those it enchants to press on, and provides the following bonuses for the first melee round a character is affected by the magic: +3 on initiative, + 1 on all combat rolls, + 1 melee attack action, and + 1 on all saving throws! After the first melee round and for the next half hour, the affected character continues to feel optimistic and is +1I on initiative, +5% on the performance of skills and +10% to save vs coma/death.
    In the alternative, the Lifeblast can be used against creatures of death and undeath with interesting results:
    Animated Dead: Negates the magic that animated the corpse, and the hellish thing drops lifeless to the ground.
    Drive away mummy or zombie: The blast inflicts 1d6 damage and makes the creature fear the person who wields the powerful energy of life; equal to a Horror Factor of 16. A failed roll to save vs H.F. means the creature is held at bay (will not attack, shuffles around confused and frightened) for 1d4 melee rounds. Roll for each blast.
    Drive away Banshee or Grave Ghoul: Equal to a Horror Factor of 19. A failed roll means the monster will immediately flee the area. Roll percentile to see for how long : 01-33 % leaves the area for 1d4 hours, 34-66% leaves the area for 1d6 days, 67-00% leaves the area permanently.
    Kill vampires. The undead are too powerful and evil to be driven away easily, but each Lifeblast inflicts 1d6x 10 damage to the vampire it strikes. Only a Master Vampire can roll to save vs magic. If successful, he takes half damage.
    Combat Necromancer: A Lifeblast shot directly against a Necromancer will inflict 4D6 S.D.C /Hit Point damage (or 3D6 M.D. if a Mega-Damage creature) and destroys two of its additional undead appendages (if any; only affects appendages attached to the Necromancer's body). If the Death Mage was in the process of casting a spell, the blast will interrupt the incantation and bum up half the P.P.E. needed for that Necromantic spell.
    Note: A Lifeblast can only be directed at one target/person at a time (or two by touch) and automatically hits.
  • Mental Blast
    Range: 100 feet + 10 feet per level of experience, but the intended victim must be visible.
    Damage: 5D6 damage plus disorientation penalties. Double damage by touch, but must actually touch bare skin.
    Duration: Instant, and add 1 melee per level.
    Saving Throw: Save vs psionic attack.
    P.P.E.: Fifteen
    Mental Blast is a magical spell that simulates a psionic attack on an enemy. Instead of blasting away with energy bolts to damage the body, this attack is invisible and undetectable (except by psionic individuals) because it attacks the mind. The mental blast does damage direct to Hit Points for normal creatures, or M.D. to supernatural and Mega-Damage creatures. It can affect targets protected in body armor, but not those clad in power armor, giant robots or armored vehicles. In addition to physical pain and damage (a sudden migraine headache or shooting pain in the head, neck or spine), victims of this insidious attack will feel confused, disoriented and paranoid. The victim instinctively senses he is under attack, but doesn't know from whom - one of the great advantages of this spell is that it is virtually invisible and it can be difficult to determine the source. Thus, the victim may flee the area or accuse innocent people, lash out madly (and with deadly force) or call to a nameless (faceless) enemy to show himself and fight openly, man to man. Penalties: Victims of this attack are -2 on initiative, -2 to strike, parry, and dodge, and -20% on all skills. Penalties remain in force for l D4 melee rounds per attack; multiple Magical Mind Bolt attacks will have a cumulative effect. If the character successfully saves vs psionic attack, the damage is half and there are no penalties! Note: Mind Melters and Mind Bleeders will automatically sense who their attacker is!
  • Superhuman Strength
    Range: Self or others by touch.
    Duration: 2 melee rounds (30 seconds) per level of experience.
    Saving Throw: None.
    P.P.E.: Ten
    The incantation magically gives the character a Supernatural P.S. of 30 and a P.E. of 24, as well as adds 30 S.D.C. for the duration of the magic. Supernatural strength, endurance and bonuses last for the duration of the magic.
  • Superhuman Speed
    Range: Self or others by touch.
    Duration: One minute (4 melee rounds) per level of experience.
    Saving Throw: None.
    P.P.E.: Ten
    The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements performed during this period are done without fatigue.
  • Sustain
    Range: Self or two others by touch.
    Duration : 24 hours per level of experience.
    Saving Throw: None.
    P.P.E.: Twelve
    Sustain allows the recipient of this enchantment to go for days without food, water, or breathable air! The magic keeps their energy level up and removes the need for any outside source of these things. In addition, the recipient only needs two hours sleep per night for the duration of the magic. The individual can survive in almost any environment. However, the character remains vulnerable to other external conditions such as heat, cold, and physical damage, and fatigues from exertion as normal. This spell is a must for serious explorers and dimensional travelers.
Level 6
  • Frequency Jamming
    Range: 100 feet (3m) per level of experience; line of sight or two machines
    by touch.
    Duration: Two melee rounds (30 seconds) per level of the spell caster's experience.
    Saving Throw: Not applicable; affects machines.
    P.P.E.: Fifteen
    This spell interferes with communications, transmissions and/or sensor systems (radios, radar, sonar, motion detector, heat sensor, CAT scan, lie detector, etc.) by magically jamming the frequencies used by that machine. This means no intelligible readings or communications can be delivered by the enchanted machine until the magic ends.
  • Impervious to Energy
    Range: Self or others by ritual.
    Duration: Two minutes (8 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Twenty
    The spell caster can make himself impervious to all forms of energy, including fire, heat, electricity, lasers and so on. Energy attacks do no damage whatsoever. Physical attacks, guns, knives, clubs, explosives, and even punches, etc., do normal damage.
  • Targeted Deflection
    Range: Effective targeting deflection is 500 feet +50 feet per level of experience. Trying to hit a target beyond this range is - 1 to strike per every additional 100 feet. This spell can only be cast on the sorcerer herself.
    Duration: One melee round per level of experience.
    Saving Throw: Dodge.
    Limitation: Energy attacks only (but see below).
    P.P.E.: Fifteen
    Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the spell caster can magically parry energy attacks/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source!
    Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce-back energy blast, but does so without bonuses and must match or beat the mage's parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm's way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
    The spell caster can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike.
    Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.
  • Words of Truth
    Range: 5 feet
    Duration: One minute (4 melees) per level of experience.
    Saving Throw: Standard. The enchanted character makes a saving throw for each question asked. A successful save means he does not
    have to answer. Questions can, however, be repeated.
    P.P.E.: Fifteen
    A person affected by this enchantment is compelled to answer all questions truthfully. The spell caster must be within five feet
    and can ask two brief questions per melee round. It is wise to keep questions simple and clear to avoid confusion.

Re: Érebos (Sunaj Shadow Mage)

PostPosted: Wed Jun 26, 2019 10:42 am
by Érebos
Spell List for General Invocation (non-Shadow) Spell Levels 7-15+

Level 7
  • Agony
    Range: 5 feet per level of experience.
    Duration: One minute (4 melees).
    Damage: Special.
    Saving Throw: Standard.
    P.P.E.: Twenty
    A particularly cruel and painful invocation that incapacitates its victim with pain. Under the influence of this spell, the victim has no attacks per melee, can not move, perform skills or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or Hit Points are lost), the pain is very real. It takes another minute for the victim to regain his full composure. During that second minute his number of attacks per melee are at half, speed is half, and he suffers a penalty of - 1 to strike, parry and dodge. Only one person can be affected per invocation.
  • Fly as the Eagle
    Range: Self or two others by touch, or cast upon one up to 100 feet away.
    Duration: 20 minutes per level of the spell caster.
    Saving Throw: None.
    P.P.E.: Twenty-Five
    The power of flight is bestowed upon the spell caster or person(s) it is cast upon. It is especially effective outdoors, and in large, open areas. Maximum Speed: 50 mph. Bonuses: + 1 to parry, +2 to dodge, and +2 to damage on a diving attack. Bonuses apply only when in flight.
  • Globe of Silence
    Range: Up to 90 feet away.
    Duration: Six melee rounds per level of the spell caster.
    Saving Throw: None. There is no saving throw because it is actually the physical space within the globe that is being altered. A Negate Magic spell can be attempted to dispel/cancel the globe and its influence.
    P.P.E.: Twenty
    This spell immediately creates an invisible, 10 foot radius globe which stops all sound. Voices, screams, footsteps, everything within that radius is absorbed by the globe. This means that absolutely no sound can leave or penetrate the area covered by the globe. So while it can prevent those within the globe from making noise, it also prevents sound from outside to enter. Those within the globe can not hear anything. A spell caster, reliant on spoken incantations, is completely powerless inside a Globe of Silence because his words can not be heard.
    The spell affects those within its radius; stepping beyond the radius frees that character from its effect. The globe itself can be fixed in a stationary area or mentally moved and manipulated by the spell caster. However, the spell caster must be inside the globe to move it, and can not cast another spell while manipulating the globe. Once fixed to one spot, that is where the globe remains until the spell duration time elapses or it is canceled.
Level 8
  • Forcebonds
    Range: Touch.
    Duration: 30 minutes per level of experience.
    Saving Throw: Special.
    P.P.E.: Twenty-Five
    The spell, Forcebonds, transforms ordinary S.D.C. materials (chains, leather strips, rope, or even strips of cloth, string, yarn or rubber bands) into magical restraints that glow with mystic force. This enchantment is made to bind and restrain captives in the same way as M.D.C. handcuffs, manacles or cord. The captive must already be subdued, or have surrendered and been tied with some ordinary material. A single captive can be bound at the wrists and/or ankles, or at the wrists with two bands round the arms and upper torso, pinning the arms tight to the body (or to a chair, pole, tree, etc.). To tie the hands, arms and legs requires two spells.
    Forcebonds requires a combined supernatural P.S. of 45 to pull free or break the magical bonds (takes 2D4 minutes of trying to do so), or 100 M.D. to destroy them. Dispel Magic Barriers and Negate Magic can be used to make them disappear, but the Forcebonds get a +2 to save. An Anti-Magic Cloud will dispel them instantly. Characters with the Escape Artist skill will find Forcebonds extremely difficult to escape from; reduce the success rate by half, and each attempt takes three times as long. When bound by this magic, the Escape spell functions as the Escape Artist skill at a 5 0% maximum proficiency. An escape can be tried once every five minutes (needs a roll of 0 1 -50% on percentile dice to succeed). Teleporting away, while bound, will take the character to a new location, but he is still bound. Metamorphosis into a mist works wonderfully. Metamorphing into any animal or insect with legs and a body is futile, as the animal will remain tied up by the magical Forcebonds.
Level 9
  • Create Steel
    Range: Can be cast up to 10 feet away.
    Duration: Permanent.
    Saving Throw: Not applicable.
    P.P.E.: Sixty-Eight; half that number for Earth Warlocks with this
    The name of this powerful spell is a bit of a misnomer, and might more appropriately be entitled "recycle metal." The spell caster can take metal scraps, even those corroded with rust, and magically turn them into sheets, bars, poles or beams of good, useable metal. The advantage of this magical recycled metal is that industrial recycling sees a certain amount of loss through the recycling process (not to mention the cost, equipment and manpower necessary). The spell not only transforms the metal, but there is no loss of the material and, in fact, there is 5% more metal (per level of experience) created from the initial scrap. In addition, there is no need for a smelting facility, machines or workmen, other than those needed to haul and store the finished product.
    • S.D.C. Materials: Effective only on the following metal ores and alloys:
    Iron, steel, tungsten, cobalt, manganese, chromium, molybdenum, zinc, nickel, copper, bronze, bauxite, and aluminum (the spell adds the tiny amount of carbon and other trace elements to make steel and other alloys). The spell can be worked on a pile of unseparated
    scrap metal and magically separate metals and alloys to create individual piles of pure metals, or put them back together as the desired alloy(s).
    • 100 pounds (45 kg) of raw material per level of experience, with roughly 200 S.D.C. (Conjurers and Earth Warlocks can create twice as much at half the P.P.E. cost). The final product is high quality metal ready for industrial use - construction, smelting, etc. It cannot be used to magically repair finished products such as power and body armor, robots, vehicles, etc., except as raw materials that are taken, retooled and used by manufacturers, operators, builders, etc., to make conventional repairs (soldering, welding, casting, etc.).
    • Mega-Damage Steel can be "recycled" provided M.D.C. metal scraps are available, but at the pitiful rate of 10 pounds (4.5 kg) per spell (not per level), with approximately 15 M.D.C.
    Note: This spell can not be used to tum perfectly good metals/materials, machinery, vehicles, or devices connected to a power source into raw materials, nor tum metal material worn, used or connected to a living being; it must be scrap or raw ore.
  • Protection Circle: Simple
    Range: Radius of the circle.
    Duration: 24 hours; can be reactivated
    Saving Throw: None.
    P.P.E.: Forty-Five. Four P.P.E. to reactivate after the circle's initial
    Even as a spell, this invocation might be considered a ritual, for it requires the physical drawing of a circle and symbols while the spell incantation is recited. Chalk or charcoal, or almost any substance, can be used to draw the circle. 45 Potential Psychic Energy points are needed to initially create the circle, but a mere four P.P.E. is all that is needed to reactivate it. Anybody with sufficient P.P.E. and desire can reactivate a Protection Circle. However, if the circle is damaged (scraped, scarred, rubbed out, etc.), it will not function and a new one will have to be created.
    The simple protection circle will protect everybody inside its radius by keeping lesser supernatural creatures five feet away from its outer edge. The creatures can not come any closer, nor enter the circle itself. The circle also provides its occupants with a bonus of +2 to save vs magic and psychic attack.
    Although lesser supernatural beings, including lesser demons, Entities, Ghouls, and Gremlins, can not come near or enter the circle, they can hurl objects, use weapons, or use magic and psychic powers against those inside the circle. Greater beings, such as vampires, Elementals and demigods, are not affected by the simple circle and can enter effortlessly. No bonuses vs magic apply against these powerful beings.

Level 10

    Level 11

      Level 12

        Level 13

          Level 14

            Level 15

              Re: Érebos / Shroud (Sunaj Shadow Mage)

              PostPosted: Mon Apr 13, 2020 6:42 pm
              by Érebos
              Experience Table for Shadow Mage O.C.C.

              1 / 0
              2 / 2,601
              3 / 5,201
              4 / 10,501
              5 / 21,201
              6 / 32,301
              7 / 47,401
              8 / 62,501
              9 / 88,001
              10 / 112,001
              11 / 163,001
              12 / 222,001
              13 / 295,001
              14 / 395,001
              15 / 495,001

              Additional Tattoos for Non-Tattooed O.C.C.s: 1d100:
              : Two Additional Tattoos of Choice (Power Tattoo: Power Matrix, and Heart Encircled by Chains (Invulnerability))

              Re: Érebos (Sunaj Shadow Mage) [Leader]

              PostPosted: Sat May 30, 2020 9:40 am
              by Érebos
              Deeper Character Development (WIP)

              • What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of “angry” you might say “vengeful” or “raging,” or instead of happy you might say “cheerful” or “exhalting.”

                Érebos is an enigma to many; reserved, driven and thoughtful, the man doesn't show much emotion naturally. He sometimes "fakes" it, but if anything, he's the brooding type, rarely revealing his thoughts or feelings unnecessarily.

              • What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?

                To friends and associates, Érebos evokes wonder and curiosity. What is this strange, shadowy magic he wields? What really drives him?
                To foes, Érebos is sinister, foreboding, and "creepy" - instead of wonder, his abilities often result in observers feeling fear and paranoia.

              • What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people’s needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character’s starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.

                Érebos is driven by two things, primarily: a fanatical obsession with the Sunaj obective - which he really believes in (hook, line, and sinker), and acquisition of personal power, especially in the Shadow realm and arts. Of the "common needs" listed above, esteem, survival, wisdom and security are paramount. He is practically asexual (no time for romance games - too much to do!), so romance is not interesting to him at all. At least, he's never found a romantic interest more interesting or compelling than the two objectives outlined above.

              • What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal.

                See "two objectives" above. Nearly everything revolves around these two things for Érebos. Specifically, the ultimate goal in terms of gaining personal power would be to become a Shadow Lord. The first step is to learn the pinnacle of Shadow Magic spells, Shadow Self.

              • How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character’s methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

                Patience, time, and dedication. Érebos is fully invested and committed to achieving his goals - which are primarily Sunaj domination (including the eventual reclaiming of Atlantis, ultimately) and the acquisition of enough power to be of maximum usefulness to achieving said domination and liberation.


              • What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.

                Values: Perseverence, loyalty, ambition. Opposed to: imposed "equality"(unrealistic and undesirable), sanctity of life (death is part of the cycle), weakness of will(pitiful).

              • What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.

                1. The Prometheans: they rule center, but they are so alien that who knows their true motivations? A powerful race, but their possession of phase secrets and technology, and their ubiquitous psionic abilities, are unsettling. At least with the Aerihman, we have cultivated psionics in our clan for a greater purpose!
                2. Thaxus: We're infiltrating one of his groups now. What could the Sunaj want with one of the Megaverse's wealthiest citizens? It's anyone's guess. The man has almost limitless resources and is extremely well connected and hard to "get to" as well. We need to be careful, because Thraxus has the resources and power to find out much - including some of our darkest secrets, if he were so inclined.
                3. Center is truly massive. One could spend a century walking around and exploring it, and still never see the entire area. It is truly unique - and no one (except maybe the Prometheans) knows how it is powered, climate controlled, etc. One wonders what dark secrets lie underneath?

              • What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.

                When Érebos was created, he was the only Sunaj in a group that was low on members, and no one knew what the future held in terms of recruiting efforts and group composition. As a result, I "spread out" some of his power, so he's got several potential roles he can fill (no particular order):
                1. Magical support and powers - Shadow Mages aren't so much the "direct assault/combat" mage types, but have strong abilities to support others and conceal activities. They've got some good crowd control as well, and can be deadly when they can control their environment. While not "flashy" by nature - it *IS* "Shadow" magic for a reason, after all - their spells will prove imminently useful in the areas of crowd control (especially at higher levels), concealment/cover for others, infiltration, scouting, and invoking fear/panic in foes.
                2. Sniper/DM/Ranged Doom - I intentionally took multiple skills, laid out a path, and chose equipment with this role in mind. Érebos prefers to remain unseen wherever possible until it's too late. He can handle himself in close quarters combat, but is aware that he is a "squishy" (S.D.C.) creature - especially being around other Sunaj and T-men, many of whom are M.D.C. and have supernatural attributes. He knows where he's most useful, and that is putting his enemies in crosshairs rather than being in them himself.
                3. Pilot (he can pilot any spacecraft - though he doesn't have navigational skills yet)
                4. Armorer I took this skill initially so that he could modify/adjust/maintain his own weapons for Sniping, but can fill this role if need be as well for the group.

                Roles 3 and 4 above are intended as "backup" roles - if the group needs it, I can do it - but roles 1 & 2 are what I had in mind when creating the character and what he's aiming for

              • What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.

                As a player, I definitely value attention to detail in rules and other areas. Make a sincere effort! No one is expecting supreme quality with every post, and we all make mistakes - but try. That's one reason I'm doing this post - to help flesh out more of this character.

              Re: Érebos (Sunaj Shadow Mage) [Leader]

              PostPosted: Thu Jun 04, 2020 7:58 pm
              by Érebos
              Level & EP Roll Sheet

              Level 5:
              5, 5

              Chance to develop allergy to sunlight: 5% * level (5) = 25% 1d100:
              Not this time...