Monday 31 October 2016

Sorcery: Shadow Magic

Sorcery: Shadow Magic

Tome of Magic probably is my favorite supplement for Dungeons and Dragons 3.5. It presents three distinct and unique magic subsystems and has amazingly well-written flavor. Pact magic deals with binding vestiges to your soul and gaining their abilities. Shadow magic is all about the shadows of all things, be they living or abstract, like magic. Truename magic allows the user to manipulate the world with the universal true language. Mechanically, only the first third was well done, the other two thirds range from underwhelming to unplayably broken. First, I'll present here a way to convert shadow magic into Sorcery.

Shadow Magic is a branch of arcane magic that also utilizes the Sorcery system (closer to Wizardry), although with some differences.
Shadowcasters mix the energies of the Shadow Plane with the ambient mana to create magical effects. They do not need magical incantations, but always require gestures. The required precision of the gestures applies the Requires Gestures, -10% limitation to all shadow spells.
While the shadowcaster is casting a spell, his shadow performs different movements. This can be noticed with a successful Vision roll.
Unlike with a normal wizard, shadowcaster's College Skills are based on DX, not IQ.
The Wizardly Study advantage has the Limited Scope, Shadow Magic, -20% limitation. 
Shadow magic has the following College Skills:
- College of Darkness (manipulation of light, shadow, and magic);
- College of Shadow Conjuration (creation of items and projectiles of hard shadowstuff, transportation to the Shadow Plane and back, and so on);
- College of Shadow Evocation (creates black fire that deals cold damage instead of fire, fatigue draining).

Finally, Wizardly Study (Shadow) costs 7.2 points base + 4.32 points per point of abilities.

SPELLS

Afraid of the Dark
Keywords: Resisted (Will).
Full Cost: 33 points for level 1 + 11 points/additional level.
Casting Roll: College of Darkness (DX/Very Hard).
Range: 10 yards.
Duration: Instantaneous.

You draw forth a twisted reflection of your foe from the Plane of Shadow. The image unerringly touches the subject, filling his mind with terror. You can target any sapient creature within 10 yards. Roll a Quick Contest of your skill against the subject’s Will. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Afraid of the Dark for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Afraid of the Dark 4, the subjects must make Fright Checks at 3.

Statistics: Terror (Accessibility, Only on sapient creatures, -10%; Active, +0%; Based on DX, Own Roll, +20%; Presence, +25%; Requires Gestures, -10%; Sorcery, -15%) [33]. Additional levels add 1 to the Fright Check [+11].

Arrow of Dusk
Keywords: Missile, Obvious.
Full Cost: 6 points/level.
Casting RollCollege of Shadow Evocation (DX/Very Hard). Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

A bolt of shadow springs from your hand, draining vitality where it strikes. This attack deals 1d fatigue damage per level.
Statistics: Fatigue Attack (Blockable, -5%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%) [6/level].

Aura of Shade
Keywords: Buff.
Full Cost: 24 points for level 1 + 6 points/additional level.
Casting Roll: College of Darkness (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

You protect the subject from low temperatures and cold energy with a thin layer of that energy’s shadowy reflection. Each level of this spell adds HT degrees to the subject’s comfort zone cold comfort zone, provides DR 5 against cold damage (this includes fatigue damage from freezing and cold damage from spells and other supernatural effects). This DR takes the form of a field projected a short distance from the subject’s body. This protects his body – including the eyes – as well as anything he is carrying, and reduces the damage from attacks before armor DR. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, B80). Additionally, the subject is sheathed in cold that deals 1d burning damage (no incendiary effect, the damage comes from extreme cold) to enemies who touch his body. If all DR gained from this spell is depleted, the spell ends.
Statistics: Affliction 1 (HT; Advantage, Aura of Shade, +110%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%; Terminal Condition, DR depletion, -10%) [24]. Notes: “Aura of Shade” is Temperature Tolerance 1 (Cold; Magical, -10%) [1] + Damage Resistance 5 (Ablative, -80%; Force Field, +20%; Limited, Cold, -40%; Magical, -10%) [5] + Burning Attack 1d (Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%) [5]. Each additional level adds an extra level of Temperature Tolerance and DR 5 [+6].

Bend Perspective
Keywords: None.
Full Cost: 100 points.
Casting Roll: College of Darkness (DX/Very Hard).
Range: 10 yards.
Duration: Indefinite.

You can displace all of your sight to a point outside your body. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To initiate Bend Perspective, pick the desired viewpoint (which can be inside something) and its facing, and then make a skill roll. You need to concentrate for a minute and make a skill-5 roll if your desired viewpoint is out of sight.
On a success, you can use your sight as if you were physically present at the viewpoint. You can see the environment around your body while using your ability. You can still only pay attention to one vision. At the start of each turn in combat, state whether you’re giving priority to your natural sight or your remote one. All tasks that depend on the sight you aren’t prioritizing – including attack rolls, defense rolls, and Sense rolls – are at -4.
Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed chest, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Bend Perspective for as long as you like.
On failure by 1, your sight goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced sight, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Statistics: Clairsentience (Aware, +50%; Based on DX, Own Roll, +20%; Clairvoyance, -10%; Fixed Range, -5%; Requires Gestures, -10%; Second Nature, +70%; Sorcery, -15%) [100].

Black Candle
Keywords: Area (Fixed).
Full Cost: 85 points.
Casting Roll: College of Darkness (DX/Very Hard).
Range: 100 yards.
Duration: Indefinite.

You draw on extraplanar shadow or banish existing shadows to let in the light. You can increase or decrease illumination in a 5-yard radius area. This change can increase or decrease the illumination penalties by 5 or less.
Statistics: Control Visible Light 5 (Based on DX, Own Roll, +20%; Only to change illumination, -50%; Ranged, +40%; Requires Gestures, -10%; Sorcery, -15%) [85].

Black Fire
Keywords: Area (Leveled).
Full Cost: 3 points for level 1 + 1 point/additional level.
Casting Roll: College of Shadow Evocation (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may create a patch of black fire, which will burn regardless of fuel for the next ten seconds. This black fire cannot ignite anything, because the damage comes from extreme cold, not heat.
The 1st-level version of this spell lets you create fire in up to a two-yard radius. Every additional level doubles this radius: four yards for 4 points, eight yards for 5 points, and so on. You may always choose to affect a smaller area.
Statistics: Burning Attack 1d-2 (Area Effect, 2 yards, +50%; No Incendiary Effect, -10%; Persistent, +40%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%; Variable, Area, +5%) [3]. Improved versions add Area Effect (+50%) [+1].

Bolster
Keywords: Buff.
Full Cost: 32 points.
Casting Roll: College of Shadow Conjuration (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

By linking the creature touched and the Plane of Shadow, you temporarily trade some of its traits for more potent ones belonging to creatures of that shady realm. The subject gains a +2 bonus to HT. For the duration of the effect, the subject’s shadow grows larger than normal, and its movements are very slightly uncoordinated with those of the subject. An observer can notice this characteristic by making a Per check.
Statistics: Affliction 1 (HT; Advantage, Bolster, +180%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [32]. Notes: “Bolster” is HT+2 (Magical, -10%; Temporary Disadvantage, Supernatural Features (Shadow Movements), -1%) [18].

Cancel Spells
Keywords: None.
Full Cost: 10 points.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Self.
Duration: Instantaneous.

You may immediately terminate one or more ongoing spells that you had cast. They do not resist; they immediately end. Don’t apply any range penalties; you are always the subject of Cancel Spells, even for spells that were not cast upon your mind or body. Cancel Spells works on spells that are immune to Dispel Magic – but only if they’re your spells.
This does not undo any secondary effects that happened due to those spells; e.g., if your magical campfire has set the forest ablaze, that tiny part of the conflagration is all that snuffs out when you dispel it.
Statistics: Neutralize Magic (Accessibility, Own spells only, 50%; Interruption, 50%; Precise, +20%; Based on DX, Own Roll, +20%; Requires Gestures, -10%; Sorcery, 15%) [10].

Caul of Shadows
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: College of Darkness (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The target becomes surrounded with a pattern of shifting shadows that protects it from attacks (DR 2) for 30 minutes, but does not provide any bonus to Stealth.
Statistics: Affliction 1 (HT; Advantage, Caul of Shadows, +110%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [25]. Notes: “Caul of Shadows” is Damage Resistance 2 (Force Field, +20%; Magical, -10%) [11].

Congress of Shadows
Keywords: Information.
Full Cost: 29 points.
Casting Roll: College of Darkness (DX/Very Hard). (DX/Hard).
Range: Unlimited.
Duration: Indefinite.

You look toward your shadow and speak a few words knowing that some distance away, a subject hears them. You can transmit thoughts directly to others via shadow magic.
You can send words at the speed of ordinary speech or pictures at the speed at which you could draw them. To establish contact requires one second of concentration and a skill roll. After that, no concentration is required. You can maintain multiple contacts, but the skill roll is at a cumulative -1 per contact after the first.
Your subject receives your thoughts even if he lacks this ability. Range is theoretically unlimited, but the skill roll to use this ability takes the range penalties given under Long-Distance Modifiers (p. B241). If you cannot see or otherwise sense your subject, you have an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
Statistics: Telesend (Based on DX, Own Roll, +20%; Requires Gestures, -10%; Sorcery, -15%) [29].

Consume Essence
Keywords: Resisted (HT).
Full Cost: 47 points.
Casting Roll: College of Shadow Evocation (DX/Very Hard). Use DX or unarmed combat skills to hit.
Range: Touch.
Duration: Instantaneous.

You reach out and peel the subject’s shadow away, then wrap it inside your own. You touch your victim, and if you win a Quick Contest of your skill versus the victim’s HT, the victim suffers an incapacitating heart attack, and will die in minutes unless treated; see Mortal Conditions (p. B429).
Statistics: Affliction 1 (HT; Heart Attack, +300%; Melee Attack, Reach C, -30%; Based on DX, Own Roll, +20%; Malediction 1, +100%; Requires Gestures, -10%; Sorcery, 15%) [47].

Curtain of Shadows
Keywords: Area (Leveled).
Full Cost: 9 points for level 1 + 2.5 points/additional level*.
Casting Roll: College of Shadow Evocation (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You create a wall of frigid shadow. It impedes vision, and inflicts 1d burning damage on anyone who attempts to cross it, but an intruder can traverse it provided he is not stunned, knocked out, killed, etc. by its effects. This burning damage cannot ignite anything, because the damage comes from extreme cold, not heat. At level 1, you get a six-yard-long by two-yard-wide wall. Every additional level doubles these dimensions. You can always choose to create a wall with smaller dimensions.
Statistics: Burning Attack 1d (Area Effect, 2 yards, +50%; No Incendiary Effect, -10%; Persistent, +40%; Variable, Area, +5%; Wall, Permeable, +30%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%) [9]. Improved versions add Area Effect (+50%) [+2.5*].
* Calculate the total cost and then round down (because the base ability costs just 9.5 points before rounding). Level 2 costs 12 points, level 3 costs 15 points, level 4 costs 17 points, level 5 costs 20 points, and so on.

Dancing Shadows
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: College of Darkness (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

You draw the shadows around yourself or other subjects, where they waver and shift, partially obscuring form. In any situation where being seen is a factor, the subject get +4 to Stealth skill when perfectly still, or +2 if moving. This spell impedes only normal vision and Infravision. This spell provides its benefits to the subject only if it is not carrying or wearing more than its light encumbrance.
Statistics: Affliction 1 (HT; Advantage, Dancing Shadows, +130%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [27]. Notes: “Dancing Shadows” is Chameleon 2 (Can Carry Objects, Light Encumbrance, +20%; Extended, Infravision, +20%; Magical, -10%) [13].

Dark Air
Keywords: Area (Leveled).
Full Cost: 30 points/level.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Special.
Duration: Indefinite.

Reaching out with your mind to the darkness attached to your soul, you infuse nature with shadow and compel it to do your will. You can change the wind within the spell's range. Every three full levels of this spell give -1 or +1 to rolls that could be hindered or helped by wind, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows. Area of effect is 0.1 × level miles in radius.
Statistics: Control (Winds; Based on DX, Own Roll, +20%; Natural Phenomenon, +100%; Requires Gestures, -10%; Sorcery, -15%) [30/level].

Dark Water
Keywords: None.
Full Cost: 39 points/level.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Special.
Duration: Indefinite.

Reaching out with your mind to the darkness attached to your soul, you infuse nature with shadow and compel it to do your will. You can affect up to 10 x (level squared) lbs. of water in the form of a single object or amorphous mass. This control doesn’t work on complex, manufactured artifacts unless they’re made almost entirely of water.
To control water, you must touch the target object or material. This takes a second and requires a successful unarmed melee attack. If someone is wearing or carrying the target item, he may defend against your touch. If your touch succeeds, make an immediate skill roll to establish control and pay 1 FP.
If your target is already under someone else’s direct control, roll a Quick Contest. You roll against skill; they roll against IQ if using Control or Telekinesis, their skill level if using a spell, and so on. You must win to establish control. Likewise, others can overpower your Control by winning a Quick Contest against your skill.
After establishing control, you can reshape the target. Forming a simple shape (blob, column, sphere, etc.) requires a Concentrate maneuver but no die roll. If the result is meant to be beautiful or functional, though, the GM may deem the effort a long task (see p. B346) and require skill rolls against Armoury, Artist, Machinist, and so on. You can work without tools, but you must know what you’re doing.
You can also cause the target to elongate or flow at a Move equal to your Control level. This requires constant concentration. The target needn’t remain in contact with you, but Control isn’t Telekinesis. You can make water ooze, roll, or seep along the ground or a surface, and even reshape it in ways that defy gravity.
Control includes the ability to make minor, “cosmetic” changes. You can produce such effects incidentally when reshaping or moving water.
When you stop concentrating, you immediately give up control. Stable forms become permanent, while unstable ones collapse instantly.
Defensively, Control over matter lets you move or shape your element to obstruct attacks. This requires a Concentrate maneuver. Such barriers give whatever cover the material normally provides.
Offensively, Control is more limited. By concentrating, you can move an existing water hazard onto a foe, but this is only as harmful as the underlying substance. Nonhazardous water merely impedes his movement, like any object of that weight. In all cases, your foe can dodge.
If a foe is standing in an area where you control water – or if you can move water onto him – you may inflict combat penalties on him. This requires flexibility on the GM’s part: Tricks like this require a Concentrate maneuver and an IQ or Tactics roll. For example, Dark Water 3 could rock a boat to cause the occupants to take a -3 penalty to attack rolls.
Statistics: Control (Water; Based on DX, Own Roll, +20%; Natural Phenomenon, +100%; Requires Gestures, -10%; Sorcery, -15%) [39/level].

Dark Soul
Keywords: Resisted (Will).
Full Cost: 35 points.
Casting Roll: College of Shadow Conjuration (DX/Very Hard).
Range: Unlimited.
Duration: 30 minutes.

You turn the dark energies from the Plane of Shadow upon another sapient creature, compelling it to act in ways that it normally would not. The subject gains the Berserk (9) disadvantage if he fails to resist.

Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Based on DX, Own Roll, +20%; Based on Will, +20%; Disadvantage, Berserk (9), +15%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Requires Gestures, -10%; Sorcery, 15%) [35].

Dusk and Dawn
Keywords: Area (Leveled).
Full Cost: 12 points for level 1 + 5 points/additional level.
Casting Roll: College of Darkness (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may fill a two-yard-radius area with shadows. This gives -5 to all vision rolls made through it. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. The shadows do not impede Infravision.
The basic (12-point) version of this spell covers a two-yard radius. For each additional 5 points, you may double this radius; e.g., four yards for 17 points, 8 yards for 22 points, or 16 yards for 27 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure Vision 5 (Requires Gestures, -10%; Sorcery, -15%; Ranged, +50%; Requires DX Roll, -10%; Variable, Area, +5%) [12]. Additional levels add Area Effect (+50%) [+5].

Echo Spell
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Special.
Duration: Special.

Even as you recoil from your enemy’s spell, you reach into the Plane of Shadow and draw forth the spiritual reflection of that spell. You manifest it in the physical world and can use it against him. You can “echo” a spell cast by anyone other than yourself, causing it to remanifest under your control. The entire casting must have occurred in the previous 5 seconds, and you must have seen the caster perform the casting to “echo” the spell. You get one “use” of the spell – which means exactly what it does for Limited Use (p. B112). If the ability comes in dice or levels, you produce effects equal to one level or 4 points worth, whichever is better. You can “echo” a spell only once per day per level of Echo Spell. You can “echo” only arcane spells. Echo Spell replaces the required spellcasting roll, but all other rolls, such as Innate Attack (Gaze) to target the spell, must me made normally.
Statistics: Wild Talent (Accessibility, Within 5 seconds of witnessing the casting, -10%; Focused, Spells, -20%; External, Enemy, -20%; Game Time, +0%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%) [4/level].

Ephemeral Image
Keywords: Area (Leveled).
Full Cost: 44 points for level 1 + 12.5 points/additional level*.
Casting Roll: College of Darkness (DX/Very Hard). Use skill or Artist (Illusion) to determine how convincing it is.
Range: 100 yards.
Duration: Indefinite.

You can create an illusion anywhere that you can see within 100 yards; see Area (GURPS Thaumatology - Sorcery, p. 9) for the size. It affects hearing as well as vision, but special senses such as Infravision or Vibration Sense are not fooled. You must win a Quick Contest of skill – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to your roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to block line of sight or act as white noise to mask quiet conversation.
You must concentrate to change the illusion or to have it behave “intelligently” (e.g., to make an illusionary person talk). Without concentration, it will conform to your expectations for how it should behave; e.g., an illusionary wolf will shy from a torch or snarl if someone comes close.
Statistics: Illusion (Based on DX, Own Roll, +20%; Independence, +40%; Ranged, +40%; Requires Gestures, -10%; Sorcery, 15%) [44]. Additional levels add Area Effect (+50%) [+12.5*].
* Calculate the total cost and then round up (because the base ability costs just 43.75 points before rounding). Level 2 costs 57 points, level 3 costs 69 points, level 4 costs 82 points, level 5 costs 94 points, and so on.

Ephemeral Storm
Keywords: Area (Leveled).
Full Cost: 17 points for level 1 + 7 points/additional level.
Casting Roll: College of Shadow Evocation (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.

The air explodes with shadowy tendrils that slice like blades. This spell deals 2d cutting damage to everything in the target area.
The 1st-level version of this spell lets you affect an area of a two-yard radius. Every additional level doubles this radius: four yards for 24 points, eight yards for 31 points, and so on. You may always choose to affect a smaller area.
Statistics: Cutting Attack 2d (Area Effect, 2 yards, +50%; Variable, Area, +5%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%) [17]. Improved versions add Area Effect (+50%) [+7].

Feign Life
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: College of Darkness (DX/Very Hard).
Range: 10 yards.
Duration: Indefinite.

This spell enables inanimate objects to flex. The minimum level required to animate something equals its HP if unliving, half its HP if homogenous (see Object Hit Points Table, p. B558). An animated object can grab, lift, strike, and throw with ST equal to the Feign Life level needed to animate it. It has your DX. It can walk and jump if it isn’t fixed in place; Move equals your Feign Life level minus the level needed to animate it. You can use skills through animated items – but note that objects other than statues and mannequins usually have No Fine Manipulators. Objects return to their rest state once you give up control. The object can fly, provided it has wings, rotors, etc. (like a toy dragon or model helicopter). Feign Life requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. The animated items grow dark and warped, becoming more sharp-edged and appearing slightly worn or decayed for the duration of the effect.
Statistics: Telekinesis (Animation, -20%; Nuisance Effect, Visible Decay, -5%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%) [2/level].

Flesh Fails
Keywords: Resisted (HT).
Full Cost: 25 points.
Casting Roll: College of Shadow Conjuration (DX/Very Hard).Use DX or unarmed combat skills to hit.
Range: Touch.
Duration: 30 minutes.

You open your enemy to the darkness, trading his physical attributes for weaker abilities belonging to creatures of shadow. You touch your victim, and if you win a Quick Contest of your skill versus the victim’s HT, the victim suffers temporary attribute loss. The victim is at -2 to ST, HT, and DX for 30 minutes. Lower all skills based on reduced attributes by a like amount. ST penalties also reduce BL and damage. Secondary characteristics are not otherwise affected; for instance, HT reduction does not affect Basic Speed or FP.
Statistics: Affliction 1 (HT; Attribute Penalty, -2 to ST, -2 to DX, -2 to HT, +40%; Based on DX, Own Roll, +20%; Fixed Duration, +0%; Extended Duration, 10x, +40%; Melee Attack, Reach C, -30%; Malediction, +100%; Requires Gestures, -10%; Sorcery, 15%) [25].

Flicker
Keywords: None.
Full Cost: 55 points.
Casting Roll: College of Shadow Conjuration (DX/Very Hard).
Range: 10 yards.
Duration: Instantaneous.

You flash through the conduits and pathways of the Plane of Shadow, manifesting in multiple locations in the real world.
You can teleport yourself (and equipment up to your No Encumbrance limit) to anywhere within 10 yards. To do so, make a skill roll with a -5 penalty. You may Concentrate for 1 second prior to teleporting to remove the penalty. If you succeed, you immediately vanish and appear at the new destination. If you fail, you stay where you are. Repeated attempts within 10 minutes of the last use are at an extra -5 penalty, and they apply even if you’re teleporting to a different destination.
On a critical failure, in addition to any other effects, you teleport to the wrong place (GM’s call) and your ability “burns out” for 1d hours!
You can avoid one attack on your turn with Flicker. Roll against your skill, with a -5 penalty for no preparation time. If successful, you disappear before the attack can hit and reappear somewhere random within 10 yards. If there is no safe place to reappear, your roll fails automatically.
Statistics: Warp (Blind Only, -50%; Based on DX, Own Roll, +20%; Gyroscopic, +10%; Range Limit, 10 yards, -50%; Reliable 10, +50%; Requires Gestures, -10%; Sorcery, -15%) [55].

Flood of Shadow
Keywords: Area (Leveled).
Full Cost: 20 points for level 1 + 5 points/additional level.
Casting Roll: College of Shadow Conjuration (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You inundate the area with strange energies from the Plane of Shadow, warping the effects of magic. You negate magical energy (“mana”) in your vicinity, making it difficult or impossible for others to cast spells. Flood of Shadow reduces the local mana level by one step, but only for people and things in the target area. For instance, a wizard could throw a fireball at somebody in the area unhindered, but he would find it difficult to use magic to turn a person in the area to stone or read their mind. For details, see Mana (B235 and Sorcery p.23). This spell does not impede shadow magic.
The basic (20-point) version of this spell covers a two-yard radius. For each additional 5 points, you may double this radius; e.g., four yards for 25 points, 8 yards for 30 points, or 16 yards for 35 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Mana Damper 1 (Area Effect, 2 yards, +100%; Accessibility, Not versus shadow magic, -15%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%; Ranged, +40%; Variable, Area, +5%) [20]. Additional levels add Area Effect (+50%) [+5].

Killing Shadows
Keywords: Area (Special), Obvious, Resistible (HT).
Full Cost: 12 points/level.
Casting Roll: College of Shadow Evocation (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 50 yards.
Duration: Instantaneous.

Your eyes turn black and shoot forth a shadowy cone of punishment. Your attack spreads to affect everyone in a cone-shaped area. The cone’s maximum width is 6 yards at the attack’s maximum range. This attack must touch bare skin to have any effect. This attack ignores all DR, only targets with the Sealed advantage are immune. Every target in the area must roll against HT. If it fails to resist, it takes an amount of dice of toxic damage equal to this spell’s level.
Statistics: Toxic Attack 1d (Cone, 6 yards, +110%; Contact Agent, +150%; Reduced Range, 1/2, -10%; Increased 1/2D, 10x, +15%; Resistible, HT, -30%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%) [12/level].

Langour
Keywords: Resisted (Will).
Full Cost: 34 points.
Casting Roll: College of Shadow Conjuration (DX/Very Hard).
Range: Unlimited.
Duration: 30 minutes.

You channel shadowstuff into the subject’s shadow, literally weighing him down under its weight. The target’s Basic Move is reduced by 3 for the duration of this spell, if he fails to resist.
Statistics: Affliction 1 (Will; Based on DX, Own Roll, +20%; Based on Will, +20%; Disadvantage, Basic Move-3, +15%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Requires Gestures, -10%; Sorcery, 15%) [34].

Life Fades
Keywords: Resisted (Will).
Full Cost: 27 points for level 1 + 26.5 points/additional level*.
Casting Roll: College of Shadow Evocation (DX/Very Hard).
Range: Unlimited.
Duration: Instantaneous.

A wave of darkness washes over the subject, sapping his energy into the Plane of Shadow. Make a Quick Contest of your skill versus the victim’s Will, using the range penalties on the Size and Speed/Range Table (p. B550). If you win, you deal 1d fatigue damage per level.
Statistics: Fatigue Attack (Based on DX, Own Roll, +20%; Malediction 2, +150%; No Signature, +20%; Requires Gestures, -10%; Sorcery, 15%) [27]. Every additional level adds 26.5 to the cost*.
* Calculate the total cost and then round down (because the total cost before rounding is 27.5). Level 2 costs 54 points, level 3 costs 81 points, level 4 costs 109 points, level 5 costs 136 points, and so on.

Liquid Night
Keywords: None.
Full Cost: 1 point.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Touch.
Duration: Indefinite.

While in an area of dim illumination (illumination penalty of -3 or less) you can use the shadows as ink. You can write with the same speed, as if you were using an ink pen. The shadow ink dries up instantly, leaving the text you had in mind on paper, parchment, or anything else you are holding. This ink emits a dim glow while in an area of dim illumination, but does not provide any illumination itself.
Statistics: Accessory (Liquid Night) (Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%) [1].

Mesmerizing Shade
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Unlimited.
Duration: 3 minutes.

Shadows flicker before the eyes and in the mind of the subject creature, which suddenly seems to be disoriented. If you win a Quick Contest of your skill versus the victim’s Will, using the range penalties on the Size and Speed/Range Table (p. B550), the victim suffers temporary attribute loss. The victim is at -2 to IQ and DX for 3 minutes. Lower all skills based on reduced attributes by a like amount. IQ reductions also apply to Will and Perception. This spell can only affect sapient creatures.
This spell only affects someone who is using vision. For instance, it cannot affect a blind subject or someone with his eyes closed. Advantages (such as Protected Sense, p. B78) and equipment that protect vision give a bonus to the resistance roll.

Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Attribute Penalty, 2 to DX, -2 to IQ, +40%; Based on Will, +20%; Based on DX, Own Roll, +20%; Fixed Duration, +0%; Malediction 2, +150%; Vision-Based, -20%; Requires Gestures, -10%; Sorcery, 15%) [28].

Mystic Reflections
Keywords: Information.
Full Cost: 8 points.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Unlimited.
Duration: Instantaneous.

You peer slightly into the Plane of Shadow and can see the distortion in an object’s shadow-self caused by the presence of magic. Determines whether the subject (person, object, or area) is under the effects of magic; enchanted items definitely count. The GM will secretly roll against the caster’s skill minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the spells in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.
Statistics: Detect (Magic; Based on DX, +20%; Requires Gestures, -10%; Sorcery, 15%; Touch- or Vision-Based, 15%) [8].

Pass into Shadow
Keywords: None.
Full Cost: 90/100/110/120/140 points for levels 1-5.
Casting Roll: College of Shadow Conjuration (DX/Very Hard). Special casting time (see below).
Range: Self.
Duration: Instantaneous.

This spell allows you to travel between the Shadow Plane and the Material Plane.
To initiate a jump, you must visualize your destination, concentrate for 10 seconds, and make a skill roll. You may hurry the jump, but your roll will be at -1 per second of concentration omitted (-10 to jump with no preparation at all). On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination, which can be any place the GM wishes!
You appear at your destination at exactly the same place you left your previous plane – or as close as possible. This means the same place, but on a parallel world. If there is no corresponding “safe” location within 100 yards of your destination – for instance, if you jump while on an airplane to a destination with no plane at your location, or from a half-mile deep mine to a destination with no corresponding mine – the jump will fail and you will know why it failed. This does not prevent you from jumping into other types of danger, such as radiation, gunfire, or wild animals. If you have Danger Sense, the GM should roll before you make a hazardous jump; on a success, you get a warning.
You can carry up to Basic Lift when you travel.
Statistics: Jumper (Interplanar; Based on DX, Own Roll, +20%; Improved, +10%; Limited Access, 20%; Requires Gestures, -10%; Magical, 10%) [90]. Level 2 adds Extra Carrying Capacity, Light, +10% [+10]. Level 3 improves it to Extra Carrying Capacity, Medium, +20% [+10]. Level 4 improves it to Extra Carrying Capacity, Heavy, +30% [+10]. Level 5 improves it to Extra Carrying Capacity, Extra Heavy, +50% [+20]. Note: The Improved enhancement removes the auto-fail on 14+.

Piercing Sight
Keywords: Buff.
Full Cost: 51 points.
Casting Roll: College of SDarkness (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

You view the shadow reflection of the world around you, allowing you to penetrate darkness and mystical obstructions. This spell allows the target to see in absolute darkness. He suffers no skill penalties for darkness, no matter what its origin. However, he cannot see colors in the dark. Additionally, this spell allows the target to see objects or individuals that are normally invisible. This only covers magical invisibility.
Statistics: Affliction 1 (HT; Advantage, Piercing Sight, +370%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [51]. Notes: “Piercing Sight” is Dark Vision (Magical, -10%) [23] + See Invisible (Magic; Magical, -10%) [14].

Prison of Night
Keywords: Missile, Obvious.
Full Cost: 2.3 points/level*.
Casting Roll: College of Shadow Conjuration (DX/Very Hard). Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You solidify extraplanar shadow, creating a solid prison of darkness. On hit, your attack pins the target. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the Prison of Night with an Innate Attack, or to try to break free using ST (not Escape skill). If he tries to break free and fails, he is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he cannot escape on his own!
To break free, the victim must win a Quick Contest of ST against the ST of your Prison of Night. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Prison of Night. Innate Attacks hit automatically. External attacks on the Prison of Night take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, B392).
The Prison of Night has DR equal to 1/3 your level (rounded down). Each point of damage reduces ST by one. At ST 0, the Prison of Night is destroyed and the victim is freed.
Statistics: Binding (Engulfing, +60%; One-Shot, -10%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%) [2.3/level*].
* Calculate the total cost, then round up.

Shadow Enchantment
Keywords: Obvious.
Full Cost: 37 points.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Touch.
Duration: Permanent.

See Chapter 3 of GURPS Thamuatology - Sorcery for details on this spell and enchanting items in general. This spell cannot be enchanted into an item! This spell only allows to enchant shadow spells.
Statistics: Affliction 1 (Accessibility, Only to build magical items, -40%; Based on DX, Own Roll, +20%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Limited Use, 1/day, -40%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Sorcery, -15%; Special Enhancements, see GURPS Thaumatology - Sorcery, p. 31, +1,080%) [36] + Extra Option (Limited access to meditative study for enchanting) [1]. Note: The actual cost of 177 points is divided by five due to this ability being character-point powered.

Shadow Investiture
Keywords: Buff.
Full Cost: 63 points.
Casting Roll: College of Darkness (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You draw the subject’s shadow to you and sculpt it into a new shape. The subject warps even as its shadow does. You infuse the subject with the power contained in its own shadow. This spell adds 2xHT degrees to the subject’s comfort zone cold comfort zone, provides DR 4 against cold damage (this includes fatigue damage from freezing and cold damage from spells and other supernatural effects). This DR takes the form of a field projected a short distance from the subject’s body. This protects his body – including the eyes – as well as anything he is carrying, and reduces the damage from attacks before armor DR.
In addition, this spell allows the target to see in absolute darkness. He suffers no skill penalties for darkness, no matter what its origin. However, he cannot see colors in the dark.
Finally, this spell grants the target a +1 bonus to his Dodge score.
Statistics: Affliction 1 (HT; Advantage, Shadow Investiture, +530%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [63]. Notes: “Shadow Investiture” is Temperature Tolerance 2 (Cold; Magical, -10%) [2] + Damage Resistance 4 (Limited, Cold, -40%; Force Field, +20%; Magical, -10%) [14] + Dark Vision (Magical, -10%) [23] + Enhanced Dodge 1 (Magical, -10%) [14]. Each additional level adds an extra level of Temperature Tolerance and DR 5 [+6].

Shadow Skin
Keywords: Buff.
Full Cost: 25 points for level 1 + 5 points/additional level.
Casting Roll: College of Shadow Conjuration (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Semisolid shadows rise up and serve as protectors, flickering around you and absorbing some of the damage you might otherwise have taken. This spell grants the target DR equal to the level of this spell. This DR takes the form of a field projected a short distance from the subject’s body. This protects his body – including the eyes – as well as anything he is carrying, and reduces the damage from attacks before armor DR. This DR does not protect against magic damage.
Statistics: Affliction 1 (HT; Advantage, Shadow Skin, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [25]. Additional levels increase the granted DR by 1 [+5/level]. Notes: Every level of “Shadow Skin” is Damage Resistance (Not versus Magic, -15%; Force Field, +20%; Magical, -10%) [5/level].

Shadow Time
Keywords: Area (Leveled), Resisted (Will, Special).
Full Cost: 142 points for level 1 + 5 points/additional level.
Casting Roll: College of Shadow Conjuration (DX/Very Hard).
Range: Unlimited.
Duration: 30 minutes.

The affected area is temporarily frozen in time. Every person, thing, movement of nature, etc., is completely immobilized (even in midair) – and nothing that anyone outside of the area does will affect them. Anyone entering the “time bubble” is frozen as well. Those within are completely immune to damage, poison, aging, and so on. This spell can thus save the lives of people about to be caught in a mudslide – or freeze your foes while you fire a few hundred arrows at them. (The arrows will stop once they enter the “bubble,” but once time resumes, so do they . . .)
Unless everyone within the area is willing, the person with the highest effective Will resists. The spell is all-or-nothing; if that one person resists, then the spell fails, but if not, then it works. If the GM is uncertain of who has the best resistance roll (e.g., one person has high Will while another has modest Will but also Luck), he can pick two, roll for both, and average their margins of success for the Quick Contest.
This spell cannot be countered via Dispel Magic (GURPS Thaumatology - Sorcery, p. 21), only by Remove Curse (GURPS Thaumatology - Sorcery, p. 21).
Statistics: Affliction 1 (Will; All or Nothing, below, 10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Based on DX, Own Roll, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Requires Gestures, -10%; Sorcery, 15%; Temporal Stasis, +1,000%; Variable, Area, +5%) [142]. Additional levels add Area Effect (+50%) [+5].

Shadows Fade
Keywords: Area (Leveled), Resisted (Will or spell).
Full Cost: 65 points for level 1 + 25 points/additional level.
Casting Roll: College of Darness (DX/Very Hard).
Range: Unlimited.
Duration: Instantaneous.

You reach into shadow and draw forth the reflection of active magic, merging it with that magic and causing them to cancel each other.
Attempts to negate every instance of magic within the area. Shadows Fade does not care if the spell is beneficial or harmful; if the subject of that spell is within the area, this spell attempts to counter it. Casting Shadows Fade on another magician will remove any Buff spells and such that he’d previously cast upon himself, but does not affect any of his more distant ongoing spells nor his spellcasting ability.
Note how much the sorcerer’s skill roll (minus range penalties) succeeds by; every spell in the area resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the sorcerer wins, the spell dissipates; it may be recast normally.
Shadows Fade has no effect on instantaneous spells (which don’t stick around) or on the secondary effects of lasting spells (e.g., if a mind-controlled bear has mauled people, their wounds don’t go away). Also, some spells explicitly state that they are unaffected by Dispel Magic or Shadows Fade; such spells require more powerful countermagic, usually Remove Curse (GURPS Thaumatology - Sorcery, p. 21) or Unravel Dweomer (below). It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, 10%; Area Effect, 2 yards, +50%; Based on DX, Own Roll, +20%; Interruption, 50%; Ranged, +40%; Requires Gestures, -10%; Sorcery, 15%; Variable, Area, +5%) [65]. Additional levels add Area Effect (+50%) [+25].

Sharp Shadows
Keywords: Buff.
Full Cost: 11 points.
Casting Roll: College of Shadow Evocation (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You cloak the target in sharp spikes of darkness, located on strategic parts of his body. Although they are weightless and do nothing to impede the target, the target’s foes soon discover that they’re not so lucky.
This is defensive weaponry, intended to discourage attackers; the target cannot use his Sharp Shadows actively. However, he gets a DX-4 roll to hit each foe in close combat with him once per turn, as a free action. He rolls at +2 against foes who attacked him from behind. Those who grapple or slam the target are hit immediately and automatically – and those who slam the target take maximum damage!
The shadow spikes are one or two inches long. They do 1d-2 impaling damage and have Reach C.
Statistics: Affliction 1 (HT; Advantage, Sharp Shadows, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [11]. Notes: “Sharp Shadows” is Short Spines (Magical, -10%) [1].

Soul Puppet
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: College of Shadow Conjuration (DX/Very Hard).
Range: Unlimited.
Duration: Indefinite.

Tendrils of shadow creep from your fingers, through the Plane of Shadow, and into the soul of the subject by way of its own shadow. You now control the creature’s actions as if it were a puppet. This spell can only affect sapient creatures.
You can mentally dominate those you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your skill vs. your subject’s Will. Use the following modifiers: Range penalties to the subject (see B550); -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour.
If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage (p. B150), with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers for one minute per point by which you won the Quick Contest. If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!
Your victims have no initiative while under your control, and temporarily acquire Slave Mentality (p. B154).
Anyone observing the subject with the True Sight, the spell Truth Revealed, or a similar ability sees tendrils of darkness extending a few feet from the subject before fading into nothingness. Similarly, anyone observing you while using similar abilities notices tendrils extending from your fingers, also fading into nothing.
Statistics: Mind Control (Accessibility, Only on sapient creatures, -10%; Based on DX, Own Roll, +20%; Nuisance Effect, Detectable with True Sight, -5%; Puppet, -40%; Requires Gestures, -10%; Sorcery, 15%) [20].


Summon Umbral Servant
Keywords: None.
Full Cost: 26 points.
Casting RollCollege of Shadow Conjuration (DX/Very Hard).
Range: Special, see below.
Duration: Hours equal to margin of victory on Quick Contest of Will.

You summon a shadow elemental (worth 75% or less of your point value). The GM will create this being, but you can request one that meets broad criteria. Alternatively, if you know a specific being you want to call, you can summon it (although if you do not have its True Name or some equally significant identifier, you are at -5 on the casting roll). A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -5, increasing by -5 for every intervening dimension. The Prime Material Plane is considered adjacent to the Plane of Shadow, where shadow elementals come from. Thus, preparations that mitigate the penalty usually are required.
The summoning itself requires 10 minutes of preparation and ritual. At the end of the casting, you must pay 1 FP and make a Quick Contest of skill vs. Will against the elemental to force it to appear. If you are victorious, the elemental arrives. It then makes a reaction roll. On Poor or worse, treat it as an Unwilling Ally – it will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, it will serve you reasonably faithfully.
You can also summon shadow elementals to answer questions. Treat this as a Contact Group with an appropriate knowledge category, an effective skill of 18, and a reliability that depends on the reaction roll: Unreliable for Poor or less, Somewhat Reliable on a Neutral reaction, Usually Reliable for Good, and Completely Reliable for Very Good or Excellent reactions. Unlike most sorcery with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the summoned being. However, there is no FP cost to maintain this spell, only to cast it. A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
Two other versions of this spell summon beings of different potency. Summon Lesser Umbral Servant has a full cost of 10 points, calls forth a shadow elemental worth up to 25% of your point value, and has a casting time of one minute. Summon Greater Umbral Servant has a full cost of 74 points, calls a shadow elemental worth up to 150% of your point value, and requires one hour to cast. Treat creatures summoned with the Lesser version as having an effective skill of 12, while Summon Greater Elemental provides effective skill 21.
Statistics: Ally (Shadow Elementals; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of skill vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Requires Gestures, -10%; Special Abilities, +50%) [26]. Summon Lesser Elemental has Ally, built on 25%, and Immediate Preparation Required decreased to 1 minute, -30%. Summon Greater Elemental is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and dimensional “range” penalties.
Small Shadow Elemental [Tome of Magic, page 164]
40 points
Attribute Modifiers: ST-4 [-40]; DX-1 [-20]; IQ-2 [-40]; HT-3 [-30].
Secondary Characteristic Modifiers: SM-1; Basic Move -1 [-5].
Advantages: Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Flight [40]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Vacuum Support [5].
Disadvantages: No Fine Manipulators [-30]; No Legs (Aerial) [0]; Slave Mentality [-40]; Weakness (Sunlight; 1d per minute) [-60].
Creature Type: Elemental.

Truth Revealed
Keywords: Buff.
Full Cost: 35 points.
Casting Roll: College of Darkness (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

By focusing on the spiritual shadow of the world, you grant the target the ability to see hidden truths. The target can see objects or individuals that are normally invisible. This only covers magical invisibility. In addition, the target’s vision can penetrate all deceptions related to magic, including camouflage, disguises, and illusions.
Statistics: Affliction 1 (HT; Advantage, Truth Revealed, +210%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [35]. Notes: “Truth Revealed” is See Invisible (Magic; True Sight, +50%; Magical, -10%) [21].

Umbral Body
Keywords: Buff.
Full Cost: 50 points.
Casting Roll: College of Shadow Conjuration (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You transform the target into a being of shadow, rather than one of substance. The target becomes intangible, passing through solid objects as though they weren’t there. In this state the target makes no noise when he moves. The target can perceive the tangible world, and speak normally to those within it, but he cannot pick up normal objects or affect them in any way.
Physical and energy attacks cannot harm the target, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. His psi abilities and magic spells can affect the physical world.
Although the target can pass through solids, he must still breathe. When moving through a solid object, treat this as if he was swimming underwater for purposes of suffocation. He cannot materialize inside a solid object.
The target can carry objects up to his light encumbrance while insubstantial, including clothing and armor. They become physical if dropped. He cannot materialize these objects inside other objects or characters.
The target can’t disregard gravity. He must move across a horizontal surface, or along a slope that wouldn’t require Climbing rolls. He still weighs nothing, so he doesn’t leave footprints and can walk on surfaces that wouldn’t support a solid body, such as the surface of a body of water.
Statistics: Affliction 1 (HT; Advantage, Umbral Body, +400%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [50]. Notes: “Umbral Body” is Insubstantiality (Always On, -50%; Can Carry Objects, Light Encumbrance, +20%; No Vertical Move, -10%; Magical, -10%) [40].

Umbral Hand
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: College of Shadow Evocation (DX/Very Hard).
Range: 10 yards.
Duration: Indefinite.

You point your finger at a distant object, and the shadows seem to grasp and tug at it. This ability does not work in total darkness, where no shadows exist. You can move objects without touching them. In effect, you manifest a shadow force that acts under your conscious direction at a distant point.
You can manipulate distant objects just as if you were grasping them in a pair of hands with ST equal to your Umbral Hand level. You can move any object you have strength enough to lift, at a Move equal to your Umbral Hand level, modified as usual for encumbrance level (see Encumbrance and Move, B17). Regardless of level, maximum range is 10 yards.
Umbral Hand requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn. Your Umbral Hand may then perform one standard maneuver as if were a disembodied pair of hands at some point within your range: a Ready maneuver to pick up an object; a Move maneuver to lift and carry it; an Attack maneuver to throw it, or to grab or strike directly; and so on.
No rolls are necessary for ordinary lifting and movement. For more complex actions, the GM might require you to make a DX or skill roll. In situations where you would roll against ST, roll against your Umbral Hand level instead. All of the above assumes that you are using Umbral Hand to perform a task at a distance. Umbral Hand can also discreetly assist you with such skills as Gambling (especially to cheat!), Lockpicking, and Surgery. In general, anything that would benefit from High Manual Dexterity (p. B59) gets a +4 bonus if you can successfully make an IQ roll to use your Umbral Hand properly. On a failure, the GM may assess any penalty he feels is appropriate.
Your Umbral Hand is not an invisible force, but a visible shadow. This makes it much easier for others to defend against your Umbral Hand attacks (do not use the Visibility rules).
Grappling and Striking: You can use Umbral Hand to attack a foe directly. Roll against DX or an unarmed combat skill to hit. If you grapple, your foe cannot grab hold of the Umbral Hand force, but he can try to break free as usual – and if he also has Umbral Hand, he can take a Concentrate maneuver and use his Umbral Hand level instead of his ST. The turn after you grapple a foe using Umbral Hand, your Umbral Hand can use a Move maneuver to pick him up off the ground, provided you have enough Umbral Hand to lift his weight. Someone in this position can’t do anything that relies on ground contact (run, retreat, etc.), but can perform any other action that is possible while grappled.
Levitation: If you have enough Umbral Hand to lift your own body weight, you can levitate. Take the Concentrate maneuver and have your Umbral Hand take Move maneuvers to propel your body.
Throwing: By applying an Umbral Hand impulse for a fraction of a second, you can throw objects faster (and farther) than you can move them. Take a Concentrate maneuver and have your Umbral Hand take an Attack maneuver. This works just as if you were throwing the object with ST equal to your Umbral Hand level. Roll against Throwing or Thrown Weapon skill to hit, depending on the object being hurled. For 1/2D and Max purposes, measure range from the object (not yourself!) to the target; for the purpose of range penalties, use the sum of the distance from you to the object and from the object to the target. Once you throw something, you have “released” your telekinetic grip – your Umbral Hand must take a Ready maneuver to pick it up again.
Statistics: Telekinesis (Accessibility, Not in total darkness, -5%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, -15%; Visible, -20%) [2/level].

Unravel Dweomer
Keywords: Resisted (Will or spell).
Full Cost: 70 points.
Casting Roll: College of Darkness (DX/Very Hard).
Range: Unlimited.
Duration: Instantaneous.

You open a conduit to the Plane of Shadow, leaching out the energy maintaining an ongoing magical effect.
Attempts to dispel a single instance of magic. Unravel Dweomer must target the subject of the spell, which can be a person, object, or area. For areas, calculate range to the center of the area. The sorcerer must state which spell he is attempting to counter.
Treat the resistance roll as for Dispel Magic (GURPS Thaumatology - Sorcery, p. 21) or Shadows Fade (above). Unravel Dweomer differs from Dispel Magic and Shadows Fade primarily in that it cannot counter all magic in the area, just one spell, but it can remove powerful magic such as Lesser Geas (GURPS Thaumatology - Sorcery, p. 21), Flesh to Stone (GURPS Thaumatology - Sorcery, p. 15), and Suspend Time (GURPS Thaumatology - Sorcery, p. 17). It cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, 10%; Accessibility, One spell at a time, 5%; Based on DX, Own Roll, +20%; Cosmic, Can dispel spells that are immune to Dispel Magic, +50%; Interruption, 50%; Precise, +20%; Requires Gestures, -10%; Ranged, +40%; Sorcery, 15%) [70].

Widened Eyes
Keywords: Buff.
Full Cost: 19 points.
Casting Roll: College of Shadow Conjuration (DX/Very Hard). Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

You cover the target’s eyes with a filter of shadow that channels and enhances incoming light. The target’s eyes adapt rapidly to darkness. This spell allows the target to ignore -4 in combat or vision penalties due to darkness, provided there is at least some light. Regardless of level, Widened Eyes only works in partial darkness. It has no effect on the -10 for total darkness.
Statistics: Affliction 1 (HT; Advantage, Widened Eyes, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Requires DX Roll, -10%; Requires Gestures, -10%; Sorcery, 15%) [19]. Notes: “Widened Eyes” is Night Vision 5 (Magical, -10%) [5].

4 comments:

  1. Very nicely done! I hadn't seen that you were doing D&D as Sorcery before. (You might want to peek at my posts on more 'classic' stuff.)

    Some notes (just skimming most of it):

    I don't know what the original spell says, but "Aura of Shade" sounds like it'd... well... have an aura around you, in which case the No Signature isn't needed.

    Bend Perspective: See here for a great post of modifiers for Clairsentience:
    http://www.ravensnpennies.com/2016/05/gurps101-all-seeing-eyes.html

    See No Strain, and Split View particularly.

    Bolster: There seems to be no real consensus on whether attributes (HT) require any visible 'look'. If not, then No Signature isn't needed. Moreover, I would consider the effect on the subject's shadow to be a signature.

    I'm finding the use of (DX+IQ)/2 for effects interesting. Is this tied to Shadow Magic, or just part of how you see D&D magic working? (Also, the technical name of what you're doing is "Based on (DX+IQ/2, Own Roll". Otherwise it's expected that you're changing the HT-basis of the target's resist roll.)

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    Replies
    1. Thanks for the feedback, I'm glad you liked the post!
      Aura of Shade has no signature because the casting itself has no signature. The advantage being granted to the subject has a signature.

      That's really a great post on Clairsentience! I like when advantages get expanded with additional modifiers. I'm content with how Bend Perspective is right now, but I can surely see how No Strain and Split View could benefit it. But it is very expensive as it is right now.

      And again, Bolster's casting has no signature, but I wasn't sure if the increased attributes should have a signature or not, that's why I didn't add No Signature to HT, but added Supernatural Features.

      I was sure that I explained why I was using (DX+IQ)/2 in the post, but I can't see it anywhere. Strange. But yes, it's tied to Shadow Magic. In D&D shadow spells required only somatic components. I represented it here with the Requires Gestures limitation and represented the required precision of the gestures with (DX+IQ)/2. GURPS Thaumatology says that it's a questionable decision to base spells on DX and suggests using calculated based. That's what I did.

      GURPS Powers uses Based on (attribute) Roll to change not only the resistance roll, but also to change "casting" rolls. Maybe the split between Based on (attribute) Roll and Based on (attribute) Roll, Own Roll happened after its release? In any case, the value of the enhancement is the same, adding "Own Roll" just makes it clearer.

      Again, thanks. I'll check out your blog too.

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    2. "Own Roll" is in Power Ups 4. Highly recommended if you're building powers.

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