Friday, 11 November 2016

Magic: Shadow Magic and Incarnum Update

Magic: Shadow Magic and Incarnum Update

A few days ago I noticed a glaring mistake in my incarnum conversion - you can freely switch soulmelds on a particular chakra. Now I've edited the post, corrected the mistake, making switching the soulmelds on and off take 1 minute, and fixed some minor mistakes and miscalculations.

I've already covered the shadow magic conversion to Sorcery, but what if you wanted to give the shadowcasters more of a scholarly feel, using spells as skills, like in GURPS Magic? Here's my attempt.

Shadow Magic is a branch of arcane magic. Shadowcasters mix the energies of the Shadow Plane with the ambient mana to create magical effects. They do not need magical incantations, but require gestures. Because of this, all shadow spells are based on (DX+IQ)/2 instead of IQ, and the Magery advantage gains the Dance, -40% limitation. While the shadowcaster is casting a spell, his shadow performs different movements. This can be noticed with a successful Vision roll. Shadow magic covers manipulation of light, shadows, creating of black fire (deals cold damage instead of fire), fatigue draining, creation of items and projectiles of hard shadowstuff, transportation to the Shadow Plane and back, and so on. This restricted breadth applies the One College Only (Shadow), -40% limitation to the Magery advantage. While casting shadow spells, the caster gains +1 to his effective skill if he’s within an area of dim light or darkness (-5 illumination penalty or worse) and -1 to his effective skill if the illumination is brighter.
Finally, the Shadow Magery advantage is Magery (Dance, -40%; One College Only (Shadow), -40%) [1 for level 1, +2/level].

Use the following spells and prerequisites for the college of Shadow.
The College of Shadow
Spell Name
Prerequisites
Source
Animate Shadow
Shape Darkness, Shadow Magery 2
M154
Arrow of Dusk
Shape Darkness
New spell
Blackout
Darkness
M112
Blur
Darkness or Gloom
M113
Body of Shadow
DX 13+, IQ 13+, Shape Darkness, Shadow Magery 2
M114
Bright Vision
5 Shadow spells; No Blindness
M111
Continual Light
Light
M110
Continual Mage Light
Mage Light
M113
Control Shadow Elemental
Summon Shadow Elemental, Shadow Magery 1
New spell
Counterspell
Shadow Magery 1
M121
Create Shadow Elemental
Control Shadow Elemental, Shadow Magery 2
New spell
Dark Vision
Night Vision or Infravision
M111
Darkness
Continual Light
M111
Detect Magic

M101
Dispel Magic
Counterspell, 12 other Shadow spells
M126
Gloom
Continual Light
M112
Glow
Continual Light
M112
Great Ward
Ward, Shadow Magery 2
M122
Hawk Vision
5 Shadow spells; No Blindness or Bad Sight
M111
Hide
Blur
M113
Infravision
5 Shadow spells
M111
Light

M110
Mage Light
Light, Detect Magic
M113
Night Vision
5 Shadow spells
M111
Planar Summons (Plane of Shadow)
10 Shadow spells, Shadow Magery 1
M82
Plane Shift (Plane of Shadow)
Planar Summons (Plane of Shadow)
M83
Plane Shift Other (Plane of Shadow)
Plane Shift (Plane of Shadow)
M83
Remove Shadow
Light
M110
See Invisible
Dark Vision, Infravision
M113
Shade
Continual Light
M169
Shape Darkness
Darkness
M113
Shape Light
Light
M111
Shadow Blink
10 Shadow spells, IQ 13+
M148
Shadow-Slay
Body of Shadow, Remove Shadow, Shadow Magery 3
MDS16
Small Vision
5 Shadow spells, No Blindness or Bad Sight
M111
Summon Shadow Elemental
8 Shadow spells, Shadow Magery 1
New spell
Suspend Spell
Counterspell, Shadow Magery 1
M121
Wall of Black Fire
Shape Darkness, Blackout, Shadow Magery 1
New spell
Ward
Shadow Magery 1
M122

New spells

Arrow of Dusk
Missile

A bolt of shadow springs from your hand, draining vitality where it strikes. This attack has 1/d 20, Max 80, Acc 3, and deals 1 point fatigue damage per level. Use Innate Attack (Projectile) to hit.
Cost: Any amount up to your Shadow Magery per second, for 3 seconds. The bolt deals 1 point of fatigue damage per energy point.
Time to cast: 1 to 3 seconds.
Prerequisite: Shape Darkness.

Item
Staff or wand – the missile is fired from the end of the item. Usable only by shadow mages. Energy cost to create: 800.

Planar Summons (Plane of Shadow)
See page 82 of GURPS Magic.
Prerequisites: 10 Shadow spells and Shadow Magery 1.

Plane Shift (Plane of Shadow) (VH)
See page 83 of GURPS Magic.
Prerequisite: Planar Summons (Plane of Shadow).

Plane Shift Other (Plane of Shadow) (VH)
See page 83 of GURPS Magic.
Prerequisite: Plane Shift (Plane of Shadow).

Shadow Blink
As Blink (see page 148 of GURPS Magic), but transports via the Plane of Shadow.
Prerequisites: 10 Light and Darkness spells and IQ 13+.

Summon Shadow Elemental, Control Shadow Elemental, Create Shadow Elemental
See pages 27-28 of GURPS Magic.
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.

Wall of Black Fire
Area

Creates a curtain of black fire around an area. The wall is four yards high, but may be made higher by scaling the cost as the height (double for 8 yards high, triple for 12 yards high and so on). Every turn, anyone crossing or touching the wall suffers burning damage with the No Incendiary modifier (the damage comes from extreme cold and can’t set things on fire).
The wall blocks vision. Dark Vision allows to see through the wall.
Duration: 1 minute.
Base cost: 2 to 6 to cast. Same cost to maintain. Each turn, the wall inflicts 1d-1 burning damage for every two points of energy put into its base cost.
Prerequisites: Blackout, Shape Darkness and Shadow Magery 1.

Item
(a) Staff, wand, or jewelry. Usable only by shadow mages. Cost to create: 500 energy and a $500 onyx. (b) A Wall of Black Fire may be made permanent at an energy cost of 100 times normal.

Shadow Magic in Ritual Magic

Path of Shadow
Spell Name
Source
No penalty (0 prerequisites)
Counterspell
M121
Detect Magic
M101
Light
M110
Ward
M122
-1 penalty (1 prerequisite)
Continual Light
M110
Great Ward
M122
Shape Light
M111
Suspend Spell
M121
-2 penalty (2 prerequisites)
Darkness
M111
Gloom
M112
Glow
M112
Mage Light
M113
Shade
M169
-3 penalty (3 prerequisites)
Blackout
M112
Blur
M113
Continual Mage Light
M113
Shape Darkness
M113
-4 penalty (4 prerequisites)
Animate Shadow
M154
Arrow of Dusk
New spell
Body of Shadow
M114
Hide
M113
-5 penalty (5 prerequisites)
Bright Vision
M111
Hawk Vision
M111
Infravision
M111
Night Vision
M111
Small Vision
M111
Wall of Black Fire
New spell
-6 penalty (6 prerequisites)
Dark Vision
M111
Shadow-Slay
MDS16
-7 penalty (7 prerequisites)
See Invisible
M113
-8 penalty (8 prerequisites)
Summon Shadow Elemental
New spell
-9 penalty (9 prerequisites)
Control Shadow Elemental
New spell
-10 penalty (10 prerequisites)
Create Shadow Elemental
New spell
Planar Summons (Plane of Shadow)
M82
Shadow Blink
M148
-11 penalty (11 prerequisites)
Plane Shift (Plane of Shadow)
M83
-12 penalty (12 prerequisites)
Plane Shift Other (Plane of Shadow)
M83

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