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.
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
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Spell
Name
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Prerequisites
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Source
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Animate Shadow
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Shape Darkness, Shadow Magery 2
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M154
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Arrow of Dusk
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Shape Darkness
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New spell
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Blackout
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Darkness
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M112
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Blur
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Darkness or
Gloom
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M113
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Body of Shadow
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DX 13+, IQ 13+, Shape Darkness, Shadow Magery 2
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M114
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Bright Vision
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5 Shadow spells; No Blindness
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M111
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Continual Light
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Light
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M110
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Continual Mage Light
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Mage Light
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M113
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Control Shadow Elemental
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Summon Shadow Elemental, Shadow Magery 1
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New spell
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Counterspell
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Shadow Magery 1
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M121
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Create Shadow Elemental
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Control Shadow Elemental, Shadow Magery 2
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New spell
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Dark Vision
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Night Vision or
Infravision
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M111
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Darkness
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Continual Light
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M111
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Detect Magic
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M101
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Dispel Magic
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Counterspell, 12 other Shadow spells
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M126
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Gloom
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Continual Light
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M112
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Glow
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Continual Light
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M112
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Great Ward
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Ward, Shadow Magery 2
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M122
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Hawk Vision
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5 Shadow spells; No Blindness or Bad Sight
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M111
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Hide
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Blur
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M113
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Infravision
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5 Shadow spells
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M111
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Light
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M110
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Mage Light
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Light, Detect Magic
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M113
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Night Vision
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5 Shadow spells
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M111
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Planar Summons (Plane of Shadow)
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10 Shadow spells, Shadow Magery 1
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M82
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Plane Shift (Plane of Shadow)
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Planar Summons (Plane of Shadow)
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M83
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Plane Shift Other (Plane of Shadow)
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Plane Shift (Plane of Shadow)
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M83
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Remove Shadow
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Light
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M110
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See Invisible
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Dark Vision, Infravision
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M113
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Shade
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Continual Light
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M169
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Shape Darkness
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Darkness
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M113
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Shape Light
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Light
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M111
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Shadow Blink
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10 Shadow spells, IQ 13+
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M148
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Shadow-Slay
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Body of Shadow, Remove Shadow, Shadow Magery 3
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MDS16
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Small Vision
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5 Shadow spells, No Blindness or Bad Sight
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M111
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Summon Shadow Elemental
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8 Shadow spells, Shadow Magery 1
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New spell
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Suspend Spell
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Counterspell, Shadow Magery 1
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M121
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Wall of Black Fire
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Shape Darkness, Blackout, Shadow Magery 1
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New spell
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Ward
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Shadow Magery 1
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M122
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New
spells
Arrow of Dusk
Missile
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.
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.
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.
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.
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.
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.
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
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.
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.
(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
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Spell
Name
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Source
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No penalty (0 prerequisites)
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Counterspell
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M121
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Detect Magic
|
M101
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Light
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M110
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Ward
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M122
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-1 penalty (1 prerequisite)
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Continual Light
|
M110
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Great Ward
|
M122
|
Shape Light
|
M111
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Suspend Spell
|
M121
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-2 penalty (2 prerequisites)
|
|
Darkness
|
M111
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Gloom
|
M112
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Glow
|
M112
|
Mage Light
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M113
|
Shade
|
M169
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-3 penalty (3 prerequisites)
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Blackout
|
M112
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Blur
|
M113
|
Continual Mage Light
|
M113
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Shape Darkness
|
M113
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-4 penalty (4 prerequisites)
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Animate Shadow
|
M154
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Arrow of Dusk
|
New spell
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Body of Shadow
|
M114
|
Hide
|
M113
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-5 penalty (5 prerequisites)
|
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Bright Vision
|
M111
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Hawk Vision
|
M111
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Infravision
|
M111
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Night Vision
|
M111
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Small Vision
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M111
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Wall of Black Fire
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New spell
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-6 penalty (6 prerequisites)
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Dark Vision
|
M111
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Shadow-Slay
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MDS16
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-7 penalty (7 prerequisites)
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See Invisible
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M113
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-8 penalty (8 prerequisites)
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Summon Shadow Elemental
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New spell
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-9 penalty (9 prerequisites)
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Control Shadow Elemental
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New spell
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-10 penalty (10
prerequisites)
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Create Shadow Elemental
|
New spell
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Planar Summons (Plane of Shadow)
|
M82
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Shadow Blink
|
M148
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-11 penalty (11
prerequisites)
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Plane Shift (Plane of Shadow)
|
M83
|
-12 penalty (12
prerequisites)
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Plane Shift Other (Plane of Shadow)
|
M83
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