Draft 1: Additional spells might be added, and some spells might be slightly tweaked.
Lore of Shadow (Grey Magic)
The Lore of
Shadow is the magic of concealment, illusion, confusion, and occasionally
unseen death. It is based on the manipulation of Ulgu, the Grey Wind of Magic.
Its Magisters are called Grey Wizards but are also commonly known as illusionists.
They are a secretive and somewhat eccentric group, prone to isolating
themselves, although some Grey Wizards prefer to hide in plain sight.
Lore
Skill: Stealth
MR 1
Bewilder
MR: 1
CT: Half action
Difficulty: Simple (+10)
Components: Unit of alcoholic
beverage (+5)* or being
at least mildly intoxicated yourself (+5)
Range: Short
Target: 1 creature
Duration: MR rounds
Description: The target must take an opposed Spellcasting
vs Willpower Test (+0) or become bewildered.
The degree
of bewilderment depends on the degree of success:
·
0-3 Befuddled:
Actual normally, but can only take a single Move or Half action each round.
·
4-6 Confused:
Either run in a random direction, as determined by the GM, or move slowly
around and do something inconsequential. Can defend using reactions but cannot
attack or cast spells.
·
7-8 Enraged: Attack
the nearest character, friend or foe, with an all-out attack. If the nearest
character is out of reach, move as fast as possible and engage in melee combat
(making a charge attack if possible).
·
9+ Dumbfounded: The bewildered character is utterly dumbfounded and cannot take any
actions, including reactions (parry, dodge, or counterspell).
Dark Whispers
MR: 1
CT: Move action
Difficulty: Normal (+0)
Components: A drop of your own
blood brought to your lips (+5)* or knowledge of the target’s fears/darkest
desires (+5)
Range: Close
Target: 1 creature
Duration: MR rounds
Description: You whisper dark words that cause
the target to become Unsettled (-10 to all tests) for MR rounds unless
it succeeds at an opposed Spellcasting vs. Willpower test.
The target
must be able to hear you speak (both loud noises and silence effects could thus
render this spell impossible to use) but need not understand your words.
This spell
can be cast as a Move action, so you can also attack during the same round if
desired, but the limit to casting only a single spell per round still applies.
Shadow Cloak
MR: 1
CT: Half action
Difficulty: Simple (+10)
Components: A piece of charcoal
(+5)* or the cloak you’re wearing (+5)
Range: Self
Target: You
Duration: MRx10 minutes
Description: You gain a +20% bonus to Stealth.
The
spell immediately ends if you make any noise, including speaking, casting
another spell, or failing a stealth check.
Static Illusion
MR: 1
CT: Full + Half
Difficulty: Simple (+10)
Components:
Range: Medium
Target: Small AoE
Duration: MR minutes
Description:
This spell works like
Lesser Illsuion, except it can only provide a static, unchanging image and/or
repetitive sounds.
MR2
Doppelganger
MR: 2
CT: Full + Half action
Difficulty: Normal (+0)
Components: A lock of hair from a member of the
race you are impersonating (+5)* or a doll infused with a drop of blood
from the person you are impersonating (+10)
Range: Self
Target: You
Duration: MR x 10 minutes
Description: You can take on the appearance
(including clothing, armor, and so on) of any other living, humanoid creature (Human,
Elf, Orc, etc.).
If you want
to look like a specific individual, the test becomes Difficult (-20) if you’re
intimately familiar with that person or Hard (-40) if you’re not.
Otherwise,
you look like an undistinguished member of the same race. The spell does not
disguise your voice, only your appearance. For instance, you may look like an
orc, but it’s best to keep your mouth shut around greenskins if you can't speak
the Goblin tongue.
Should you
somehow act in a suspicious manner, viewers are allowed an Intelligence test to
see through the illusion.
Lesser Illusion
MR: 2
CT: Full + Half
Difficulty: Normal (+0)
Components:
Range: Medium
Target: Small AoE
Duration: MR minutes
Description:
This is the lesser
version of True Illusion. The effect is the same, but the range, duration, and
area of effect are reduced.
Obfuscate Actions
MR: 2
CT: Half action
Difficulty: Normal (+0)
Components: A sketch of your illusory action (+5)*
Range: Self
Target: You
Duration: MR rounds
Description: This spell allows you to perform an
act while appearing to do something different. For example, you can seem to all
eyes to be doing nothing when you are actually pilfering someone’s pocket. Or
maybe you want to appear like you’re humming a tune when you’re actually
casting another spell.
Observers
are allowed an Intelligence test to see through the illusion, with the
difficulty linked to how different the illusory and actual actions are.
If your
action affects someone else directly, the target of that action becomes
instantly aware if it’s something overt like an attack, but must pass an
Intelligence test if it's something more subtle.
If cast
successfully, the spell also disguises the act of casting the spell.
Pall of Darkness
MR: 2
CT: Full + Half
Difficulty: Normal (+0)
Components:
Range: Medium
Target: Large AoE
Duration: MR rounds
Description:
You create a
swirling area of impenetrable darkness anywhere within range. No one (you
included) can see within the area of effect, even with Night Vision (Blindsight
works normally). In addition, those within the area (again, you included) can
only take a Half action each round unless they make a successful Willpower test
at the start of their turn.
Shroud of Invisibility
MR: 2
CT: Full
Difficulty: Normal (+0)
Components: A gossamer shroud (+2)
Range: Self
Target: You
Duration: MR minutes
Description:
You shroud yourself
with magic and disappear from sight.
While invisible,
you automatically pass any Stealth check that is opposed entirely by vision, such
as hiding without moving. If you move around, you instead get a +40 bonus on
Stealth checks.
If you are
detected, the spell remains in effect, but you can now be targeted by the person
who sensed you, but you get a free reaction against every attack, with a +20
bonus.
Attacking while
invisible gives a +20 bonus to WS (if a melee attack), and the target cannot
defend using a reaction (both melee and missile). Once you attack, the spell
ends.
MR3
Dread Aspect
MR: 3
CT: Half
Difficulty: Challenging
(-10)
Components: A shred of cloth taken from a
powerful undead creature (+10)
Range: Self
Target: You
Duration: MR minutes
Description: You make yourself look like a
nightmare creature of purest dread.
You cause Terror
in all Humanoid creatures that you are engaged with.
Shadow Knives
MR: 3
CT: Half
Difficulty: Challenging
(-10)
Components: A knife of cold-forged iron (+10)
Range: Medium
Target: Up to MR targets
Duration: Instant
Description:
You conjure MR
magic missiles and hurl them at one or more opponents. Shadow knives do
1d10+3+MR damage, and ignore non-magic armor is ignored.
Shadow Steed
MR: 3
CT: Full
Difficulty: Challenging
(-10)
Components: The hoof of a horse that died during
the night (+10)
Range: Close
Target: 1 shadow steed
Duration: MR hours
Description:
You conjure a steed
of shadows and dreams, which you can ride using your Loer of Shadow skill
instead of ride. The steed will carry you tirelessly until the spell ends or
the first light of dawn.
If you get
3+ MoS you can bring a passenger on the steed, otherwise it's limited to you
only.
True Illusion
MR: 3
CT: Full + Half
Difficulty: Challenging
(-10)
Components:
Range: Long
Target: Large AoE
Duration: MRx10 minutes
Description:
You create an
illusion that is a nearly perfect simulation of reality, complete with sight,
sound, and smell. You can make the affected look like anything.
You must
spend a half action each round maintaining the illusion. Furthermore, you
cannot cast any other spells, and the illusion disappears immediately.
Viewers may
be allowed an Intelligence test to see through the illusion if they have cause
to suspect it’s a trick, so the more natural you make it look, the better.
The precise
effects of the illusion are up to the GM to determine and should follow the guidelines
of common sense.
Universal ConfusIon
MR: 3
CT: Half
Difficulty: Difficult (-20)
Components: The preserved eyes of a Chimera (+10)
Range: Medium
Target: Large AoE
Duration: MR rounds
Description: All targets within the AoE must
make a WP test or suffer the effects of the Bewilder spell.
MR4
Demi-Shadow Monsters
MR: 4
CT: Full action
Difficulty: Difficult (-20)
Components:
Range: Self
Target: You
Duration: Instantaneous
Description:
You conjure
MR half-real creatures from the Realm of Shadows. The creatures are equivalent
to wights in all regards, but their semi-real nature means any damage they do after
Toughness and Armour is halved.
Gray Death
MR: 4
CT: Full action
Difficulty: Difficult (-20)
Components:
Range: Medium
Target: You
Duration: 4 rounds
Description:
The air becomes
heavy with noxious fumes that nauseate and eventually suffocate whoever is
caught in the area of effect.
·
Round
1: The target must take a Toughness test or become Fatigued.
·
Round
2: The target must take a Toughness test or become Stunned.
·
Round
3: The target must take a Toughness test or become Unconscious.
·
Round
4: The target must take a Toughness test or die.
The spell only
works in darkness or shadow and is countered by sunlight or equivalent magic.
Programmed Illusion
MR: 4
CT: Full + Half action
Difficulty: Difficult (-20)
Components:
Range: Long
Target: Large AoE
Duration: MRx10 minutes
Description:
This spell is
identical to True Illusion, but you do not need to spend any actions to
maintain the illusion. You must decide beforehand if the illusion will move or
change throughout its duration.
Greater Shroud
MR: 4
CT: Full action
Difficulty: Difficult (-20)
Components:
Range: Self
Target: You
Duration: Instantaneous
Description:
AS Shroud of Invisibility,
but you can affect an additional MR creatures.
Shadow Walk
MR: 4
CT: Full action
Difficulty: Difficult (-20)
Components:
Range: Self
Target: MRx100 yards
Duration: MR rounds
Description:
Each round, while
the spell lasts, you can step from one shadow (or patch of darkness) to another
by using yor Move action, instantly disappearing and reappearing by crossing
the Realm of Shadows.
This is an
excellent way to bypass obstacles or enemies and gain a tactical advantage
(gain a +20 bonus to any attack made against a creature you have advantage
over).
The Realm
of Shadows is a parallel dimension to the waking world, filled with thirsting shadows,
fevered dreams, and ancient horror. It is not the same place as the Realm of
Chaos, although the two are easily mistaken.
MR5
Realm of Shadows
MR: 5
CT: 3 half actions taken over 3 consecutive rounds
Difficulty: Hard (-40)
Components: A vial of distilled shadow (+10)* or
a
Range: Self
Target: You
Duration: Instantaneous
Description: You step sideways through the veil
between worlds into the Realm of Shadows (or vice versa). This is similar to how
the Shadow Walk spell functions, but you do not immediately exit. Instead, you
remain in the Realm until you decide to leave by casting this spell again.
Storm of Shadows
MR: 5
CT: Full
Difficulty: Hard (-40)
Components:
Range: Long
Target: Large AoE
Duration: Instantaneous
Description: The
spell works the same as Shadow Knives, but every eligible target is struck by
MR knives.