Shadow magic offers its users control over darkness, allowing them to shape shadows, create darkness, and banish the light from the world.
The reputation of the tradition is sullied by its darkest practitioners—many magicians consider Shadow a dangerous tradition to study, regarding it as a stepping stone toward the darker arts. Even as gloomy and unnerving as its spells can be, Shadow magic lacks the intrinsic evil of such traditions as Necromancy or Curse. Its spells can be a boon to anyone who wants to avoid attention or move safely through dark places.
Grave Visage
Duration 1 minute
You mask your true appearance with shadows so that you appear to be a corpse for the duration. Each living creature within short range of you that can see you and is not a member of your group must get a success on a Will challenge roll or become frightened for 1 round.
Until the spell ends, undead do not attack you unless you attack them first.
Darkling’s Raiment
Duration 1 hour
Shadows gather around your body and remain for the duration. You are partially obscured by shadows when in lit areas or totally obscured by darkness when in shadowy areas.
Nightfall Blade
Duration 1 minute; see the effect
Wisps of darkness form a solid blade in your hand that remains for the duration or until it leaves your hand. The blade functions as an off-hand swift weapon with the finesse property that deals 1d6 damage. It deals 1d6 extra damage when you get a success on an attack roll against a target in an area obscured by shadows or darkness. When you cast this spell, you can make an attack with the blade created by this spell.
Steal Shadow
Target One creature you can see within short range
You reach out to grasp the target’s shadow. Make an Intellect attack roll against the target’s Agility. On a success, you tear away the target’s shadow. It merges with you for 1 minute, after which the shadow returns to the target. While you possess the target’s shadow, you make attack rolls against the target with 1 boon, you impose 1 bane on attack rolls it makes against you, and the target cannot be hidden from you.
Wall of Darkness
Area A circle with a 2-yard radius, with any orientation, centered on a point within medium range
Duration 1 minute
The area becomes opaque for the duration and totally obscures everything within or behind it, blocking all light created by natural sources.
Blinding Blot
Target One creature you can see within short range
You fling a clot of shadows at the target. Make an Intellect attack roll against the target’s Perception. On a success, the darkness clings to the target’s eyes, causing it to become blinded for 1 minute. At the end of each round, the target can make a Perception challenge roll and ends the effect on a success.
Attack Roll 20+ The target also becomes impaired for 1 minute.
Darkening Bolts
Area A 3-yard-long cone originating from a point you can reach
You fling out your hand to spray the area with shards of solidified darkness. Each creature in the area must make an Agility challenge roll, with 1 bane if partially obscured by shadows or with 2 banes if totally obscured by darkness. A creature takes 2d6 damage on a failure, or half the damage on a success.
Darkness
Area A sphere with a 5-yard radius centered on a point within short range
Duration 1 minute
Inky darkness fills the area, totally obscuring it for the duration. The darkness cancels all light from natural sources and that created by rank 0 spells, and it blocks all nonmagical vision other than truesight.
If you cast this spell on an object you touch, the area of darkness moves with it. If you completely cover the object, the spell’s effect is suppressed until it is no longer covered.
Darksight
Target One creature you can touch
Duration 1 hour
You touch the target, which gains darksight for the duration.
Shadow Dart
Target One creature within medium range
A missile of inky darkness leaps from your hand. Make an Intellect attack roll against the target’s Agility. On a success, the target takes 2d6 damage and makes Perception challenge rolls with 3 banes for 1 minute.
Penumbral Blade
Duration 1 minute
You gather a ball of darkness in your hands and then stretch it out to form a solid black blade that remains for the duration or until you drop it. When you cast this spell, and again, when you use an action to do so, you can attack with the blade. You make the attack roll using your Intellect, and the blade deals 2d6 + 2 damage. If the target of the attack is obscured by shadows or darkness, it takes 1d6 extra damage.
Shadow Monster
Area A cube, 1 yard on a side, originating from a point within medium range
Duration 1 minute
Threads of darkness gather in the area to form a compelled medium monster with the flier trait. The shadow monster can have any appearance you choose. If it becomes incapacitated, the effect ends.
Shadow Snakes
Area A 5-yard-radius circle centered on a point on a flat surface within medium range
Duration 1 minute
Serpents made from shadow slither inside the area for the duration. When the serpents appear and at the end of each round until the spell ends, each creature in the area must get a success on an Agility roll or take 1d6 damage and become impaired until the spell ends.
At any point before the spell ends, you can use an action, or a triggered action on your turn, to move the serpents up to 5 yards.
Shadow Stride
Duration 1 minute
For the duration, when you enter a space obscured by shadows or darkness, you can instantly exit from an open space obscured by shadows or darkness within medium range of the space you entered. You can move in this way once per round.
Black Bolts of the Underworld
Target Up to three creatures within medium range
Three missiles of seething darkness leap from your hand, divided as you choose among the targets. For each missile, make an Intellect attack roll against the target’s Agility. On a success, the target takes 2d6 damage and is moved 1d6 yards away from you.
Attack Roll 20+ The target takes 1d6 extra damage.
Shadow Magic
Choose one of your rank 2 or lower spells from a tradition other than Shadow. You cast the spell without expending a casting, even if you have no castings of that spell remaining.
Strangling Twin
Target A shadow cast by one creature within short range
Duration 1 minute
You infuse the target with magic that animates it. When you cast the spell, and again at the end of each round, the animated shadow attacks the creature that casts the shadow. The creature must get a success on an Agility challenge roll or become grabbed until the end of the next round. The creature makes the roll with 1 bane if it’s in an area obscured by shadows. If the creature is already grabbed, it takes 3d6 damage as the shadow tightens its grip around the creature’s neck.
If the animated shadow moves into a lit area, or you start your turn with the animated shadow in a lit area, you must get a success on an Intellect challenge roll or the spell ends immediately.
Things in the Dark
Area A 5-yard-radius sphere centered on a point within medium range
Duration 1 minute
Magical darkness spreads through the area and remains for the duration. The darkness totally obscures its area. If any part of the area would be lit from light created by a rank 3 or higher Celestial spell, this spell ends.
When the darkness appears and at the end of each round until the spell ends, each creature in the area must make a Will challenge roll with 1 bane. A creature gains 1d3 Insanity on a failure, or becomes immune to the effect of this casting of the spell on a success. If a creature goes mad from gaining Insanity in this way, it must get a success on a Strength challenge roll or take damage equal to its Health, having died of fright. A creature immune to the frightened affliction automatically gets a success on this Strength challenge roll.
Chilling Darkness
Area A cylinder, 10 yards tall with a 5-yard-radius, centered on a point within medium range
Duration 1 minute
The chilling dark of a starless sky settles into the area and then dissipates. Each creature in the area takes 3d6 damage from the cold and must make a Perception challenge roll with 2 banes. On a failure, the creature’s eyes turn black, causing the creature to become blinded for 1 minute. When blinded in this way, the creature is also impaired and slowed.
At the end of each round, a creature blinded by this spell can make a Perception challenge roll with 2 banes. On a success, it removes the blinded affliction from itself.
Dark Portals
Area Six cubes, each 1 yard on a side, within long range
Duration 1 minute
Darkness fills each cube, totally obscuring its space and blocking all nonmagical vision other than truesight. Assign a number, from 1 to 6, to each cube. When a creature enters one of the cubes, it must make an Intellect challenge roll to choose which cube it exits. On a success, the creature instantly exits into an open space from the chosen cube. On a failure, the creature rolls a d6 to determine the cube from which it exits. In either case, the creature decides in which direction it exits the cube.
Gate to the Underworld
Requirement You must have one specially prepared skull worth 1 ss within your reach.
Target A point in space you can see within medium range
Duration 1 hour
You must concentrate for 1 minute while casting this spell, during which time you must maintain contact with the target, causing runes scrawled on the skull to fl are with green light. At the end of this time, the skull moves to the target point and disappears, leaving behind an oval-shaped opening to the Underworld that remains open for 1 hour. The opening is 1 yard wide and 1 yard tall. It can have any orientation you choose. It has a front, but it does not have a back.
All natural light, as well as any light created by a rank 4 or lower spell, within medium range of the opening becomes shadows for the duration.
A creature can move through the opening and enter the Underworld. In the same way, creatures in the Underworld can move out from the opening where it appears there.
While the opening exists, you can speak the name of any dead creature. If that creature’s soul resides in the Underworld, it comes to the edge of the opening at the end of the next round, remaining there until the spell ends. If you offer the creature an ounce of warm, fresh blood, it will answer up to three questions, though it is limited to what it can remember from its life.
Void Tentacles
Target One point in space within medium range
Duration Concentration, up to 1 minute
Thick, ropy tentacles made of solidified darkness snake out 5 yards from the target and remain for the duration. When you cast the spell and again when you use an action to concentrate on the spell, choose up to five creatures within 5 yards of the target. Each chosen creature must get a success on an Agility challenge roll with 1 bane. A creature becomes grabbed for 1 round on a failure. If a creature is already grabbed in this way, it gets an automatic failure on the Agility challenge roll and must get a success on a Strength challenge roll or take 3d6 damage. If a creature becomes injured as a result of taking this damage, it moves 1 yard toward the target and takes 3d6 extra damage. Any creature incapacitated by this damage is drawn through the target point and vanishes into the Void, where it is torn apart by demons.
A creature grabbed by a tentacle can attack it. A tentacle has Defense 5, Health 20, Strength 14, and Agility 11. If a tentacle is destroyed, the creature it was grabbing is freed, and you choose one fewer creature when you use an action to concentrate on this spell. If that number drops to 0, the spell ends immediately.
Enervating Gloom
Area A cube of space, 5 yards on a side, originating from a point within long range
Duration Concentration, up to 1 minute
Tendrils of darkness tumble through the area, causing it to become totally obscured for the duration. The darkness blocks all nonmagical vision. When you use an action to concentrate on this spell, you can move the area up to 5 yards.
When you cast the spell, and again when you use an action to concentrate on it, the tendrils curl around creatures inside the area, drawing vitality from them. Each creature in the area must make a Strength challenge roll with 1 bane. When a creature gets a failure on this roll, it takes a –10 penalty to its Health, which worsens by 10 with each subsequent failure. The penalty lasts until the spell ends. When a creature has a penalty to its Health from this spell, it is impaired and slowed. For each creature that has a penalty from this spell, you have a +3 bonus to your Health score. The bonus gained from this effect lasts for 1 hour.
Enervation
Target One living creature within long range
A black beam leaps from the palm of your hand. Make an Intellect attack roll against the target’s Agility. On a success, the target takes a –20 penalty to Health for 1 hour. While this penalty applies, the target is also impaired.
Attack Roll 20+ The penalty is instead –30.
Shadow Horror
Area A cube, 2 yards on a side, originating from a point within long range
Duration 1 hour; see the effect
Wisps of shadow coalesce to form a compelled large monster (Shadow, page 246) that remains for the duration or until it becomes incapacitated, at which point it disappears and the spell ends. The creature has the horrifying and flier traits, as well as a +20 bonus to Health. You are immune to this creature’s horrifying trait. The shadow horror can have any appearance you choose.