Chapter III · Magic Traditions

Shadowmancy — a school of magic —

Scholars of magic and magical theory believe the stuff of Shadowmancy bleeds into reality from the Underworld. Truly, it’s spells deal in darkness, oblivion, and ennui. Students of the tradition tend to appear wan, pale, sickly even. Bruises smudge their eyes and lights seem to dim around them.

27 of 33 Common Class
Sigil Nº 27
Class Common
Shadowmancy Magic Traditions
[ sigil plate · shadowmancy ]
The Spellbook Magic Traditions

Shadowmancy Spells listed by level

Reference during play

Shadowmancy Talents

DARK SIGHT (Magical): You gain the Dark Vision trait. If you have this trait, you increase its range by 3 yards. MANTLE OF DARKNESS (Magical): You can use this talent at the end of your turn, if you are in a space lit by dim light, faint light, or no light at all. Until the end of your next turn, you are invisible and you take half damage from ordinary sources. Once you use this talent, you lose access to it for 1 minute. NIGHTFALL BLADE (Magical): You can use an action to produce a blade of solid shadow in your hand and use it to make an attack, if you choose. The blade remains for 1 hour or until you use this talent again. The blade uses the rules for a dagger, but attacks with it deal an extra 1d6 damage (2d6 damage at level 3 or 4d6 damage at level 7), and the weapon lacks the Light trait. When you attack with the blade, you can use Intellect in place of the attribute you would normally use, and you roll to attack with 1 boon. Finally, when you get a critical success on a roll to attack with the blade, the target loses 1d6 Health. WALL OF DARKNESS (Magical): You can use an action to blanket an opening with darkness. Target one opening, no larger than 5 yards wide by 5 yards tall. An opaque wall of darkness spreads across the opening and remains there for 1 minute. The darkness blocks all ordinary forms of vision, though True Vision can pierce it. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.

Novice Shadowmancy Spells


Blackest Razor

Blinding Bolt

Clutching Shadows

Dark Bolts

Enveloping Darkness

Into The Darkness

Expert Shadowmancy Spells


Chilling Darkness

Darkling Transformation

Midnight Razor

See In Darkness

Shadow Blade Barrage

Shape Shadow Monster

SHADOW MONSTER

DEFENSE: 14, HEALTH: 25 ATTRIBUTES: Strength 14 (+4), Agility 14 (+4), Intellect 8 (-2), Will 12 (+2) SIZE: 1, SPEED: 6 (Silent, Strider) SENSES: Awareness 10 IMMUNE: asleep, blinded, deafened, impaired, on fire, poisoned, prone, weakened MELEE ATTACK—CLAWS AND TEETH: Strength (+4) with 3 boons (1d6). On a critical success, the target becomes blinded until the end of your next turn. SUNLIGHT WEAKNESS: At the end of the round, if the shadow monster is in a space lit by sunlight, it becomes weakened until the end of the next round.

Master Shadowmancy Spells


Devouring Darkness

Obsidian Gate

Shadow Killer

SHADOW KILLER

DEFENSE: 13, HEALTH: 40 ATTRIBUTES: Strength 13 (+3), Agility 14 (+4), Intellect 9 (–1), Will 15 (+5) SIZE: 1, SPEED: 8 (Silent, Strider) SENSES: Awareness 10 IMMUNE: asleep, blinded, deafened, impaired, on fire, poisoned, prone, weakened MELEE ATTACK—SHADOW BLADE: Strength (+3) roll with 3 boons (5d6). On a critical success, the shadow killer and the target teleport to empty spaces of your choice inside one Size 2 space within 20 yards of the spaces they left. SUNLIGHT WEAKNESS: At the end of the round, if the shadow killer is in a space lit by sunlight, it becomes weakened until the end of the next round.

Shrieking Darkness

Slicing Shadows

Steal Shadow