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Chapter 5: Magic Spells
Shadow Spells
Mask
Shadow
Obscures identity.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: 10 minutes (stage 1)
Saving Throw: None
Casting: A downwards hand motion.
When this spell is cast, observers are unable to clearly make out the feature of the caster. At greater spell stages the caster has some limited ability to appear as someone else.
Stage 1: The caster’s face and hair is obscured by darkness. Height weight and clothing can still be discerned. (This is the equivalent of wearing a ski mask, complete with the negative reaction from any observes.) Duration is 10 minutes.
Stage 2: The caster can either also obscure their clothing or alter one of their normal facial features. For example, their hair could appear to be a bit shorter and a different colour; their nose could appear to be a different shape. Other facial features include jaw size, eye brow colour and shape, eye colour and shape, skin colour and texture, presence of facial hair, or any Magical Traits. (Additional mundane alterations could be made using the Disguise Skill.) Duration increases to 30 minutes.
Stage 3: The caster can either appear be completely obscured, betraying no discernable information including height, or the caster can alter 2 facial features. Duration increases to 2 hours.
Stage 4: The caster can alter 4 facial features. Duration increases to 12 hours.
Multiple castings may create multiple effects.
Detecting the mask spell: It is possible to tell if someone has used the mask spell to alter their features. The observer must be suspicious and within 10 feet of the suspect for at least 60 seconds. The spot check is DC 30, or DC 20 if the observer is utilizing the Examine Supernatural Spell.
A good disguise skill check and social skills may prevent observers from becoming suspicious in the first place.
Mask Notes: This spell may be ended at anytime by the caster. This spell is temporarily disabled while in the area effect of the Light Spell, Obliterate Shadow.
See in Dark
Shadow
Allows the caster to see normally in the absence of light.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: 1 hour (stage 1)
Saving Throw: None
Casting: Concentrating for a moment with eyes closed.
This spell allows the caster to see fairly well, even in complete darkness. It gives a +4 bonus to spot anyone using shadows as their sole concealment.
Stage 1: Normal vision range is up to 60 feet in darkness.
Duration is 1 hour.
Stage 2: Normal vision range is up to 80 feet in darkness.
Duration is 2 hours.
Stage 3: Normal vision range is up to 100 feet in darkness.
Duration is 4 hours.
Stage 4: Normal vision range is up to 120 feet in darkness.
Duration is 8 hours.
See in Dark Notes: This spell is temporarily disabled while in the area effect of the Light Spell, Obliterate Shadow (although that spell provides a small amount of ambient light). This spell can also be temporarily disabled by the caster at any time.
In recent years, stage one of this spell has been duplicated through the use of a power alteration.
Shadow Slip
Shadow
Allows the caster to slip into or out of places they normal couldn’t.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: Immediate
Saving Throw: None
Casting: A moment of concentration.
This spell uses minor teleportation magic to travel past certain barriers. This spell can also be used, as a separate action, to escape bonds, such as shackles or wrist restraints.
Stage 1: The caster could appear on the other side of a window that is within reach, or adds a +5 bonus to an escape artist check to escape from shackles. The window may be large or small, shuttered or glass, locked or open. Cannot bypass a window blocked by bars at this spell stage.
Stage 2: Can bypass any barrier blocked by bars. The caster could appear on the other side of a prison cell, providing there were bars on the door. Adds a +10 bonus to an escape artist check to escape from shackles.
Stage 3: The caster could appear on the other side of a door, providing there was at least a tiny gap underneath it. Adds a +15 bonus to an escape artist check to escape from shackles.
Stage 4: The caster could appear on the other side of any barrier that opens in some way, such as a giant vault. Shackles fall off upon casting this spell.
Shadow Slip Notes: This spell can't be cast while in the area effect of the Light Spell, Obliterate Shadow.
Shadow Stealth
Shadow
Makes the Caster less noticeable.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Self only
Duration: 10 minutes (stage 1)
Saving Throw: None
Casting: Looking down for a moment.
This spell makes the caster quieter, so that they make very little sound when moving. This spell also has minor invisibility magic, preventing anyone from noticing the caster unless they are looking directly at them. This spell is most effective when combined with the Hide and Move Silently skill.
Stage 1: Adds a +5 bonus to the caster’s Hide and Move Silently checks for the duration of the spell.
Stage 2: Adds a +10 bonus to the caster’s Hide and Move Silently checks for the duration of the spell. Duration increases to 30 minutes.
Stage 3: Adds a +15 bonus to the caster’s Hide and Move Silently checks for the duration of the spell. Duration increases to 1 hour.
Stage 4: Adds a +20 bonus to the caster’s Hide and Move Silently checks for the duration of the spell. Duration increases to 2 hours.
Shadow Stealth Notes: This spell is temporarily disabled while in the area effect of the Light Spell, Obliterate Shadow. It can also be temporaily disabled by the caster at any time.
Shadow Tool
Shadow
Creates a small sized object, such as a tool suitable for opening locks.
Cost: 1 MP
Casting time: 1 standard action
Range: 5 feet
Target: An area of empty space
Duration: 1 hour (stage 1)
Saving Throw: None
Casting: Hand held out near where the object is to appear, typically the caster’s other hand.
This spell creates small tools and precision objects that might help certain casters. The caster may create many tools, using the following guidelines: Not much larger than the caster’s hand; 0 to 3 pounds in weight; may be somewhat intricate or complicated. Common examples: A mundane or Chrono-timing Lock pick, a small sharp knife or scissors, flint and steel, a small glass, a vial and stopper, a door wedge, a 1 Silver Credit coin, a funnel. Most objects created with Shadow Tool look real in appearance.
This spell can’t create a tool suitable for defeating a Fusion Latch lock (which requires a pass key or the Telekinetic Spell, Unlock.)
Stage 1: The object lasts 1 hour or until destroyed. The object has 1d4 DR and 15HP.
Stage 2: The object lasts 4 hours or until destroyed. The object has 1d6 DR and 25HP. Tools are of a quality that add +2 to skill checks.
Stage 3: The object lasts 8 hours or until destroyed. The object has 1d8 DR and 30HP. Tools are of a quality that add +4 to skill checks.
Stage 4: The object lasts 24 hours or until destroyed. The object has 1d10 DR and 40HP. Tools are of a quality that add +6 to skill checks.
Shadow Tool Notes: The object can be dismissed by the original caster. It requires a standard action and the caster must be within 5 feet of the object. It cannot be dismissed by another caster.
Up Next: Telekinesis Spells




