Shadow Magic is a relatively new school of magic, and not much is known about it. This school deals in shadowy enhancement spells, damaging undead, and causing fear. There is a strange shadow-like emanation of light when its spells are cast or invoked.
Special Rules for the Shadow Magic School:
This school of low magic is only usable from sundown to sunup, 7 pm to 7 am. Additionally, most spells in this school will dissipate with the sun rising instead of the end of the Event.
Damage done in this school is suffixed by the word “…Ghost” and is the same effect as an Oil of Ghost Blade. Ghost damage harms a character’s Body Points directly and bypasses Armor Points. A character with Damage Resistance: Silver or better will not be harmed by the attack (ghost is not better than silver damage). There is one exception to this rule; undead are affected by ghost damage regardless of their Damage Resistance
Rank 1:
Spell Verbal: By the Shadows of Night I…
- …Grant a Phantom Strike 2 Power Points Latent
- This spell is cast upon a weapon. Once invoked, this spell will cause the weapon’s next strike to swing for ghost damage. This spell does not add any extra damage to the swing and will only work for one swing.
- The player should suffix the damage called with the word “…Ghost”.
- …Wrack Your Spirit 2 Power Points Instant
- This spell does 8 points of ghost damage.
- …Form a Black Shield 3 Power Points Until Used Up
- This spell gives a character an additional 6 Armor Points. These extra Armor Points are the first to be lost when a character is damaged, even before an Armor spell. Regardless of when the spell is cast, the affect ends after 7 am.
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