Post by Phsycodelic on May 1, 2017 21:55:53 GMT
Shadowcasting
Mystic Sorcerers
Mystic Sorcerers
A shadowcaster learns to manipulate and conjure shadowstuff – at first, mere simple shade but, with experience, near tangible blackness or total nightfall. Color and light are absorbed and extinguished by these shadows, which dance and caper at the sorcerer's beck and call. Needless to say, such displays can be quite unnerving, even a novice sorcerer can nonure effects that will frighten the wits out of most normal humans.
Roll: Manipulation + Occult.
Cost: One Willpower.
Modifiers: None.
Duration: One Scene by default, but may vary with level.
Price Of Failure: The shadows are cruel servants… or are they masters? In any case, botches with this Path are certainly undesirable. Sorcerers can end up befuddling themselves as much (or more) than their opponents, drawing the shadows they intended to inflict on others upon themselves. Rumors speak of shadowy forms coming out of shadows that didn't exist…couldn't exist, in broad daylight, never to be seen again. Other speak of things drawn forth that have forever pursued students of this Path… ad those caught by them are never quite the same again.
[ 1 - 6 ] Shadowcasting Levels 1 - 6 ( XXX - Page X )
Level | Ability |
1 | The caster can deepen and darken shadows and darkness in a room or area. The overall lighting doesn't alter, but those shadows that do exist will be much darker than they ought to be. If you desire, those shadows can carry with them a feeling of unease and spookiness. Exact effects depend on the situation (using this ability in a brightly lit office will have little effect, while doing it in a shadowy warehouse would give a sorcerer (and others) the effect of an extra dot of Stealth). |
2 | By shaping the shadows in his area and muffling the sounds he makes, the sorcerer can become almost impossible to discoer. He can make his appearance indistinct, his voice eerie and creepy and the shadows deep and dark around himself. Add 2 dice to dice pools involving Arcane, Disquise (for purposes of hiding your appearance, not for taking on the appearance of others), Intimidation or Stealth. If the sorcerer casts the Shadows on another, the victim will begin to see things out of the corner of his eyes, horrible shadowy forms that dissolve when the head turns. Strange creaks, ominous footsteps and hollow laughter will inhabit his hearing, and a rising sense of dread will occupy every spare thought. A Willpower roll (difficulty equal to the number of successes rolled) is necessary to avoid fumbling and hesitation; while not enough to cause penalties, this will cause someone to reconsider whether or not they should be here, instead of safe at home in his well-lit living room… |
3 | The shadows rile and coil about the shadowcaster. Color fades from the area, and sounds become mere whispers and murmurs… or sudden piercing laughs, screams and other sounds of terror. Panic rises in all but the most stout hearted (Willpower roll, difficulty equal to the successes rolled + 2; failure indicates either a sudden, near irresistible urge to be elsewhere or a -1 to all tasks). You may add 3 dice to your attempts to conceal your character (or another). |
4 | The shadows are the sorcerer's allies in all ways. Those who oppose him must make a Willpower roll (difficulty 8) or be struck down in near-terror (-2 on all tasks – fear this great may drive some to frenzy). Add 4 dice to your dice pools for Intimidation, Arcane, and Stealth. Camera and other electronic recording devices will fail unless the operators suceed at an Intelligence + (appropriate skill: Computers, Investigation, Photography, Science) roll (difficulty 8, generally, although very simple equipment might need only a 6). |
5 | The shadows reach out and engulf the caster's opponents; what they see there is enough to reduce even the greatest to shivering wrecks. Used offensively, the opponent must make a Willpower check (Difficulty 8, 3 successes needed) or be reduced to uselessness for several turns; a victim that was already afraid of the dark or enclosed spaces will probably require psychiatric attention before recovering. Those shrouded in the darkness will be totally invisible to those outside it (and to each other). Naturally, the cast can see in his own darkness. Any recording device brought into the darkness fails immediately (no roll allowed); any pointed at the darkness see only roiling messes of…nothing. Inky blackness. Shadows. |
6 | The legendary sorcerer can give the shadows a physical form, shaping them into chains or tentacles to grab and hold those he wants stopped. The number of successes scored represents the total amount of Strength that can be brought to bear against opponents; you can divide these points up as you want. Bright light will weaken these shadows; sunlight will destroy them. Alternatively, the caster can use this power to dim even the brightest lights; even the sum will dim, although only temporarily, and only in a small well-defined area (an alley way or courtyard, for example). |
[ 1 - 2 ] Shadowcasting Rituals ( XXX - Page X )
[ 1 ] Shadowsight ( XXX - Page X )
A simple ritual, taking only five minutes to enact, this allows a caster to see in the dark. One success allows for low light vision without penalties, and three or more allows the caster to see with no light whatsoever, though usually in various ebon hues, rather than color or even grayscale. The roll for this is Perception + Occult. No cost.
[ 2 ] Veil Of Shade ( XXX - Page X )
With this ritual, the caster is able to hide an object or furnishing, no larger than about half his own size, in incredibly dark shadows. In a dark room, they'll never be found, and even if brightly lit, the shade remains, but obviously may alert someone to the fact that something's out of place. The ritual lasts for a day per success on the casting roll.