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Wiki+ page: Runeless

What is Runeless

This is a unique, birth “deformity of the soul”. While everyone is usually born under a rune,  occasionally someone is born incapable of runic connection or with a strange connection to something else. One would think that being runeless would leave that person incapable of using magic, and for the most part that is true as many runeless are incapable of using magic. However, there are a few recorded cases of men who performed magic that seemed to be uninvolved with any rune. One case tells of a man who controlled sound as if it was a rune of its own. This extremely rare situation is determined case by case, since some gifts involve simple focusing on an aspect of a Rune instead. These people are highly sought after by scholars of magic for study, since their characteristics are highly variable and quite possibly highly unstable. No one knows how to explain this phenomena yet.

Runeless have the chance of the following: not being able to use any kind of magic, using light magic, using shadow magic, using sound magic, or being all-elemental. Runeless have no strengths or weaknesses to any of the runic elements since the runeless possesses no runic soul. Runeless of any kind are incapable of using momentary magic.

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Runeless Magic Chart

Please refer to the below chart for the type of runeless your character is if you choose to be runeless. You may be asked to roll for it (1d6) or may be allowed to choose your type.

Number Rolled Runeless Type Description
1 True Runeless Cannot use magic of any type.
2 Light Element Can use photomancy.
3 Shadow Element Can use shadowmancy.
4 Sound Element Can use audiomancy.
5 Omni-elemental Can learn 1 spell from each element. Must learn and master 1 spell of each element before progressing to the next Tier. Spell prerequisites do not matter, however stat costs are doubled and the skill points needed for skill mastery are increased by 2.
6 True Runeless Cannot use magic of any type.

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Runeless Magic

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Wiki+ page: Audiomancy


 

Audiomancy is runeless magic that involves the manipulation of sound. Only those who are runeless might be able to use audiomancy.

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1. The Two Iconic Symbols of Audiomancy

In the non-elemental magic of Audiomancy, there are two iconic symbols. They are the Siren and the Banshee. These symbols are said to be the very source of audiomancy magic.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the non-elemental magic of Audiomancy, the Siren symbolizes the positive source while the Banshee represents the negative source.

 

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2. Audiomancy Magic Progression Tree

  Audiomancy <mark class=Runeless Magic Progression Tree.png" class="attachment_img" src="http://www.legendsofnorova.net/uploads/attachments/5b00a9e40e2035.24183958.png" />

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3. Audiomancy Magic Spells

3.1. Tier 1

Audiomancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Auditory Imbalance With this spell you cause an imbalance in the target. The target will need to make Speed Checks each time the target moves. If the target fails a Speed Check, the target falls down and needs a move action to get back up. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % N/A
Echo Perception This spell allows you to hear the slightest echo. If you are blind or have visual instability, you no longer suffer the perception penalty or need to make a perception check for the duration. If you are not blind or have visual instability, you gain +2d6 to your Perception for the duration. Deafness renders this spell ineffective. 10 SA;
Free Action
self 1d4 hours 1 skill point = 2 skill mastery % N/A
Shattering Vibrations This spell sends out sound vibrations from your body. Any target, ally or enemy, that is within the spell's area of effect will receive 3d6 magic damage. 10 SA;
1 magic 
3x3 hex area around self instant 1 skill point = 2 skill mastery % N/A
Sound Tripping This spell sends a sound wave straight from you in the direction you are facing. Any target, ally or enemy, that is in the wave's path must make a Strength Check or is knocked down and dealt 2d8 magic damage. 10 SA;
1 magic
wave starts as 1 hex, adds a hex to each side per hex travelled, travels lenght of room torwards direction you are facing instant 1 skill point = 2 skill mastery % N/A
Tinnitus This spell causes a terrible ringing in the ear of the target. The target is left unable to concentrate and can do no spell or skill that requires more actions than the target has. 10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A

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3.2. Tier 2

Audiomancy Effect Cost Range &
Area
Duration Skill Points toSkill Mastery Prerequisites
Audio Wave This spell produces a sound wave that goes from you in a straight line in the direction you are facing. Any target, ally or enemy, caught in the wave's path must make a Strength Check with a 15 point penalty or be knocked down and dealt 5d6 magic damage. 20 SA;
2 magic
wave starts as 1 hex, adds a hex to each side per hex travelled, travels lenght of room torwards direction you are facing instant 1 skill point = 1 skill mastery % Sound Tripping mastered
Banshee's Scream This spell calls upon the negative aspect of sound, the screaming banshee. The Banshee lets out a blood curdling scream. All targets in the area of effect except the user must make a will check against fear. Also all targets in the area except the user are dealt 3d10 magic damage. 20 SA;
2 magic 
3x3 hex area around self fear for 2d4 rounds 1 skill point = 1 skill mastery % Shattering Vibrations mastered
Deafness This spell prevents any sound whatsoever from reaching any target in the area of effect, including allies, rendering the affected deaf. This decreases the affected's Perception by 25 points. 20 SA;
2 magic
1 target 2d4 rounds 1 skill point = 1 skill mastery % Tinnitus mastered
Ear Whistle This spell emits a high pitch whistle that only enemies can hear. This whistle noise causes the targets to be unable to use any skill or spell that costs more actions that the targets have. It also drives the targets crazy, requiring them to make a mental check or to be unable to distinguish friend from foe. 20 SA;
2 magic
all enemy targets 2d4 rounds 1 skill point = 1 skill mastery % Tinnitus mastered
Otic Tearing This spell sends a powerful sound pitch into the ears of the target where it tears and pulls from within. This causes the target deafness for 1d4 rounds and deals the target 5d6+5 magic damage. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % Shattering Vibrations mastered
Siren's Lullaby This spell calls upon the positive aspect of sound, the siren. The siren appears and sings a slow paced lullaby. All targets in the spell's area, ally and enemy, must make a Will check or will fall asleep until something wakes it. The user is immune. 20 SA;
2 magic
3x3 hex area around self instant 1 skill point = 1 skill mastery % Auditory Imbalance mastered
Siren's Soothing Tones With this spell you call upon the positive aspect of sound, the Siren. The mythical Siren appears and sings a soothing song. Any target in the spell's area of affect, ally and enemy, have any enraging status effect removed and recover 2d12 EP. 20 SA;
2 magic
3x3 hex area around self instant 1 skill point = 1 skill mastery % Echo Perception mastered
Sound Dislocation This spell lets you send any sound you desire to a different place. You can send the sound of your words, the sound of noise, the sound of other people's words, any sound at all but only one source of sound and only a minute of that sound at a time. You can send this sound to any place you can see or any place that you have been. 20 SA;
Free Action
1 source of sound to another location 1 minute 1 skill point = 1 skill mastery % Echo Perception mastered

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3.3. Tier 3

Audiomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Auditory Hallucinations With this spell you cause the target to hear things that are not there. This distracts the target. The target will have to make perception checks with a 20 point penalty to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make a mental check as well or may believe that his or her ally is an enemy. 30 SA;
3 magic
1 target 2d6 rounds 2 skill points = 1 skill mastery % Either Siren's Lullaby or Audio Wave mastered
Banshee's Song This spell calls upon the negative aspect of sound, the banshee. The banshee appears and sings a terrifying melody. All targets in the area of effect, ally and enemy, must make a will check against fear and a second will check against berserk. Each round that the target is in the spell's area of effect, a -10 penalty that stacks is applied to the two will checks. The affected targets will be unable to attack the spell caster. The spell caster is unaffected. 30 SA;
3 magic
3x3 hex area around self 2d4 rounds 2 skill points = 1 skill mastery % Either Ear Whistle or Banshee's Scream mastered
Enhanced Deafness This spell causes the effects of the Deafness spell on every enemy target and gives them an added perception penalty of -30.  30 SA;
3 magic
all enemy targets 2d4 rounds 2 skill points = 1 skill mastery % Deafness mastered
Mass Echo Perception This spell grants the effects of Echo Perception to all allies and the caster. It also increases the Perception bonus by 10 and renders allies and caster immune to deafness. 30 SA;
Free Action
self and all allies 1d4 hours 2 skill points = 1 skill mastery % Sound Dislocation mastered
Siren's Healing Tones This spell calls upon the positive aspect of sound, the siren. The siren appears and sings a beautiful song that causes all within the spell's area, ally and enemy, to recover 5d10 HP. 30 SA;
3 magic
3x3 hex area around self instant 2 skill points = 1 skill mastery % Siren's Soothing Tones mastered
Song of the Dead With this spell you let out a haunting melody that awakens all dead things and dead spirits in the battlefield. Roll a 1d4. The number rolled indicated the number of dead that is reanimated which you can place anywhere. The dead will go about aimlessly attacking every enemy of the caster they can reach. Each dead can move 6 hex and attack once doing 2d20 plus magic power damage. 30 SA;
3 magic
battlefield 2d6 rounds 2 skill points = 1 skill mastery % Banshee's Scream mastered
Sonic Shot This spell concentrates sound into a tight orb which it then sends in a straight line from the caster in the direction you are facing. Any target, ally and enemy, in the shot's path is dealt 5d10 magic damage. 30 SA;
3 magic
straight line from caster instant 2 skill points = 1 skill mastery % Otic Tearing mastered
Sound Location With this spell you let out a high pitch echo in the hopes of finding something that you wish to find. As you get closer to that something, you will hear a hum that will get louder. The spell can also be used to warn you of any nearby traps or other dangers. No one else can hear the sound. 30 SA;
Free Action
self until destination is reached 2 skill points = 1 skill mastery % Either Audio Wave or Sound Dislocation mastered

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3.4. Tier 4

Audiomancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Audio Blast With this spell you cause an explosion of sound. All in the area, including yourself, will take 6d10 magic damage. 40 SA;
4 magic
a 3x3 hex area around a spot chosen by you instant 3 skill points = 1 skill mastery % Sonic Shot mastered
Banshee's Reaping With this spell you call upon the negative aspect of sound, the banshee. The banshee will go to every target, ally and enemy, and attempt to reap that target. Enemies must roll a 1d6, with 6 killing the target. Allies must roll a 1d% with 100 killing the ally. You are immune. 40 SA;
4 magic
battlefield instant 3 skill points = 1 skill mastery % Either Banshee's Song or Song of the Dead mastered
Molecular Vibrations With this spell you let loose a very high frequency sound that no one can hear at an obstacle in your way. The sound causes the molecules of the obstacle to vibrate at such high intensity that you can walk through the obstacle. 40 SA; Free Action affecting up to 6 feet from you effect lasts for 10 minutes 3 skill points = 1 skill mastery % Sound Location mastered
Suggestive Whisperings With this spell you make strong suggestions to the target of your choice. The target must make a Will check with a 10 point penalty. You can increase that penalty by 1 with every 2 extra SA you spend. If the target fails, it must do whatever you suggest it to do.  40 SA;
4 magic
1 target instant 3 skill points = 1 skill mastery % Auditory Hallucinations mastered

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3.5. Tier 5

Audiomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Audio Slave With this spell you make a target your slave. You have complete control over the target for the duration of the battle. The target can make a will check to avoid this and a will check with a 35 point penalty per round to break free. 50 SA; 5 magic 1 target duration of battle 4 skill points = 1 skill mastery % Suggestive Whisperings mastered
Echo Spirit With this spell you create a replica of yourself. This is your echo spirit. It will have the same actions, stats, skills, spells, and equipment that you possess, with mastery of skills and spells reflecting your mastery. 50 SA; 5 magic self, next to self 2d6 rounds 4 skill points = 1 skill mastery % Banshee's Reaping mastered
Song's End This spell creates a countdown of sorts for the target. A song will start above the target and last for three rounds. At the end of the third round, the target must make a will check with a 20 point penalty or kill itself. 50 SA; 5 magic 1 target 3 round countdown 4 skill points = 1 skill mastery % Either Audio Blast or Suggestive Whisperings mastered

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3.6. Tier 6

Audiomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Vibrations of Creation This powerful spell recreates the violent sounds and vibrations of creation on the battlefield. All the sudden the battlefield shakes and shutters in the violent throws of creation. Every enemy target takes 10d90 magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles. 60 SA; 6 magic all enemy targets instant 5 skill points = 1 skill mastery % Either Echo Spirit or Song's End mastered
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Wiki+ page: Photomancy


 

Photomancy is runeless magic that involves the manipulation of light. Only those who are runeless might be able to use photomancy.

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1. The Two Iconic Symbols of Photomancy

In the non-elemental magic of Photomancy, there are two iconic symbols. They are the Star and the Fire. These symbols are said to be the very source of photomancy magic.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the non-elemental magic of Photomancy, the Star symbolizes the positive source while the Fire represents the negative source.

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2. Photomancy Magic Progression Tree

Photomancy <mark class=Runeless Magic Progression Tree.png" class="attachment_img" src="http://www.legendsofnorova.net/uploads/attachments/5aadcadbae60a4.49376098.png" />

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3. Photomancy Magic Spells

3.1. Tier 1

Photomancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Comforting Light With this spell you surround a target within a warm, comforting ray of light. The light dispels any personality status changing effects and relaxes the target. The target's EP will be restored by 2d8 but will will have a penalty of 2d8 to melee, throw, and bow power for 1d6 rounds. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % N/A
Glaring Light With this spell you place a glaring bright light in front of the target. This causes the target to experience visual distortion. 10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A
Glow With this spell you can cause a small object, weapon, or body part to glow brightly. This glow produces enough light to light up a 20x20 area block area. 10 SA;
Free Action
20x20 area block around enchanted target 1d4 hours 1 skill point = 2 skill mastery % N/A
Light Shield This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 5 MR. It has a block rating of 5d4. If the user doesn't have block and magic block, the ally will have the missing skill at 20% mastery during the duration of the spell, but the mastery will never increase. 10 SA;
1 magic
self or 1 ally 1d6 rounds 1 skill point = 2 skill mastery % N/A
Piercing Light This spell shoot a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 5d4 magic damage to each target. 10 SA;
1 magic
straight line instant 1 skill point = 2 skill mastery % N/A

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3.2. Tier 2

Photomancy Effect Cost Range &
Area
Duration Skill Points toSkill Mastery Prerequisites
Fire's Heat With this spell you are conjuring the negative source of light, fire, and placing its effects around a single target. The target will become very warm and lethargic. The target must make a Fortitude check against Heat Exhaustion. The target will loose any bonuses to attack actions, have its movement rates cut in half, and will have its attack power decreased by 20% 20 SA;
2 magic
1 target 2d4 rounds 1 skill point = 1 skill mastery % Either Glaring Light or Piercing Light mastered
Flash This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability and a penalty to perception of 10 points. Allies and the spell caster are protected from the flash. 20 SA;
2 magic 
all enemy targets 2d3 rounds 1 skill point = 1 skill mastery % Glaring Light mastered
Healing Light With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 5d6 plus your magic power worth of HP. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % Comforting Light mastered
Light Armor With this spell you provide yourself or an ally a set of armor made of light. The armor grants the wearer 1d10 PR and 2d10 Flat MR.  20 SA;
2 magic
self or 1 ally 2d4 rounds 1 skill point = 1 skill mastery % Light Shield mastered
Light Arrow With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d10 points of magic damage, 25% of the damage goes directly to HP. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % Piercing Light mastered
Light Casting With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has travelled beyond 500 feet, the spell ends. You can direct the light to head in a direction but the light will keep moving forward. 20 SA;
Free Action
500 feet (84 area blocks) until the light has passed 500 feet 1 skill point = 1 skill mastery % Glow mastered

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3.3. Tier 3

Photomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Embracing Light With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 5d10 points of any kind of damage, letting only 10% of the damage through. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self. 30 SA;
3 magic
self or 1 ally until damage is absorbed 2 skill points = 1 skill mastery % Either Light Armor or Healing Light mastered
Fire's Burn This spell summons up the dark source of light, fire. Though the fire is never seen, its effect is felt as it burns the single target it is cast against, dealing 4d10 + 5 magic damage and 2d10 burn damage per round, nonstackable. 30 SA;
3 magic
1 target instant; until cured 2 skill points = 1 skill mastery % Fire's Heat mastered
Fitful Strobe This spell assault a target with lots of strobe lights of various colors. The target must make a Fortitude check with a -10 penalty. If the target fails, the target will have a seizure, being unable to act for 3 rounds and having visual instability for the following 6 rounds. If the target succeeds, the target will have nausea and visual instability for 6 rounds. 30 SA;
3 magic
1 target instant 2 skill points = 1 skill mastery % Flash mastered
Light Jumping This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. 30 SA;
3 magic
self and any thing or target you grab instant 2 skill points = 1 skill mastery % Flash mastered
Light Storm This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 6d8 magic damage, for each round the target is caught in the spell's area of effect. 30 SA;
3 magic
a 3x3 hex area around a spot of your choosing 2d4 rounds 2 skill points = 1 skill mastery % Either Light Casting or Flash mastered
Light Sword This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3, a block of 2d20, and an attack value of 5d10 plus the wielder's magic power. Any sword skills can be used with this sword and sword mastery increases its damage power. 30 SA;
3 magic
self or 1 ally 2d6 rounds 2 skill points = 1 skill mastery % Light Arrow mastered
Solar Flare This spell causes instant blindness for all enemy targets for 2d4 rounds. Furthermore, all enemy targets take 2d20 + 1d6 magic damage. The caster and allies are protected. 30 SA;
3 magic
all enemy targets instant 2 skill points = 1 skill mastery % Light Casting mastered
Star's Protection With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by half during the duration of the spell. Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals the protected's magic power worth of magic damage. 30 SA;
3 magic
self or 1 ally 2d4 rounds 2 skill points = 1 skill mastery % Light Armor mastered

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3.4. Tier 4

Photomancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Fire's Warding With this spell you summon the negative source of light, fire. Fire offers warding to you or an ally of your choosing, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 2d12 burn damage for 1d6 rounds. The protected will suffer 1d8 burn damage per round for the duration of the spell. 40 SA;
4 magic
self or 1 ally 3d3 rounds 3 skill points = 1 skill mastery % Fire's Burn mastered
Flash Explosion This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the area of affect, ally and enemy, will suffer 3d20 magic damage. Allies and the caster are protected against the blindness effect of the spell. 40 SA;
4 magic
a 4x4 hex area around a spot of your choosing instant 3 skill points = 1 skill mastery % Either Solar Flare or Light Storm mastered
Light Guardian This spell summons a being of pure light for each of your allies and yourself. During the duration of the spell, you can have the light guardian do one of three things: heal you for 5d12 HP, guard you blocking 5d12 worth of any kind of damage, or attack a single target doing 5d12 magic damage. 40 SA; Free Action self and all allies 2d6 rounds 3 skill points = 1 skill mastery % Either Star's Protection or Embracing Light mastered
Light Travel This spell allows you to travel to anywhere you have ever been at the speed of light.  40 SA;
Free Action
self instant 3 skill points = 1 skill mastery % Light Jumping mastered
Star's Vengeance With this spell you summon the positive source for all light, a star. The star will counter attack for you or an ally of your choosing, for 2d6 attacks. Whenever the protected target is attacked, the star will activate, dealing 7d8 points of magic damage to the attacker. 40 SA;
4 magic
self or 1 ally 2d6 times attacked 3 skill points = 1 skill mastery % Either Light Sword or Star's Protection mastered
Star's Weapon With this spell you summon the positive source for all light, a star. The star blesses your weapon or the weapon of an ally of your choosing. No matter what the weapon was, it is now a special rod topped with a star. But despite being a rod, it is not a bashing weapon, it is a projectile weapon. When the wielder waves the rod at a target, small stars will shoot out of the rod and strike the target. The attack power is 6d10 + 5 magic damage. 40 SA;
4 magic
self or 1 ally 2d6 rounds 3 skill points = 1 skill mastery % Light Sword mastered

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3.5. Tier 5

Photomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Fire's Death With this spell you summon the negative source of light, fire. This spell forms a magical red light that resembles fire within the target. For the first round the target is caught on fire, receiving 4d20 magic damage and unable to cast spells. When the second round comes, the fire instantly dies, and the coldness comes to fill the void left by the light fire. The target receives another 3d20 magic damage and must make a Fortitude check. A failed Fortitude check causes the target to suffer frost bite. 50 SA; 5 magic 1 target 2 rounds 4 skill points = 1 skill mastery % Fire's Warding mastered
Mass Light Travel With this spell you and all of your allies can travel to anywhere you have been at the speed of light. 50 SA; Free Action self and all allies instant 4 skill points = 1 skill mastery % Light Travel mastered
Star's Nova With this spell you call upon the positive source for all light, a star. A small star forms in the center of the battlefield and then instantly explodes, dealing 8d10 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected. 50 SA; 5 magic all enemy targets instant 4 skill points = 1 skill mastery % Either Star's Weapon or Star's Vengeance mastered
The End of the Tunnel This spell begins a death countdown on the target. The target has 3 rounds to make a Fortitude check with a -20 penalty. If the target fails by the third round, the target dies instantly. 50 SA; 5 magic 1 target 3 round death countdown 4 skill points = 1 skill mastery % Flash Explosion mastered

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3.6. Tier 6

Photomancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Big Bang This spell pumps every enemy target full of light. The target must make a Fortitude Check with a 25 point penalty. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed their check are hit by the exploding target and the exploding light, receiving 10d10 magic damage. If all targets succeed, the light still explodes dealing each 8d10 magic damage, but the targets themselves don't explode. The caster and allies are protected. 60 SA; 6 magic all enemy targets instant 5 skill points = 1 skill mastery % Either Fire's Death or Star's Nova mastered
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View

Wiki+ page: Shadowmancy

Shadowmancy is runeless magic that involves the manipulation of shadows. Only those who are runeless might be able to use shadowmancy.

 

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1. The Two Iconic Symbols of Shadowmancy

In the non-elemental magic of Shadowmancy, there are two iconic symbols. They are the Shadow and the Shade. These symbols are said to be the very source of shadowmancy magic.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the non-elemental magic of Shadowmancy, the Shadow symbolizes the positive source while the Shade represents the negative source.

 

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2. Shadowmancy Magic Progression Tree

  Shadowmancy Magic Spells Progression Tree.png

 

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3. Shadowmancy Magic Spells

3.1. Tier 1

Shadowmancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Blotting With this spell you cause shadows to appear in the eyes of the single target. This causes the target visual instability. 10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A
Dark Sight With this spell you grant yourself the ability of dark sight. Your eyes, including the whites, become solid black with a thin purple ring tracing the outside of the pupil. With darksight, everything becomes pitch black for you. All obstacles get outlined in white, all living creatures appear as white blotches glowing in the color of their element (or white if runeless). All spells, even invisible spells, can be seen as colored blots with the color being of that of their element, giving you a +10 to your magic evasion. All illusions are invisible. All traps glow red. And you can see through walls since they are simply outlined. The obstacles are still there, you cannot walk through them. You can simply see through them. 10 SA;
Free Action
self 1d4 hours 1 skill point = 2 skill mastery % N/A
Shadow Bracing With this spell you use the shadow that all physical creatures have to brace them in place. You can choose either yourself or any 1 target. The shadow of the target grabs the target and holds the target in place. The target will be immune to knock down and knock back effects, cannot be tripped, picked up, moved, teleported, or have anything done to the target that changes the target's place. However the target also cannot move from that spot. 10 SA;
1 magic 
self or 1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A
Shadow Lashings With this spell you cast a long shadow that takes the form of a whip and whips the target of your choice. The spell does 5d4 magic damage.  10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % N/A
Shadow Searching With this spell you feel with the shadows to search for something that you know about. The shadows can search an area of 200 x 200 area blocks (1200 x 1200 square feet), including above and below you. Once the object is found, you will know where it is at and the most direct path to get to it, but nothing more. 10 SA;
Free Action
a  200 x 200 area blocks area instant 1 skill point = 2 skill mastery % N/A

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3.2. Tier 2

Shadowmancy Effect Cost Range &
Area
Duration Skill Points toSkill Mastery Prerequisites
Darkening With this spell you cause blotting to all enemy targets. Now all enemy targets have visual instability. This spell also gives enemies a -20 to their Perception %. 20 SA;
2 magic
all enemy targets 2d4 rounds 1 skill point = 1 skill mastery % Blotting mastered
Dark Fire With this spell you create a thick shadow that seems to flicker and behave as if it is fire. Any target in its area of effect will receive 5d6 magic damage per round that they are in the spell's area. Any target that is at the center of the spell will receive an additional 1d8 magic damage. This spell affects allies, enemies, and yourself. 20 SA;
2 magic 
a 3x3 hex area around a spot of your choosing 2d4 rounds 1 skill point = 1 skill mastery % Shadow Lashings mastered
Enchantment of Darkness With this spell you enchant any weapon of your choosing, including those of your allies. This spell grants the weapon three attributes. The first attribute is to cause the struck target visual instability and decrease their perception by 5 for 1 round. The second attribute is to add the wielder's magic power to the weapon's attack value. The third attribute is to have each attack with the weapon drain 5d6 SA from the target to give to the wielder. 20 SA;
2 magic
self or one ally 1d8 rounds 1 skill point = 1 skill mastery % Either Dark Sight or Shadow Lashings mastered
Mass Dark Sight This spell grants Dark Sight to yourself and all of your allies. 20 SA;
Free Action
self and all alleis 1d4 hours 1 skill point = 1 skill mastery % Dark Sight mastered
Mass Shadow Bracing This spell casts Shadow Bracing on either all allies or all enemies, with you the caster deciding which. This spell also gives all enemies Visual Instability and a -5 Perception penalty. 20 SA;
2 magic
self and all allies or all enemies and all enemy targets 1d6 rounds 1 skill point = 1 skill mastery % Shadow Bracing mastered
Shade's Concealment With this spell you call upon the negative form of shadow, the dreaded shade. The shade wraps around you, concealing you from the rest of the world, with only your shadow to show that you are even there. While wrapped in the shade you can still move and attack as normal as you are actually there. Those that notice your shadow can attack you, but they must make a Perception Check with a 10 point penalty in a well lit environment to notice your shadow. The penalty increases as the light decreases. In dark environments your shadow cannot be seen. 20 SA;
2 magic
self 2d4 rounds 1 skill point = 1 skill mastery % Either Blotting or Dark Sight mastered
Shadow's Grip With this spell you call upon the positive form of shadows, the shadow itself. The shadow affects every enemy target by causing their shadows if they have any to reach up and grab their hands. The targets must make a Strength Check. If the target fails, the target will be unable to attack for that round but can still use spells. The target can make a strength check each round during the duration of the spell. 20 SA;
2 magic
all enemy targets 1d8 rounds or until freed, whichever comes first 1 skill point = 1 skill mastery % Either Shadow Searching or Shadow Bracing mastered
Shadow Thief This spell can be used in one of two ways. While adventuring, you can use this spell to grab through the shadows anything that you can see and lift and bring it to you without you physically going to get it. In battle you can use this spell to grab a target's weapon or shield in the same way, but the target can make a Strength Check to try and keep the weapon or shield.

20 SA;
Free Action (adventuring);
2 magic (battle)

line of sight instant 1 skill point = 1 skill mastery % Shadow Searching mastered

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3.3. Tier 3

Shadowmancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Agent of the Shade With this spell you call upon the negative form of the shadow, the evil shade. The shade asks you to choose an ally other than yourself. Once you choose an ally, the shade possesses the ally but does not take control of the ally. Instead, the ally gains the attributes of the shade. The ally can shadow walk, enemies must make perception checks to spot the ally and the ally is invisible in the dark, the ally gains +50 to HP, SA, and EP, and the ally's physical attacks have magic power added to it while the ally's magic attacks have melee power added to it (as well as the appropriate stat). However the empowered ally's skills and spells cost 25% more to use and the ally takes 20% more damage from magic spells. 30 SA;
3 magic
self or 1 ally 3d4 rounds 2 skill points = 1 skill mastery % Mass Dark Sight mastered
Blade of Shadow With this spell you fling a half-moon shaped blade made of pure shadow at an enemy target. The blade of shadow will pass through any objects and targets in its way, but will only cut into the intended target. The target will receive 2d20 magic damage. You will also roll a 1d6, if 6 is rolled, the target will be instantly killed. 30 SA;
3 magic
1 target instant 2 skill points = 1 skill mastery % Enchantment of Darkness mastered
Dark Explosion This spell creates a point in the battlefield that instantly explodes, except shadow explodes outward instead of fire. Any target, ally or enemy, within the spell's area of effect take 5d10 magic damage. Any target at the center of the spell take an additional 2d6 magic damage. 30 SA;
3 magic
a 4x4 hex area around a spot of your choosing instant 2 skill points = 1 skill mastery % Dark Fire mastered
Eclipse With this spell you create an eclipse which darkens the battlefield. All enemy targets must make perception checks to move, attack, or act in anyway and have a -5 perception penalty. Also all enemy targets must make a will check when the spell is cast or they will be filled with fear and unable to act for 1 round. Allies are immune. 30 SA;
3 magic
all enemy targets 2d4 rounds 2 skill points = 1 skill mastery % Darkening mastered
Nyctophobia With this spell you create within a target an unnatural fear of darkness. You then make the target believe that he or she is surrounded by darkness. The target will make a will check with a 10 point penalty each round during the spell's duration. If the target fails, the target will scream in terror, be unable to attack anyone else or move, and will attack him or herself. 30 SA;
3 magic
1 target 3d3 rounds 2 skill points = 1 skill mastery % Either Darkening or Shade's Concealment mastered
Shade's Armor With this spell you call upon the negative form of shadow, the terrible shade. You direct this spell upon yourself or an ally of your choosing. The shade then becomes one with the target's armor. During the duration of the spell, all enemy targets must make a Perception Check to see the protected target. If the protected target gets attacked, 20% of that damage is changed to SA which is given to the protected target. The protected target also has all magic damages decreased by 20%. However the protected target looses 2d20 EP per round. 30 SA;
3 magic
self or 1 ally 2d4 rounds 2 skill points = 1 skill mastery % Mass Shadow Bracing mastered
Shadow Melding With this spell you become one with the shadow. You no longer need to move on the battlefield to attack. You simply attack through the shadow and the attack will affect whichever target you desire, no matter the distance. 30 SA;
3 magic
self 2d4 rounds 2 skill points = 1 skill mastery % Shade's Concealment mastered
Shadow's Companion With this spell you call upon the positive form of shadow, the shadow itself. The shadow responds by transforming your shadow into a shadow hound. The shadow hound stands on all four and is the size of a dire wolf. The shadow hound will be yours to command during the spell's duration. It can move 8 hexes, can attack for 2d20+ 10 increased by your magic power worth of damage, and is invincible. Your hound cannot defend you though as all attacks go through it since it is nothing more than a shadow. Your hound can only attack once and move once. 30 SA;
3 magic
next to self 2d4 rounds 2 skill points = 1 skill mastery % Either Shadow Thief or Shadow's Grip mastered

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3.4. Tier 4

Shadowmancy Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Cover of Blackness This spell envelops the entire battlefield in pure blackness. The blackness extinguishes any light source and is thick like soup. During the duration of the spell, enemies find their actions decreased by 1. Projectile attacks fail to work for enemies. Enemies also must make Luck checks to find and attack you and your allies as they can perceive nothing. Allies and yourself can see just fine as you are all granted Dark Vision. Your projectiles won't work, but your melee attacks aren't reduced, nor are your movement speeds. Everyone can either walk or swim within the blackness, including upwards.  40 SA;
4 magic
battlefield 3d4 rounds 3 skill points = 1 skill mastery % Either Eclipse or Nyctophobia mastered
Dark Storm This spell creates a deadly looking black cloud above the battlefield. From that cloud shoot what could only be described as shadows of lightening, if lightening could have shadows. Every target must make a magic evasion. If they fail, they take 3d20 magic damage and 2d20 SA & EP damage. If they succeed, they are left unharmed. This also effects yourself and your allies, but you and your allies get a +10 bonus to your evasion check. You can spend SA to increase your and your allies evasion bonus with 2 SA spent increasing the bonus by 1. 40 SA;
4 magic
battlefield instant 3 skill points = 1 skill mastery % Dark Explosion mastered
Shade's Assassin With this spell you call upon the power of the negative form of shadow, the deadly shade. The shade asks you to choose an ally. Once you choose that ally, that ally gains all of the benefits and negatives of the Agent of Shade spell, plus all of that ally's attacks have a 1d6 dice roll added, with 6 meaning their target instantly dies.  That ally also takes 1d6 HP damage per round during the duration of the spell. 40 SA; 4 magic 1 ally 3d4 rounds 3 skill points = 1 skill mastery % Either Agent of the Shade or Blade of Shadow mastered
Shade's Trap This spell calls upon the negative form of shadow, the tricky shade. The shade makes every shadow on the battlefield a trap. Any target, friend or foe, that ends up on a shadow other than their own when their movement is done is instantly expelled from the battlefield. Enemies will find themselves somewhere else in the area while allies will simply find themselves outside of the battlefield and unable to re-enter or affect the battlefield. The spellcaster is immune to the trap. This trap can be avoided by producing enough light to push away any shadow, causing complete darkness so that there is no shadow, or by not moving. 40 SA;
4 magic
battlefield 2d6 rounds 3 skill points = 1 skill mastery % Either Nyctophobia or Shadow Melding mastered
Shadow Mount This spell creates a horse-like creature out of your very shadow which you can ride. It has the same stats as a warhorse. The horse of shadow produces a constant 3x3 hex area Aura of Fear that only affects enemies. 40 SA;
Free Action
next to self 1d6 hours 3 skill points = 1 skill mastery % Shadow's Companion mastered
Spectre of Shadow This spell causes all of the enemy targets shadows to turn against them. The shadows rise up and attack their owners, dealing 6d10 magic damage.  40 SA;
4 magic
all enemy targets instant 3 skill points = 1 skill mastery % Shadow's Companion mastered

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3.5. Tier 5

Shadowmancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Darkness Calling This spell calls from the shadows to every enemy target. Each enemy target must then make a will check. If they fail, they are yours to command for 2d6 rounds and cannot resist any command during that time. 50 SA; 5 magic all enemy targets command for 2d6 rounds 4 skill points = 1 skill mastery % Either Dark Storm or Spectre of Shadow mastered
The Firmament's Pull This spell takes two rounds to pull the target into the Shadow Realm. During those two rounds, the target can do anything it wants but it will receive 3d20 magic damage each round. On the third round the target finds itself in the shadow realm where spectral beasts ravage the target doing 8d10 magic damage. At the end of the third round the target is returned in whatever shape it remains in. 50 SA; 5 magic 1 target 3 rounds 4 skill points = 1 skill mastery % Either Cover of Blackness or Shade's Trap mastered

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3.6. Tier 6

Shadowmancy Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
The Finality of Darkness This spell does two things. One, it creates a death countdown. For three rounds, the target's own shadow begins to swallow the target. The first round it swallows the target's legs which only cut its movement in half. The second round it swallows the target's torso which cuts the target's armor protection by 50%. The third round swallows the target whole which kills the target. Two, each round the target receives 9d10 magic damage. The target can only be saved by a spell that dispels magic, by escaping the shadow with a Speed Check with a 10 point penalty that increases by 10 each round, or by killing the caster.  60 SA; 6 magic 1 target 3 round death countdown 5 skill points = 1 skill mastery % Either The Firmament's Pull or Darkness Calling mastered
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