Neathermancy: The Spells of Shadow.

GM's NOTE: These spells are reduced in power or completely negated in the presence of absolute darkness and when the sun is directly overhead (noon). GM's use you best judgement.


Spell Name: Shadow Meld
Spell Level: 3
Range: Self or Other by touch
Duration: 4 minutes (16 melees) per level
P.P.E.™ Cost: 6
Saving Throw: none

Description: This spell is identical to the RIFTS® spell of the same name except as mentioned above.

Spell Name: Shadow Bind
Spell Level: 2
Range: self or other by touching the shadow
Duration: 2 days per level
P.P.E.™ Cost: 6
Saving Throw: 12 if unwilling

Description: By the use of this spell the mage can bind a person's shadow to a particular location (or person). The shadow is literally held to the bound spot and does not follow it's owner's movements. While this can produce interesting results for dramatics, in practical applications it is only un-nerveing, although the spell could also be employed for thievery and such.

Spell Name: Shadow Mold
Spell Level: 5
Range: Touch
Duration: special see description
P.P.E.™ Cost 12:
Saving Throw: none

Description: With the use of this spell the mage can shape shadows as if they were clay at a 88% skill proficiency. The mage can 'mold' for 5 minute per level and the shadow will retain it's new shape for 2 days per level of the mage. The shadow is NOT seperated from the object whose shadow it is, nor is the object(or person) changed in any way. If the shadow is to be used independantly then a seperate spell such as 'Shadow Steal' (see below) must be used.

Spell Name: Shadow Steal
Spell Level: 6
Range: touch
Duration: 2 days per level
P.P.E.™ Cost: 15
Saving Throw: 16

Description: By the use of this spell the mage can 'disconnect' a shadow from it's maker. To those who can touch the shadow it will act like the object it is from i.e., a persons shadow will be like a rag doll, a shadow of a gun will fire 'Shadow Bolts' , a shadow car could be driven by a shadow being, etc.

Spell Name: Shadow Bolt
Spell Level: 3
Range: 200 ft
Duration: Instant
P.P.E.™ Cost: 5
Saving Throw: dodge

Description: This spell produces a powerful bolt of pure shadow that will do 3d6 M.D.C.™ to whatever it hits.

Spell Name: Shadow Sight
Spell Level: 2
Range: line of sight
Duration: Instant
P.P.E.™ Cost: 4
Saving Throw: none

Description: This spell allows the caster to read a being's shadow. The information gleaned for reading a shadow is identical to the RIFTS® spell 'See Aura™' except there must be a shadow present to be read.

Spell Name: Shadow Mask
Spell Level: 4
Range: self
Duration: 5 minutes per level
P.P.E.™ Cost: 7
Saving Throw: none

Description: Prevents one's shadow from being evaluated by the 'Shadow Sight' spell.

Spell Name: Nether Projection
Spell Level: 8
Range: self
Duration: 1 hour per level
P.P.E.™ Cost: 30
Saving Throw: none

Description: This spell takes the caster into the realm of shadow. All material things seem to be ghosts and cannot be interacted with, however shadows are now as real as the caster and he/she can interact with the shadows just like you and I would the things in our everyday world. The caster as well, is invisible to the material world.

Spell Name: Shadow Phase
Spell Level: 9
Range: self
Duration: 2 melees per level
P.P.E.™ Cost: 50
Saving Throw: none

Description: This powerfull spell allows the caster to enter a shadow and exit from another shadow up to two miles per level, away. This travel takes place in a split second. The caster need only concentrate on the desired location and if there is a shadow there then he/she will apear. The caster need not know the location because when he/she enters the shadow all things are ghosted and any point to the horizon can be seen by the caster (even trough walls etc.).

Spell Name: Shadow Transformation
Spell Level: 11
Range: self or other by touch
Duration: 20 minutes per level
P.P.E.™ Cost: 120
Saving Throw: 16 if unwilling

Description: By the use of this powerfull spell the caster transforms himself (or another) into a being of pure shadow. While in this form the shadow is immune to the effects of heat and cold (fire does half damage) and all kinetic attacks (punches, bullets, ect) are usless against him/her. Light based attacks such as lasers still do full damage. (plasma is not light based but will do half as it is a form of fire). The caster still retains his/her original stats including MDC™, SDC™, and all others. The caster cannot interact with the physical world except by magic and psionics but can communicate using gestures as he is not invisible.

Spell Name: Shadow Dwelling
Spell Level: 9
Range: 100 ft
Duration: 5 days per level
P.P.E.™ Cost: 60
Saving Throw: none

Description: With this spell the caster creates for himself a dwelling inside a shadow. The temporary home is 100ft X 100 ft and can be entered by anyone with the appropriate powers to enter shadows or can be brought in by the caster. There is plenty of oxygen in here for up to 30 people to survive the spell's duration. There is also a natural but dim light similar to a night with a full moon and clear skies. Any one not use to the environment will feel uneasy but will suffer no effects.

Spell Name: Summon Shadow Beast
Spell Level: 7
Range: immediate
Duration: special
P.P.E.™ Cost: 35
Saving Throw: none

Description: This spell is identical to the RIFTS® spell of the same name, ecxept as noted above.

Spell Name: Nether Portal
Spell Level: 11
Range: immediate
Duration: 2 minutes per level
P.P.E.™ Cost: 140
Saving Throw: none

Description: This spell opens a portal to the NetherWorld, the realm of those caught between life and death. The NetherWorld itself is similar to the astral plane in all respects (think shadow instead of ecto-plasm). While here the caster and others can move freely about with the same restrictions as in the astral plane. GM's feel free to elaborate on your version of the NetherWorld for purposes of story line.

Spell Name: Dark Marionette
Spell Level: 12
Range: 20 ft
Duration: 5 minutes per level
P.P.E.™ Cost: 200
Saving Throw: none

Description: This powerful spell will give the caster control over the victims body (not mind) for the duration of the spell. This requires FULL concentration on the mage's part and he can do nothing else while using this spell. The helpless victim can still use psionics.

Spell Name: Multiple Shadow
Spell Level: 4
Range: immediate
Duration: 2 rounds per level
P.P.E.™ Cost: 6
Saving Throw: none

Description: This confusing spell gives the caster one extra shadow per every three levels. The shadows move independantly of the mage and always apear to be attacking whoever the mage is fighting. This confusion does no actual damage but does give a -2 to strike, parry, and dodge. NOTE: If the mage is not in combat the extra shadows all mimick the origonal.

Spell Name: Shadow Rejuvination
Spell Level: 2
Range: self or other by touch
Duration: 1 minute per level
P.P.E.™ Cost: 5
Saving Throw: none

Description: By casting this spell and then stepping into a shadow the mage can bio-regenerate at a rate of 1d6 HP and SDC™ or MDC™ per rounb.

Spell Name: Absolute Darkness
Spell Level: 5
Range: 120 ft radius
Duration: 2 melees per level
P.P.E.™ Cost: 10
Saving Throw: none

Description: This spell creates an area of absolute darkness. Not only will light be not visible but no creature can see and even sensors (all kinds) go dead. Only the mage can see in this murk giving him a +2 to strike, parry, and dodge.

Spell Name: Shadow Stab
Spell Level: 5
Range: melee
Duration: 1 minute per level
P.P.E.™ Cost:12
Saving Throw: dodge

Description: By the means of this spell the caster can attack a creatures shadow (melee weapons only!) and the damage will be transfered to the creature point for point! This essentially gives the caster a plus 2 to strike and an extra attack and as well, gives the creature a -2 to parry and dodge.

Spell Name: ShadowBlade
Spell Level: 5
Range: self only
Duration: 1 minute per level
P.P.E.™ Cost: 12
Saving Throw: none

Description: This spell creates a sword of solid shadow that will do 6d6 MDC™ (x2 to creatures with weakness to cold)! The shape of the sword is determined mentally by the caster and in all ways (except damage) will function as that type of sword. The caster need not know how to use a sword but, if he is skilled then bonuses are as normal. The sword cannot be given to anyone else, if it leaves the casters hand then it will disipate.

Spell Name: Armor of Darkness
Spell Level: 6
Range: self or touch
Duration: 4 minute per level
P.P.E.™ Cost: 20
Saving Throw: none

Description: This spell envelopes the caster in solid shadow, giving him/her an armor with 200 MDC™! The armor masks the user's heat signature and makes him impervious to fire based attacks including magical fire and dragon's fire (plasma does half). The armor however, takes double damage from lasers and other light based attacks.

Spell Name: Veil
Spell Level: 7
Range: self/other
Duration: 1 hour per level
P.P.E.™ Cost: 24
Saving Throw: Special
Description: This spell allows the caster to assume the identity of another being. The type of being can be any that the caster has seen or can imagine. However, the caster does NOT gain any of the abilities of that being aside from physical attributes, such as wings, tail, etc. The Veil may be seen through with a successful save equal to the caster’s IQ!

Spell Name: Cloak
Spell Level: 6
Range: Touch
Duration: 2 hours + 30 min per level
P.P.E.™ Cost: 15
Saving Throw: None
Description: By the use of this spell the caster may put any object or being partially into the Nether-World, thus removing it from ALL types of sensor and senses, even a see invisible or detect magic will not work! The size is limited to 50 pounds per level.

Spell Name:Intimation
Spell Level: 9
Range: Self
Duration: instant
P.P.E.™ Cost: 60
Saving Throw: None
Description: By use of this spell the mage can call upon the beings of the Nether World for the answer to a question. Only one question may be answered per casting of the spell. Not all things are known by these beings. Questions regarding the future cannot be answered UNLESS they involve death. Only questions of the past and present can be answered with any exactness. Questions regarding the location of an object or being are allowed.

Spell Name: Advanced Cloak
Spell Level: 9
Range: Touch or 10 feet
Duration: 1 hour per level
P.P.E.™ Cost: 60
Saving Throw: none
Description: This is essentially the same as the Cloak spell except that 1000 pounds per level may be cloaked. For an extra 100 PPE the size can be increased to anything the mage is touching! Even a starship can be cloaked in this fashion as long as the mage is in constant, flesh to ship contact. The soles of the mages boots do not count as contact.

Spell Name: Obscure
Spell Level: 5
Range: Touch or 10 feet
Duration: 1 d ay per level
P.P.E.™ Cost: 20
Saving Throw: None
Description: This limited for of the Cloak spell allows the caster to make objects he/she carries to be nearly invisible to normal means of detection, (98% palm or conceal whichever applies). Even magical detections have only a 60% chance of finding the object!! Only objects less than 20 pounds can be effected.

Spell Name: Lunar Eclipse
Spell Level: Legend
Range: not applicable
Duration: About 30 min
P.P.E.™ Cost: 900
Saving Throw: none
Description: This spell of legend causes an actual lunar eclipse, having all the properties to any magic users as any lunar eclipse!! This spell has the further limitation of not being able to be cast more than once every 30 days.

Spell Name: Improved Shadow Bolt
Spell Level: 5
Range: 200ft per level
Duration: Instant
P.P.E.™ Cost: 18
Saving Throw: dodge
Description: This spell is identical to the Shadow bolt spell except that it does 2D6 MDC pre level of the caster.

Spell Name: Despair
Spell Level: 6
Range: 300 feet Duration: 4 rounds + 1 round per level
P.P.E.™ Cost: 20
Saving Throw: Standard
Description: This powerful form of fear produces within the target creature a feeling of absolute dread. As long as the spell ins in effect the target is -1 to all saves, -2 to strike parry and dodge, limited to 3 attacks and has a 25% chance of giving into despair. If despaired the target creature will "have it's spirit broken" and will care about nothing, not even it's allies. In this state the target will not defend itself nor will it run, it will simply take what is dished out to it!

Spell Name: Basal
Spell Level: 7
Range: 200 ft
Duration: 2 min per level
P.P.E.™ Cost: 35
Saving Throw: Standard
Description: This terrible spell will reduce it's target to an animalistic state. In this form the target cannot use any weapons except blunt style. The target does however receive the following bonuses: +2 PS, +1 PP, + 2 Attacks and a +3 to strike, parry and dodge. The target as well becomes immune to the effects of Horror factor and if pressed will fight to 25% of its MC/SDC before fleeing.



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