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 School of Shadow

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SgtSarros
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Posts : 167
Join date : 2017-09-20

PostSubject: School of Shadow   Mon Nov 20, 2017 4:17 pm

GuildMaster: Aule Aoki




Assistant GuildMaster: Shali, The Shadow Lady




Shadow Magic is different then most other forms of magic. While the shadowmancer does a lot of the abilities themselves, some of them are done by their summoned partners from the shadow plane. Increased mastery allows them to do more with them. As such the shadowmancer skills will be listed here, as well as their spells.

In addition, the first spell any shadowmancer can learn in their next circle of progression must be Shadow Minion, in order to grasp the more complicated commands of the shadows on that tier.

Lastly, there are two ways to control the shadow minions and tendrils. One is to bend them to your will, and the other is to embrace them into your life. Each has their own pluses and minuses. They will be listed at the start of each school, based on if your control of the beings of shadow would be considered 'aggressive' or 'passive'. All bonuses apply, so if you are circle three, you get the bonuses from circles one, two, and three


First Circle
Aggressive Alterations: None
Passive Alterations: Summoned Tendrils may act on their own now and then when not in combat. They tend to be pranksters in nature, moving items on you and similar minor actions.

Shadow Minion ( Level 1 )
Cost: 5MP, returned when the tendril is returned to it's plane. If the tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: allows you to summon a shadow tendril from the plane of shadows. These tendrils can do basic tasks, but cannot fight. When destroyed or no longer needed, it will go back to the plane it came from. Learning this spell is required in order to use almost any of the other shadow skills. As such, any potential shadowmancer must prove they can communicate with the shadow realm before they can be taught any other ability. Level 1 mastery allows the control of a single tendril.
Special Conditions:
1. Limitations for the tendril: It can move any item up to a maximum of 10 pounds. Any Light attack aimed at the tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendril will vanish.


Create Darkness
Cost: 5MP
Uses: Psyche
Description: Removes light from an area, plunging an area into darkness. At Circle 1 this can darken the average bedroom. Circle 2 a large living/dining room area. At Circle 3 it can darken an entire restaurant. Circle 4 and above this spell works outdoors during the daylight hours as long as there is at least some shadow coming from above, such as trees in a forest ( this will not work on an open beach for example ). This spell lasts for 1d5 minutes / rounds times the maximum Circle of the caster.


Obfuscate
Cost: 5MP
Uses: Psyche
Description: Allows the caster to blend in the with shadows, increasing their ability to hide. This increases a characters hide and stealth rolls by 1CS on a green or higher, 2CS if they roll a red. At Circle 3 they can cast this spell on others, and the MP cost becomes zero only when casting on themselves. This spell works until noticed or target moves out of the shadows.


Shadow Sight
Cost: 5MP
Uses: Psyche if countered, see special conditions.
Description: Allows you to use the shadows to find the location of an individual. You must have met and physically met the person in order for the shadows to search for them ( speaking on the phone is not sufficient ).
Special Conditions:
1. The target can be no more then a couple miles away from you. IE on the same island as you in the main world, or in the same city as you if on a different world.
2. Other shadowmancers, along with those aligned with Light or Darkness can, if they wish, counter this with a psyche roll. If they succeed you cannot spy on them again for the rest of the day.
3. A player can, if they so wish roll intuition to sense if they're being watched. Those with no alignment to the Light or the Dark need to however roll a red to notice this. Those of Light or Darkness can spot the eyes with a yellow due to the alteration in magic in that area. Other shadowmancers, being as how this is natural for them, need only roll a green.




Second Circle
Aggressive Alterations: Rolls to break free of bind can be increased +1cs, but to do so requires two tendrils instead of one
Passive Alterations: Shadow Step costs for additional passengers reduced by 1 mp

Shadow Minion ( Level 2 )
Cost: 5MP per tendril, returned when the tendril is returned to it's plane. If a tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: Allows you to summon shadow tendrils from the plane of shadows. These tendrils can do basic tasks, but cannot fight. A physical attack with a weapon can dispel it and send it back to the plane it came from. Level 2 mastery allows the control of up to two tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 25 pounds. Any Light attack aimed at a tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendrils will vanish.


Bind
Cost: None
Uses: Excellent
Description: Using your connection to one of your tendrils, you can send it to rise up from the ground around an enemy's ankle to trap them in place. Opponents roll agility. If caught, opponents are at -2 to acts until they are free, and cannot run or fly away. Opponents already floating off the ground cannot be targeted. Those with less then Typical or lower strength need to roll strength vs Typical to break free. Those with Good strength can break free on their turn automatically. Those with excellent or higher strength break free on their first act and do not take any penalties.


Shadow Step
Cost: 5MP
Uses: Psyche if countered, none otherwise.
Description: Allows the caster to walk into the shadows and appear in another location. This location must be on the same world as them, and it has to be an area they have been to before. ( Exception: If they are currently spying on someone through Shadow Sight they can step to that location ). There must be shadows in the area for them to step out of, for example they cannot appear in the center of the beach at mid-day with the sun out, though they could if it was night-time or there was a shadow being cast in the area from a large umbrella or something similar. Shadowmancers, along with those of Light or Darkness, if they are in the immediate area of departure and arrival ( within 20 feet ) can roll to attempt to block this.
Special Conditions:
1. You can take one passenger with you for each circle you have in Shadow Magic beyond two. For example a circle three Shadowmancer can take 1 passenger, a circle four can take 2 passengers, etc. Each passenger increases the cost of the spell by 5MP.




Third Circle
Aggressive Alterations: Your shadow pet / greater pet / demon has +1 cs to fighting ( and thus 10 hp more )
Passive Alterations: Your shadow pet ( if summoned ) can attempt to cover you if you are attacked. If the pet rolls higher then the attack you are both safe, if it rolls 1 - 20 less then the attack, it takes the attack instead. If it rolls more then 20 less then the attack it fails. This may only activate once a round.

Shadow Minion ( Level 3 )
Cost: 5MP per tendril, returned when the tendril is returned to it's plane. If a tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: Allows you to summon shadow tendrils from the plane of shadows. These tendrils can do basic tasks, but cannot fight. A physical attack with a weapon can dispel it and send it back to the plane it came from. Level 3 mastery allows the control of up to four tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 50 pounds. Any Light attack aimed at a tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendrils will vanish.


Advanced Shadow Sight
Cost: 5MP
Uses: Psyche if countered, see special conditions.
Description: Allows you to use the shadows to find the location of an individual. You must have met and physically met the person in order for the shadows to search for them ( speaking on the phone is not sufficient ).
Special Conditions:
1. The target must be on the same world as you.
2. Other shadowmancers, along with those aligned with Light or Darkness can, if they wish, counter this with a psyche roll. If they succeed you cannot spy on them again for the rest of the day.
3. A player can, if they so wish roll intuition to sense if they're being watched. Those with no alignment to the Light or the Dark need to however roll a red to notice this. Those of Light or Darkness can spot the eyes with a yellow due to the alteration in magic in that area. Other shadowmancers, being as how this is natural for them, need only roll a green.


Barrier
Cost: 15MP
Uses: Psyche
Description: Calls on the shadows to surround you and one ally, putting you behind a protective wall of shadow. This can be a directional barrier or surround you both in a bubble.
Special Conditions:
1. The bubble barrier has 6hp on a white, 10 hp on a green, 20hp on a yellow, 20+3d6 on a red. It takes double damage from any Light attack. The bubble can move with you, allowing you to attempt to dodge attacks while within it at a -1CS to agility penalty ( since your concentration is focused on maintaining the bubble. If someone is in the bubble with you, it is whoever has lower agility within the bubble, -1CS ( as obviously you can't move faster then them or you'd leave them behind ).
2. The directional barrier has 10hp on a white, 20hp on a green, 40hp on a yellow, 40+3d6 on a red. It takes double damage from any Light attack. The barrier cannot move but provides increases protection from attacks in that direction.


Darkness Daggers
Cost: 5MP per dagger
Uses: None to create, agility to throw
Description: Allows the creation of daggers to be thrown at an enemy or target. The caster can create one dagger per round for every two spell circles the caster has darkness magic in. ( At creation they can make 1 dagger per round, once they learn a circle four spell they can create two, and three once they learn circle six ). The caster can throw these following normal combat rules.
Special Considerations:
1. The caster can, alternatively summon the daggers to stockpile them until they are needed, though the caster may not have more then six daggers on their person at any one time. These daggers also vanish the round after they are thrown or otherwise leave the caster's body.


Summon Pet
Cost: 20MP, plus 1MP per combat round or five minutes outside of combat.
Uses: Psyche
Description: Allows you to summon a creature from the shadow plane to assist you in battle. What you summon depends on your roll. This monster during battles gets it's own place in the init, so you essentially gain a free attack. It takes half damage from Shadow and Darkness, but double from Light. When this monster is dispelled, you regain the initial 20MP needed to cast it. This spell can only be cast once an hour.
Special Conditions:
1. On a white roll, you summon a shadow rat: Typical fighting and agility, does Typical damage on melee attacks, and has 24hp. If it is destroyed in battle, you lose 5HP.
2. On a green roll, you summon a shadow spider. Good fighting and agility, does Good damage on melee attacks, and has 40hp. If it is destroyed in battle, you lose 10HP
3. On a yellow roll, you summon a shadow wolf. Good fighting, Excellent agility, does good damage on melee attacks, can be ordered to tackle an opponent ( which puts them into knockdown status on a successful yellow attack ), and has 50hp. If it is destroyed in battle, you lose 20HP
4. On a red roll, you summon a shadow panther. Excellent fighting and agility, does excellent damage on melee attacks, can be ordered to tackle an opponent ( which puts them into knockdown status on a successful yellow attack ) and has 70hp. This creature can also be used as a mount with excellent peak running speeds. If it is destroyed in battle, you lose 30HP




Fourth Circle
Aggressive Alterations: Your summoned shadow weapons ( daggers and blade ) cost 1 mp less. Counter-strike does Good damage instead of Typical.
Passive Alterations: If you are knocked out, your shadows will attempt to pull you to safety. A 1d100 roll is done, a 75 or higher will pull you away so a 'safe location', usually the seventh or your room. If this fails on the next round you can try again with a 50 or higher needed. If this fails a second time the ability fails.

Shadow Minion ( Level 4 )
Cost: 5MP per tendril, returned when the tendril is returned to it's plane. If a tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: Allows you to summon shadow tendrils from the plane of shadows. These tendrils can do basic tasks, but cannot fight. A physical attack with a weapon can dispel it and send it back to the plane it came from. Level 4 mastery allows the control of up to six tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 100 pounds. Any Light attack aimed at a tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses consciousness, the tendrils will vanish.


Advanced Shadow Step
Cost: 15MP
Uses: Psyche if countered, none otherwise.
Description: Allows the caster to walk into the shadows and appear in another location. This location can be on a different world as them, but it has to be an area they have been to before. ( Exception: If they are currently spying on someone through Shadow Sight they can step to that location ). There must be shadows in the area for them to step out of, for example they cannot appear in the center of the beach at mid-day with the sun out, though they could if it was night-time or there was a shadow being cast in the area from a large umbrella or something similar. Shadowmancers, along with those of Light or Darkness, if they are in the immediate area of departure and arrival ( within 20 feet ) can roll to attempt to block this.
Special Conditions:
1. You can take one passenger with you for each circle you have in Shadow Magic beyond three. For example, when you learn this spell you can take one passenger with you, at circle five you can take 2 passengers, etc. Each additional passenger increases the cost of this spell by 10MP


CounterStrike
Cost: Two tendrils
Uses: Psyche
Description: The caster can move two of their tendrils towards someone to act as protection. If an enemy attacks the protected player with a physical attack ( not magic or AoE ), the tendril moves to defend. If It beats the roll, the person protected takes no damage, and the other tendril counter-attacks. If the roll fails, but is still a green, the counter-attack still occurs but one of the tendrils is lost, with the corresponding penalties to the caster. This does not trigger on counter-attacks.


Mass Bind
Cost: None
Uses: Excellent
Description: Using your connection to one of your tendrils, you can send it to rise up from the ground around an enemy's ankle to trap them in place. Opponents roll agility. If caught, opponents are at -2 to acts until they are free, and cannot run or fly away. Opponents already floating off the ground cannot be targeted. Those with less then Typical or lower strength need to roll strength vs Typical to break free. Those with Good strength can break free on their turn automatically then act at -1 cs. Those with excellent or higher strength break free on their first act and do not take any penalties. This ability can capture up to the maximum circle you know in this school each round, as long as you have the free tendrils to do so. Only one roll is required by the caster.





Circle 5

Shadow Minion ( Level 5 )
Cost: 5MP per tendril, returned when the tendril is returned to it's plane. If a tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: Allows you to summon shadow tendrils from the plane of shadows. Due to your mastery of Shadow Magic at this point, these minions can be used for basic attacks that do Typical damage or to guard someone, though the issues have to be ordered on the caster's turn. A physical attack with a weapon can dispel it and send it back to the plane it came from. Level 5 mastery allows the control of up to eight tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 200 pounds. Any Light attack aimed at a tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has a Typical defense roll to avoid either of these. If the shadowmancer loses consciousness, the tendrils will vanish.


Greater Summon Pet
Cost: 40MP, returned when the minion returns to it's plane. If the minion is destroyed in an attack or dispelled by magic, the MP is lost, and the caster takes damage( see below )
Uses: Psyche to learn or to summon during combat, none otherwise
Description: Allows you to summon a creature similar to Summon Pet. However this pet is as permanent as the shadow tendrils are. This monster during battles gets it's own place in the init, so you essentally gain a free attack. It takes half damage from Shadow and Darkness, but double from Light. When this monster is dispelled, you regain the initial 40MP needed to cast it, though as this pet has an indefinite summon, it cannot put you above full MP.
Special Conditions:
1. The creature chosen for this pet's look cannot be any larger then the shadow panther that Summon Pet can create, and has the equivalent stats and abilities. If the creature is knocked out, it will attempt to retreat through the shadow plane on it's next turn until it recovers ( Outside of combat it can heal 1hp a minute ) or is dispelled and re-created.
2. A Shadowmancer and it's greater pet form a deep bond which allow it to remain on this plane permanently, and if it is destroyed outright before it can retreat, the shadowmancer loses 1/2 their current life or 20HP, whichever is greater.


Shadow Blade
Cost: 10MP and 1 Tendril
Uses: Psyche to create, Psyche or Fighting ( Whichever is higher ) to attack or defend.
Description: Transforms a tendril into a melee weapon of their choosing. It will do damage similar to that type of weapon ( A staff will do blunt damage, swords slashing, daggers piercing ). Due to the bond that the Shadowmancer has with this weapon, it increases their Fighting by 2CS. It does a characters normal strength damage, no weapon bonus. However, it will do 1CS less damage to those of shadow and darkness, but 2CS additional damage to Light.
Special Conditions:
1. A called shot to this weapon that strikes and would do more then 20hp damage destroys the weapon, giving the shadowmancer the appropriate penalties



Circle 6

Shadow Minion ( Level 6 )
Cost: 5MP per tendril, returned when the tendril is returned to it's plane. If a tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: Allows you to summon shadow tendrils from the plane of shadows. Due to your mastery of Shadow Magic at this point, these minions can be used for basic attacks that do Typical damage or to guard someone, though the issues have to be ordered on the caster's turn. A physical attack with a weapon can dispel it and send it back to the plane it came from. Level 6 mastery allows the control of up to ten tendrils.
Special Conditions:
1. Limitations for the tendrils: Working together, they can move any item up to a maximum of 400 pounds. Any Light attack aimed at a tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has a Typical defense roll to avoid either of these. If the shadowmancer loses consciousness, the tendrils will vanish.


Body of Shadows
Cost: 10MP to cast, plus after the first round 5MaxHP per round in combat, or per minute out of combat.
Uses: Psyche
Description: Has your body merge with the plane of shadows, transforming you temporarily into a being of shadows. During this time you are immune to root and bind spells, as well as immunity to knockdown, have your running speed increased by 2CS, and cannot be healed. You also take +1CS damage from Light spells.
Special Considerations:
1. As you are now a part of the shadow plane, the denizens of the plane are attempting to consume you and make you a part of them permanently. Every rounds that you are in this form after the first, you also lose 5MaxHP. This HP damage can only be recovered through rest ( at the rate of your endurance level for every day you get at least 8 hours sleep ).
2. As you are now part of the shadows, if you use this spell indoors, you can attempt to sneak attack once every round. Opponents roll intuition. If they do not roll a yellow roll or higher they must roll against your attack at with a -4CS penalty, if you connect, your attack also does +1CS damage.


Demon of Shadows
Cost: 40MP + 40HP ( HP is only used if successful )
Uses: Psyche
Description: Summons a demon from the plane of shadows The demon will have an init of 1 less them the caster in combat. When the demon is returned to it's plane, the caster regains HP equal to a percentage of the demon's remaining HP. ( Example: IF the demon has half health left, the caster regains 25hp ). The HP cost used to summon this demon can NOT be healed as long as the demon is out, essentially giving the caster 40 less MaxHP.
Special Considerations:
1. On a green roll, this demon has Excellent Fighting and Agility, as well as Good Strength, and has 60HP total. On a Yellow, roll fighting increases to Remarkable and Strength improves to Excellent, and it has 80HP. On a red roll, Agility and Strength increase to Remarkable, and it has 100hp. On a 100 roll, this demon has an additional 5d10 HP
2. The demon is IMMUNE to shadow attacks, but takes +1CS damage from any Light attack. This demon also takes damage from spells that target 'non-living' creatures, and cannot be healed.
3. Besides it's basic attack, the caster can also order the demon to use the following spells, at Remarkable level: Create Darkness, Bind, Barrier.
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