Difference between revisions of "Shadowcasting"
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− | { | + | {{ :Template:Sorcery }} |
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− | + | =Basics= | |
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− | + | * Roll: Manipulation + Occult vs (3 + level) <!-- house rule --> | |
− | + | <!-- house rule: Willpower cost waived --> | |
− | + | * Duration of casting: 1 turn (level 1-2) / 2 turns (level 3-4) / 3 turns (level 5-6). <!-- house rule --> Each additional roll doubles total casting time. | |
− | + | * Duration of effect: Varies | |
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− | + | =Effects= | |
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− | + | Unlike most [[numina]], Shadowcasting does not use aspects. | |
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− | + | ! Effect | |
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− | | | + | | style="min-width: 100px" |[[file:fav-shad.gif|x16px]] |
− | + | | 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. | |
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− | | | + | | By shaping the shadows in his area and muffling the sounds he makes, the sorcerer can become almost impossible to discover. 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, Disguise (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... |
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− | | | + | | 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 -1 die to all tasks). You may add 3 dice to your attempts to conceal your character (or another). |
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− | | | + | | 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 dice on all tasks-- fear this great may drive some to frenzy). Add 4 dice to your pools for Intimidation, Arcane and Stealth. Cameras and other electronic recording devices will fail unless the operators succeed at an Intelligence + (appropriate ability: Computer, Investigation, Photography, Science) roll (difficulty 8, generally, although very simple equipment might need only a 6). |
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− | | | + | | 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 caster 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 masses of... nothing. Inky blackness. Shadows. |
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− | | | + | | 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 sun will dim, although only temporarily, and only in a small, well-defined area (an alleyway or courtyard, for example). |
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Revision as of 16:59, 9 May 2018
Alchemy |
Conjuration |
Conveyance |
Divination |
Enchantment |
Fascination |
Fortune |
Healing |
Hellfire |
Mana Manipulation | Oneiromancy |
Shadowcasting |
Shapeshifting |
Summoning, Binding, Warding |
Weather Control |
Basics
- Roll: Manipulation + Occult vs (3 + level)
- Duration of casting: 1 turn (level 1-2) / 2 turns (level 3-4) / 3 turns (level 5-6). Each additional roll doubles total casting time.
- Duration of effect: Varies
Effects
Unlike most numina, Shadowcasting does not use aspects.