Shadow Magic
The character has learned the secrets of the shadows and may wield Shadow Magic.
400 XP, and must complete a rite which grants the elite advance.
An obscure but powerful form of magic, Shadow Magic was discovered by Azra Nightwielder: the first mage to realize that shadow was not simply an absence of light, but a reflection of possible worlds created by forces in conflict.
Shadow Magic involves the manipulation of shadows in order to affect the forces creating it. Shadow mages can potentially change the past, present, and future in this way. Shadow Magic is most common along the border of Hammerfell, Skyrim and High Rock, and is rarely seen elsewhere.
Becoming a Shadow Mage
In order to purchase any Shadow Magic talents, have a Convergence Rating, or utilize Congruence Powers or Rituals, a character must have the Shadow Mage elite advance. Becoming a Shadow Mage is a difficult and grueling endeavor, but once this journey is completed, the character gains access to possibilities that exist beyond the ordinary understanding of magic — to wield the power of shadows and transcend the boundaries of light and darkness.
The path to becoming a Shadow Mage requires completing a ritual that binds the character to the shadows. This ritual not only opens their soul to shadow magic but also shapes the way they wield it, tying their power to one of three governing attributes: Intelligence, Perception, or Personality. These attributes reflect the unique approach and philosophy the character adopts in their mastery of shadow magic. These rituals are extremely rare and difficult to find. They are not common knowledge, and are generally only known to those who have undertaken the rituals themselves. Once found, learning and comprehending these rituals requires that the character pass a -20 lore test which, if failed, can be reattempted the following day.
Each of these rituals asks the character to make a test against themselves. This is achieved by the player making their own test while the GM makes a test using the same target number in secret. The two results are compared and resolved as a normal opposed test, and the opposed test is rerolled in the case of a tie. This test represents the struggle between the character and their alternate selves to complete the goal of the specific ritual. Once a ritual is successfully completed, the character gains the Convergence Rating (1) trait.
The Rite of Secret Knowledge
The Rite of Secret Knowledge demands both intellectual rigor and a willingness to endure isolation from a prospective shadow mage. They must withdraw from all distractions, entering a state of solitary contemplation for one uninterrupted week. During this time, they create a unique book — a vessel for their understanding of shadow magic.
In order to begin this ritual, the character must craft an obsidian tome with meticulous care. Doing so requires the use of paper, polished obsidian for the cover, and the hair of a creature with a black soul to bind the pages to the cover. Then, the prospective shadow mage must mix a small amount of their own blood into a pot of ink, a process that deals 1 damage to the character, to create the ink required to continue with this ritual. The material costs for these items are difficult to calculate, as some of these components are not commonly available and may need to be harvested or found out in the world. However, once these items have been acquired, binding the pages onto the cover to create the book is not complex, but it is rather time-consuming. From start to finish, the process takes 8 hours of active work for the first time. For any subsequent times the character crafts this book, the duration required to complete this task is halved.
Over the course of this ritual’s seven day duration, the character must scribe their knowledge into the book — an offering to their shadows — while obfuscating it and attempting to glean additional knowledge from the dark sanguine ink that appears magically on the obsidian tome’s pages. Each shadow attempts to obfuscate their own knowledge while solving the riddles and overly-complex formulas entered into these pages by their alternates.
At the culmination of seven gruelling days of competitive study, the character must make an Opposed Intelligence test against themselves. If the character fails, the book is claimed by a shadow and is lost by the character completely.
Failure is not without its lessons, however; the prospective shadow mage gains a cumulative +10 bonus (only applied to the player character’s test) to the opposed test of their next attempt. Once the character succeeds, they triumph over their alternates and can finally claim the book for themselves. By doing so, they complete the Rite of Secret Knowledge and gain the Shadow Magic Elite Advance using Intelligence as its governing characteristic once they spend the required XP.
Rite of Penumbric Insight
Prospective Shadow Mages seeking to wield the power of the shadows through the use of their Perception must find a site of great conflict. This place must be the epicenter of some great calamity, turmoil, or tragedy. Before they begin this ritual, the character must ritually prepare their body by receiving a permanent marking of an eye with obsidian dust as the main material. This eye must be at least the size of the character’s own eyes. They must also come prepared with some sort of mind-altering substance which would alter or expand their perception of reality.
Once the prospective Shadow Mage arrives at their chosen location with the required materials, they must choose a serene location at the site, imbibe the hallucinogen, and remain within the chosen location for the next 7 harrowing days. Over the course of this duration, the character will witness occurrences surrounding and leading up to the event associated with this site. The character must peer into and beyond these occurrences with the aid of the hallucinogen, attempting to witness alternate versions thereof.
At the culmination of this seven day ritual, the character must make an opposed Perception test against themselves. On a failure, the marking of the eye which the character used for this ritual is still visible, but permanently closes. However, failure improves the character’s ability to peer into the shadows of this place. They can begin the next attempt at this ritual with a cumulative +10 bonus (which only applies to the player character’s test) for the opposed test on the next attempt.
Once they succeed, the character has gained the ability to peer into the shadows beyond those of their own realm without alchemical assistance. As a result, they gain the Shadow Magic Elite Advance using Perception as its governing characteristic once they spend the required XP.
Rite of Dark Conspiracy
The Rite of Dark Conspiracy asks much of the prospective Shadow Mage’s force of character. Completing it requires that the character choose and bring with them an object, character, or creature of great importance to them as a tribute. Additionally, they must prepare the ritual space, which must be a place of total isolation, by setting up a circle of obsidian mirrors.
When the character is ready to begin the ritual, they must sit at the center of this circle and perform a sacrifice of their chosen tribute. Deep within the reflections of the obsidian mirrors, the character witnesses the same and similar events occurring nearly infinitely before them. Then, over the course of 8 hours, the character and their shadows enter into intense negotiations to determine which of them deserves the power granted by this ritual.
At the culmination of this 8 hours, the character must make an opposed Personality test against themselves. On a failure, the mirrors fade to black, returning the character to total isolation without having achieved their goal. However, this failure improves the character’s ability to reason with themselves, which grants them a cumulative +10 bonus (which only applies to the player character’s test) for the opposed test on their next attempt.
On a success, each of the infinite shadows that participated in this ritual grants them an inconsequential portion of themselves, combining to great effect. This grants the character the Shadow Magic Elite Advance with Personality as their Governing Characteristic once they spend the required XP.
New Trait: Convergence Rating (X)
A character with this trait has the ability to converge alternate realities to change their own world through the use of Shadow Magic. The X value of the trait, which ranges from 1-10, represents their raw ability to do so.
Convergence Rating (CR) is the measure of a character’s raw ability to manipulate shadow: the higher their CR the more powerful they will be. CR is measured on a scale of 1-10, and is represented by the Convergence Rating (X) trait. CR plays an important role in the use of Congruence Powers and Congruence Rituals, both abilities that manipulate shadows in order to produce certain effects.
Congruence Abilities
Congruence Powers are the result of a shadow mage twisting shadows in order to affect the forces that created them.
Congruence Rituals are similar to Congruence Powers, but they require more preparation and focus to utilize. Neither Powers or Rituals require magicka.
Shadow Magic is based entirely within the character’s governing characteristic, which was determined by which ritual granted them the ability. Shadow mages who use their Intelligence can intellectually deduce reality down to the circumstances they want to occur with such pristine precision that the shadows have no choice but to obey. Those who use their Perception have the ability to perceive between the cracks of their own universe and use or pull out the shadows and alternate occurrences they desire. Lastly, those who use their Personality have the guile to convince the shadows to do their bidding.
Using Congruence Abilities
When utilizing either Congruence Powers or Rituals, the shadow magician will partition their raw ability to dedicate a portion of their power to the power or ritual.
To cast a power or perform a ritual, first, the character must decide how much of their Convergence Rating they are committing (a whole number above 0), then they will roll the Governing Characteristic (GC) granted by their initiation ritual with a certain bonus or penalty specified by the power or ritual.
For each point lower the chosen CR is than their maximum CR, the character receives a +10 bonus to their GC test. For each point higher the chosen CR is than their max CR, the character receives a -10 penalty to their GC test.
If the character uses less CR than their maximum and passes the test, then the power or ritual succeeds. If, under the same circumstance, they fail the test, then the power or ritual fails and the character suffers a Minor Disharmony. If the character uses more CR than their maximum, and passes the test, then the power or ritual succeeds and they automatically trigger a Minor Disharmony. If, under the same circumstance, they fail the test, then the power or ritual fails and they automatically trigger a Major Disharmony.
If the character critically succeeds while making their shadow casting test, no disharmonies are triggered regardless of CR expenditure. However, if they critically fail, they trigger a major disharmony.
If the character is using a congruence power or performing a congruence ritual by thought alone, the congruence test suffers a -20 penalty. Using a congruence power or performing a congruence ritual with only one hand imposes a -10 penalty on the power or ritual test. If the character is performing the power or ritual without any hand motions, the power or ritual test suffers a -20 penalty.
Congruence Powers
A character can only use Congruence Powers that they have learned. Any character with a Convergence Rating of one or higher can learn powers by spending the XP listed with the power.
While Congruence Powers are considered magic, they do not count as spells when considered by other effects, including traits or talents. Activating Congruence Powers follow special rules that are similar to the rules for casting Spells in combat:
- The test for activating the Congruence Power is also the attack test, and the caster’s degrees of success are compared to the defender’s.
- Congruence Power tests can suffer from circumstantial modifiers that the GM rules are appropriate.
- Congruence Powers cannot gain or benefit from advantages.
- Congruence Powers cannot be parried or countered, only blocked/evaded.
- Congruence Powers cannot benefit from the use of Stamina Point abilities.
Each power has a default difficulty associated with it. This bonus/penalty is used on top of the character’s bonus when committing CR. For some powers, the default difficulty is also a formula based on the duration of the power, which is another variable chosen by the caster when the power is used.
Activating a Congruence power requires the use of the listed Action type and that the character have both hands free. For each hand that is not free, the character suffers a -20 penalty to the GC test. Talents which lower these requirements for spellcasting apply to activating congruence powers as well.
Blink - The character reaches into the shadows, using them to speed their journey through their currents. Cost: 100 XP | Difficulty: +0 | Secondary Action Effect: The character vanishes and reappears at a target location within up to (CR*5) meters of their starting location. The character must be able to see their target location.
Foreboding - The character is connected to the shadows around them, allowing them to see danger coming. Cost: 75 XP | Difficulty: -20 | Secondary Action Effect: When the character uses this power, the next successful attack made against them has its DoS reduced by the CR committed when this power was used. If this would reduce the attacker’s degrees of success to zero or lower, the attacker counts as having failed the attack test. This effect lasts until the character’s next long rest.
Vanish - The character hides themselves in the shadows. Cost: 50 XP | Difficulty: +10 | Secondary Action Effect: The character gains the Invisible condition for a number of rounds equal to the CR of the power. The condition is lost if the character attacks, casts a spell, or activates a power.
Mirror Image - The character twists the shadows around them, presenting multiple images of themselves to others. Cost: 100 XP | Difficulty: +10 - (10 * X) | Primary Action Effect: The character creates an illusory duplicate of themselves. The duplicate emerges from within the character, persists for X minutes, and may be controlled as a Free Action, though it moves as normal. It may not move more than CR kilometers away from the character and cannot attack targets or interact physically with objects or the environment. Other characters must pass a Perception test with a -5 penalty for each CR in order to determine which of the two images is real (they must only make this test when first encountering the duplicate and the original together). The character can see through the duplicate’s eyes, hear through its ears, and speak using its mouth.
Shadow Armor - The character cloaks themselves with the myriad possibilities of the shadow, making it more difficult to land a substantial hit on them. Cost: 75 XP | Difficulty: -10 - (5X) | Secondary Action Effect: The character chooses a duration X. During this time, attack tests made against the character suffer a -5CR penalty. This effect lasts for X rounds.
Shadow Drain - The character uses translocation techniques to siphon essence from the target into themselves. Cost: 75 XP | Difficulty: +0 - (5 * X) | Primary Action, Attack Effect: Character chooses a range X. Target character within up to (X * 5) meters takes 2 * CR Shadow damage instantly, and the character heals for the same amount.
Shadow Meld - The character merges themselves with pieces of themselves from another reality, enhancing some of their abilities. Cost: 75 XP | Difficulty: -20 | Primary Action Effect: The character increases a chosen characteristic score by X, where X is five times the CR of the power. This effect lasts for 1 round.
Shadow Sight - The character opens their eyes to the secrets of the shadows around them, augmenting their perception. Cost: 50 XP | Difficulty: +20 - (5 * X) | Secondary Action Effect: The character chooses a duration of X minutes. They can see through shadows, effectively meaning they can see through solid objects for the duration. They also gain the Unnatural Senses (Life, Y) trait where Y is equal to the CR of the power times 10 until the duration ends.
Shadow Weapon - The character bends the shadows to their will, forming a fearsome dark weapon. Cost: 100 XP | Difficulty: -10 - (5 * X) | Secondary Action Effect: Character chooses a duration X. Summons a weapon with the type of the caster’s choice, using the Penumbric weapon material specified below to complete the profile. If the weapon leaves the character’s reach, it vanishes. The item persists for X minutes, or until the character who summoned it is killed. Weapons summoned using this power always count as being part of the character’s combat style.
The penumbric weapon material has a +3 Material Bonus. When resolving Slashing, Splitting, or Crushing with a penumbric weapon the CR of the power is used instead of the character’s Str bonus. The bonus damage granted from these weapon qualities and from the material bonus is resolved as Shadow damage.
Summon Shadow Horror - The character brings forth a creature that lives in the shadows, born from the myriad forces that shape them. Cost: 75 XP | Difficulty: +0 | Primary Action Effect: A Shadow Horror appears within five meters of the caster with the Summoned trait. It must obey the commands of the character while it is in this plane. The creature persists for 1 minute, or until the character who summoned it dies, and then vanishes.
The Shadow Horror immediately makes an Opposed Willpower test with the caster. If the caster wins the test, the Shadow Horror has the Bound trait. If the Shadow Horror wins the test, they are not Bound to the caster. During the Opposed Willpower test, the caster gains a 5*CR bonus to the roll. Keeping the Shadow Horror in line imposes Mindlock (3).
Alternatively, the character can choose to simply unleash the Shadow Horror. In this case, it does not obey the character’s commands and is hostile to all characters.
Twist Fortune - The character turns the shadows against their target, and they work subtly to foil their every action. Cost: 50 XP | Difficulty: +10 | Secondary Action Effect: The character chooses a single target within (20 times CR) meters. If the target fails the opposed test, they are plagued by misfortune for CR rounds: constantly tripping over themselves, and generally fumbling in everything they do. The exact effects are left to the GM.
Congruence Rituals
A character can only use Congruence Rituals that they have learned. Any character with a Convergence Rating of one or higher can learn rituals by spending XP. While Congruence Rituals may be magic, they do not count as rituals for the purposes of other effects.
Each ritual has a Default Difficulty associated with it. This bonus/penalty is used on top of the character’s bonus when committing CR.
Bind Shadow Weapon (30 Minutes) - The character bends the shadows to their will, transforming a weapon into a fearsome dark implement and binding it to their shadows. Cost: 75 XP | Difficulty: -30 Effect: The character binds a physical weapon to their shadow. They target a specific physical (not summoned) weapon and either themself or a willing creature, binding the weapon to the target character. When the ritual is completed, the physical form of the weapon slips into the target character’s shadow, no longer existing in its physical form. The target character can now summon and unsummon this weapon as a Free Action at will. While summoned, the weapon has the same profile it had before it was bound to the character including any modifications and enchantments; however, damage from weapon qualities and the material bonus is applied as Shadow damage. A character cannot have more than one weapon bound to them in this way. If the target character already has a weapon bound to them, then that weapon ceases to exist and is replaced by the new weapon from this ritual.
Precognition (30 Minutes) - The character can see the reflection of future events amongst the forces that shape the shadows around them. Cost: 50 XP | Difficulty: +0 Effect: The character sees a vision of their own future hidden within the shadows. This vision lasts a number of seconds equal to twice the CR of the ritual. The character can look up to CR days into their own future while this effect is active. The higher the CR, the more the character is able to control what these visions focus on (up to GM discretion).
Shadow Gate (1 Hour) - The character binds the shadows, securing an object from prying eyes and the fingers of thieves. Cost: 75 XP | Difficulty: -20 Effect: The character creates an impenetrable shadow gate which secures a target door, chest, or other container or portal. This shadow gate lasts forever, and can only be opened by a shadow key or by the character that created it (with a Free Action). CR cannot be dedicated to this ritual.
A Shadowkey is an exceedingly rare and priceless arcane relic, which can also be used to bypass shadow gates. It has also been recorded as having other, more esoteric uses, stemming from its ability to unlock possibilities in the shadows.
Shadow Double (8 Hours) - The character forcibly moves an alternate version of someone from another reality to this one. The party in question is usually not happy with this arrangement. Cost: 300 XP | Difficulty: -30, with an additional -20 penalty if the target is another character. Effect: The character being doubled must take part in the ritual. The character performing the ritual can choose to double themselves. Forcibly pulls an alternate version of the target character into this reality with none of their belongings or equipment,. The higher the CR, the less divergent from this reality’s version of the character the alternate version will be. The exact nature of this character is left entirely to the GM, unless they deem that the character is an exact or near exact duplicate of one of the PCs, in which case the player in question may control themselves and their double.
The double enters the world in a pure black “shadow” state (though they are fully physical) and slowly gains color and detail over an hour as they adapt to this plane. Characters exposed to alternate versions of themselves must make a fear test with a +20 bonus, and an additional -5 penalty for each CR above 4: the more exact the duplicate, the more Traumatizing the effect. If the character performing the ritual is duplicating themselves, they are exempt from this requirement. If the alternate version of the character dies, they return to their realm “reset” to the state they were in when they were removed from it.
Shadow Portal (10 Hours) - The character shapes the shadows so that they may pass through them in an instant to cross great distances. Cost: 75 XP | Difficulty: -20, with an additional -20 penalty if the desired destination is in another plane or dimension. Effect: Creates a portal, within 5 meters of the character, which tunnels through the shadows to target location (the location can be anywhere the character has visited before, as long as they can clearly picture it in their mind).
When the first character passes through the portal, the character who created it must make an Intelligence test, the difficulty of which is determined by the GM based on how long it has been since the character was at the target location, how far away the location is, their state of mind when the portal was created, other circumstances, and so forth. If they pass this test, then the character (and any subsequent ones) who passes through this portal arrives at the desired destination instantly. On failure, the GM may choose an alternate destination (the nature of which is left to their discretion). The character makes this test at a +5 bonus for each CR.
Anyone passing through the portal must make a Willpower test with a -20 penalty or suffer a minor disharmony when they emerge (adding their degrees of failure to the result on the table). The portal persists for 5 minutes, or until the character who created closes it (which may be done at will, instantly).
Shadow Scry (5 Minutes) - The character peers through the shadows themselves, casting their gaze across the world. Cost: 50 XP | Difficulty: -10 Effect: The character sees events currently happening somewhere else: the higher the CR the more the character can control what the vision centers on, and the more detail they receive from the vision. The vision lasts a number of seconds equal to three times the CR of the ritual. This counts as “visiting” a location for the purposes of choosing a target for the Shadow Portal power.
Shadow Walk (10 Minutes) - The character walks through the myriad alternate realities that exist within the shadows, entering one of them. Cost: 100 XP | Difficulty: -20, with an additional -20 penalty to send another character. Effect: The character performing the ritual is the focus for this ritual. The target character shadow walks to an alternate reality. Their physical body vanishes from this world, and appears in another. Given the infinite number of possible realities, choosing one specifically is quite rather, as most are indistinguishable. The character using the ritual may specify the nature of the target reality, and the higher the CR of the ritual the more accurately they’re able to choose the reality they enter.
If the character fails the test with degrees of failure less than or equal to their Willpower bonus, the ritual still manifests: the GM should adjust the effective CR of the ritual (-1 for each degree of failure) and then determine the effects based on this new CR. The character does not know that they erred in any way. Failure with degrees of failure in excess of their Willpower bonus means the ritual simply does not manifest its effects.
The only way for a character to return to their original reality is to use this ritual to get back, though a CR of 4 is sufficient to send the character home due to their connection to their original realm.
If this ritual is targeting a character other than the caster, the target character must be either willing or helpless.
Talents
Shadow Magic talents improve a character’s ability to manipulate the shadows through the use of shadow magic.
Sublime Congruence
The character improves their connection to the shadows around them, manipulating them for their own gain. Varies (EA Governing Char.) The character increases the X value of their Convergence Rating (X) trait by one. The character can purchase this talent more than once. This talent begins at the Novice level, and gains a level each time a character purchases it, to a maximum of Master. This talent can be purchased more than once at the master level, to a maximum Convergence Rating value of ten.
Shadow Sense
The character has picked up the habit of monitoring the currents of the shadows around them, and is able to detect when they’re being manipulated. Journeyman (Prc) The character can make an Observe skill test in order to detect when other characters use congruence powers or rituals within a number of kilometers equal to the X value of their Convergence Rating (X) trait. On success, their degrees of success determine how accurately they can place the location of the other shadow mage and determine the nature of the power used.
Harmonic Safeguards
The character is able to fetter their power in such a way as to entirely protect himself from Disharmony. Adept (EA Governing Char.) If the character dedicates less than or equal to half their maximum CR (round up), then they cannot trigger Disharmonies in any way.
Minor Disharmonies
| Result | Effect |
|---|---|
| 1-3 | For the next 10 minutes, all characters seem to see figures, resembling people, lurking in the shadows in the area around the character. |
| 4-5 | For the briefest of moments, all shadows within 50 meters disappear completely, only to return a few seconds later. |
| 6-8 | A shadow bends around the character, coiling around them like a snake, for 1d4 minutes. |
| 9-11 | All people within 50 meters feel a shiver run down their spine. |
| 12-14 | All animals within 100 meters take on a sinister look and begin to behave erratically for 1d4 minutes as shadows flock to them. |
| 15-17 | A single random object within 2d10 meters of the character disappears only to be replaced with something from another reality. The trade is completely random, and left to the GM to determine. |
| 18-20 | All people within line of sight of the character have a trivial memory torn from them forever. |
| 21-23 | Food and plants within 25 meters begin to rapidly rot away. |
| 24-26 | All lights within 50 meters go out, smothered by shadows. |
| 27-29 | For a brief moment (one round), it seems to everyone within 30 meters of the character that night has fallen, plunging the area into total darkness. |
| 30-32 | Mirrors and windows within 25 meters of the character show strange, rippling visions of alternate worlds. |
| 33-35 | Everyone in sight, including the character, feels a terrible pain in their chest. They gain the stunned condition for 1 round. |
| 36-38 | The character’s features take on a dark appearance, as the shadows contort their visage into that of a monster. They gain the Frightening (-10) trait until the end of the next round. |
| 39-41 | The character vanishes, only to reappear moments later (at the end of the next round) from within a random shadow within 50 meters of their starting position. |
| 42-44 | Everyone within sight, including the character, loses a Stamina point and notices that their bodies seem to be casting more shadows than they should for the next minute. |
| 45-47 | Shadows begin to bleed from the walls and well up from the ground within 15 meters of the character. If there are paintings or statues of people, they appear to be crying shadows. All who witness this must make a Panic test. |
| 48-50 | The shadows lash out against the disharmony, and all people within sight of the character, including the character himself, must pass an Agility test or be knocked prone. |
| 51-53 | Smothering shadows fill the air, cloaking the area within 30 meters in total darkness for 1d4 rounds. The character is thrown 1d10 meters into the air in a random direction by tendrils of shadow. |
| 54-56 | Shadowing apparitions fill the air within 15 meters of the character, wailing as if tormented. All people witnessing this must make a Panic test with a -10 penalty. |
| 57-59 | Pitch black rifts open in the air within 10 meters of the character, lifting everyone into the air and threatening to swallow them into whatever dark dimension they lead to, only to vanish seconds later. Everyone affected falls 1d10 meters. |
| 60-62 | Shadows contort violently around the character, releasing a deafening shriek that can be heard up to a kilometer away. This shriek shatters glass, and forces everyone to make an Endurance test or become deafened for 1d10 rounds. |
| 63-65 | The character’s own shadow grabs them and thrashes them around violently for 1d4 rounds, they must make an Endurance test or lose 1d4 Stamina Points. |
| 66-68 | For a split second the world changes appearance, and everyone within 50 meters gets a glimpse of the countless terrifying realities that lie beyond the veil of shadows. All affected characters must make a Panic test with a -20 penalty. |
| 69-71 | All light sources, magical or otherwise, within 50 meters go out. No light can penetrate the area within 15 meters of the character for 1d10 rounds. |
| 72-74 | All characters within 20 meters, excluding the character, gain the Frenzied condition as their alternate selves bleed through from beyond the veil of shadows. |
| 75+ | The character causes a major disharmony: roll on the major disharmony table (adding the CR of the power). |
Major Disharmonies
| Result | Effect |
|---|---|
| 1-6 | The character’s shadow begins to scream as visions of uncountable realities flash before the character’s eyes only to be forgotten a moment later. The character must make a Panic (-20) test. |
| 7-10 | Baleful shadows course through the character, inflicting torment upon them. The character must make an Endurance test or gain the stunned condition for DoF rounds. |
| 11-14 | Visions of alternate realities bleed through into this one. The character’s friends and foes appear to them to be terrible monsters of shadow. The effect lasts 1d4 rounds and they must make a Panic test with a -30 penalty. |
| 15-19 | A specter of darkness appears, cursing the character for their hubris, and strikes them down with ice cold tendrils of shadow. They take 1d10 frost damage to a random hit location. |
| 20-25 | The character completely loses control of the shadows around them, and they lash out at their mind. They cannot use any other congruence powers for the next 1d4 hours. |
| 26-31 | The character’s mind is whisked away to another reality, leaving them unconscious. At the beginning of each round they may test Willpower to attempt to return to reality, but if they fail with degrees of failure beyond their Willpower bonus, their mind is lost forever. |
| 32-39 | The character winks out of this reality and re-appears 2d4 minutes later. Where did they go? Nobody knows! |
| 40-47 | The shadows strike back at the character, and turn their power against them. Redirect the power that caused this Disharmony against the character. If such a thing isn’t possible, the character takes 1d8 damage to a random hit location, bypassing armor, natural toughness, and resistances. |
| 48-56 | Dark beings appear from all shadows within 20 meters, whispering the unfathomable secrets of other realities to anyone unlucky enough to hear them. Everyone affected must make a Horror (+0) test. |
| 57-62 | A random person within 50 meters is suddenly swapped with another version of themselves from an alternate reality. This effect only ends when the intruder is slain, or after five minutes when the original returns (though the double might still be around!). The character returns with the dazed condition for 1d10 rounds. |
| 63-68 | A wild and dangerous Shadow Horror pops into existence within 15 meters of the character, and persists for 1 minute or until it is slain. It detests the character, and will attack them whenever possible. |
| 69-73 | All characters within 50 meters take 2d6 damage that ignores armor, natural toughness, and resistances as they are assaulted by their own shadows. |
| 74-79 | All shadows within 25 meters reveal their true forms, showing the myriad possibilities of other realities. All characters witnessing this must make a Horror (-20) test. This effect lasts 1d4 rounds, and characters must make the test each round they are exposed until they fail one (though they can close their eyes to avoid it). All shadow magic powers used in the area automatically cause a minor disharmony. |
| 80-83 | The character blinks out of existence for 1 round, returning with none of their belongings, and a broken mess of a body. They take 2d6 damage that ignores armor, and appear to have suffered years of torture. They are mentally and physically scarred by the ordeal. |
| 84-87 | Each character within 100 meters suffers from a distorted perception of reality, as shadows shift and present false visions, or visions of another world, to them. Each round for 2d10 rounds, everyone affected must make a Willpower test or succumb to this new reality. What this entails is left to the GM. |
| 88-91 | A Sliver of Umbra’Keth appears within 30 meters of the character. Its sole purpose is to kill the character or be destroyed in the attempt. |
| 92-97 | The character sinks into the darkness of their own shadow until they are completely gone. Once inside whatever alternate reality they have been pulled into, they must make a test using their shadow magic Governing Characteristic with a -50 penalty. On success, they have a chance to find their way back, though this takes time (either play a short session for the player later, or simply rule that they return after 3d10 days, battered and bruised). On failure they are lost forever. |
| 98-99 | The character’s own shadow is destroyed, and the shock from losing their link in the middle of manipulating the innumerable shadow realms kills them instantly. |
| 100 | A Sliver of Umbra’Keth appears where the character once was, destroying them instantly as it explodes from their shadow. It will attack all characters around it until it is brought down. |
Shadow Horror
Beings native to the spaces between realities and born of the interplay between Light and Darkness. Their shadowy forms resemble four-legged eldritch abominations.
Shadow, Beast; Major
| Char | * | Attributes | * | Proficiencies | * |
|---|---|---|---|---|---|
| Str | 55 | Hit Points | 100 | Combat | 75 |
| End | 55 | WT | 15 | Magic | - |
| Ag | 50 | MP | - | Evade | 50 |
| Int | 30 | SP | 4 | Observe | 55 |
| Wp | 50 | IR | +11 | Stealth | 80 |
| Prc | 35 | AP | 3 | Knowledge | - |
| Prs | 5 | Speed | 15m | Social | - |
| Morale | 100 | Size | Std. | Physical | 70 |
Weapons and Armor
- Penumbric Tendrils: 1d10; Crushing or Slashing, Exploit Weakness, Snare, Magic; Reach 3m
- Grasping Tendrils: -; Entangling, Magic; Reach 3m
- Natural Toughness (3)
Special Abilities
- Constrict (1 SP): If an enemy is Grappled, the Shadow Horror can cause them to lose 2 SP.
- Shadow Caster (1 AP): This creature can activate the listed Congruence Power through the use of the Cast Magic action and treats their Wp as their Governing Characteristic for the test.
Traits
- Convergence Rating (5)
- Creature of the Dark: This creature can never trigger Disharmonies and does not have Magicka. It is immune to the effects of Shadow Magic used against it.
- Dark Sight
- Frightening: At the start of an encounter with a Shadow Horror, all characters must test Panic at +20.
- Immunity (Disease, Poison, Panic, Horror, Illusion Spell Effects, Normal Weapons)
- Quadruped: The creature moves up to twice their speed when they use the Dash action and three times their speed when they use the Sprint stamina ability.
- Shadow Sense: This creature can test Observe to detect characters using Shadow Magic within 5 km.
- Sun Scarred (2): If this character is exposed to normal sunlight they lose 1 SP each hour. Cloud cover or other such weather halves the rate of SP loss. The character must spend an hour in a dark place before they can remove levels of fatigue/regain SP lost in this manner.
- Unrelenting: Targets cannot Disengage while in Reach of a Shadow Horror.
Congruence Powers: Blink, Shadow Armor, Shadow Drain, Shadow Sight, Shadow Weapon
Encountering Shadow Horrors Eldritch Beasts which reside in the spaces between realities, these shadows-made-flesh are relentlessly aggressive and horrifyingly cunning in their own twisted way. They are not of the Mundus, or even of the Aurbis, and bring with them a cold malice whenever they are brought forth into this world. No two Shadow Horrors appear completely identical, often appearing as a horrific mixture of monstrous traits melded together into a shadowy, almost incorporeal form. No matter their exact form, they are truly dangerous abominations that can kill even the most experienced Shadow Magicians.
Shadow Horrors do not appear naturally on Tamriel and GMs should consider whether-or-not they truly belong at their table before introducing them. If there is no connection between your campaign and Shadow Magic, it is likely best to leave them out of things. These creatures can only enter the Mundus via two ways: as a summon for a Shadow Magician or as part of some accident caused by a Shadow Magician. They are strong and have access to powerful abilities, meaning that only well-equipped and experienced parties can deal with them effectively.
Loot
- Upon defeat the Shadow Horror is banished back to the realm-between-realms from whence it came, leaving behind a viscous inky-black residue where it fell. On a +0 Alchemy test a character with a Vial can attempt to collect a single dose of this Shadow Residue, which is an Extremely Rare Mysticism and Illusion ingredient. On failure the Shadow Residue is contaminated and unusable.
Sliver of Umbra’Keth
Umbra’Keth, the Shadow of Conflict, was an entity created by the collective suffering caused by the War of Bend’r-mahk. Upon its destruction by an unknown hero it was shattered, each fragment possessing some small essence of its power. These Slivers now stalk the spaces-between-realms, both past and future, preying upon those unfortunate enough to attract their attention.
Shadow; Extreme
| Char | * | Attributes | * | Proficiencies | * |
|---|---|---|---|---|---|
| Str | 80 | Hit Points | 160 | Combat | 110 |
| End | 80 | WT | 20 | Magic | - |
| Ag | 45 | MP | - | Evade | 55 |
| Int | 80 | SP | 7 | Observe | 80 |
| Wp | 100 | IR | +10 | Stealth | 110 |
| Prc | 60 | AP | 4 | Knowledge | 80 |
| Prs | 5 | Speed | 12m | Social | - |
| Morale | 100 | Size | Large | Physical | 100 |
Weapons and Armor
- Penumbric Tendrils: 2d6; Crushing or Slashing, Exploit Weakness, Snare, Magic, Proven; Reach 3m
- Grasping Tendrils: -; Entangling, Magic; Reach 3m
- Penumbric Claws: 2d8; Splitting, Concussive, Hooked, Shield Splitter, Magic, Proven; Reach 2m
- Natural Toughness (8)
Special Abilities
- Shadows from Beyond (1 AP + 1 SP): The Sliver of Umbra’Keth can blanket the area around it in shadow. An inky-black cloud forms in a radius of 50m around the Sliver. Natural forms of light are instantly snuffed-out and all creatures have their vision reduced to 2m when within this radius. While in this radius, all creatures with the Sun Scarred trait do not suffer its negative effects.
- Master of Shadows (1 AP): The Sliver of Umbra’Keth uses a Congruence Power. It knows all Congruence Powers and may use them as part of the Cast Magic action.
Traits
- Cacophony of Worlds: Characters attempting to use Shadow Magic within 100 meters of this creature suffer a -10 penalty and add an additional 10 to any Disharmony rolls they make.
- Convergence Rating (8)
- Creature of the Dark: This creature can never trigger Disharmonies and does not have Magicka. It is immune to the effects of Shadow Magic used against it.
- Fear of the Shadows: The sight of a Sliver of Umbra’Keth invokes a primal fear in any creature. The first time a creature sees it causes them to make a +10 Horror test. Any subsequent sightings invoke a +10 Panic test.
- Immunity (Disease, Poison, Panic, Horror, Illusion Spell Effects, Normal Weapons)
- Magic Resistant: Re-rolls failed tests to resist Magic.
- Thick Skull: Immune to Stun and Dazed.
- Resistance (All Damage, 2)
- Shadow Sense: This creature can test Observe to detect characters using Shadow Magic within 5 km.
- Spell Reflect (2): Whenever this creature would be affected by a magic spell, roll a d10. On a 2 or less, the creature is unaffected and the spell is resolved against the caster instead.
- Sun Scarred (3): If this character is exposed to normal sunlight they lose 1 SP each hour. Cloud cover or other such weather halves the rate of SP loss. The character must spend an hour in a dark place before they can remove levels of fatigue/regain SP lost in this manner.
Congruence Powers: Knows all Congruence Powers.
Encountering a Sliver of Umbra’Keth Umbra’Keth was an eldritch horror spawned into the Aurbis by the collective suffering caused by the War of Bend’r-mahk during the 3rd Era. It took the form of a tall, bipedal, tentacled creature with a trunk like a mammoth. Referring to itself as the Shadow of Conflict, it was ultimately defeated by a hero remembered as the Soul of Conflict by utilizing the legendary Star Teeth. Its ultimate goals were unknown, but its influence cast a dark shadow over parts of Hammerfell, Skyrim, and High Rock.
When it was defeated, it was shattered into many “Slivers,” each possessing a fragment of Umbra’Keth’s vast power. These slivers now haunt the realms-between-realms, preying upon any shadow mages powerful enough to attract their attention.
A Sliver of Umbra’Keth is one of the most powerful creatures this system provides for; only Dragons are more deadly. Caution should be taken by any GM looking to use these eldritch horrors. A Sliver of Umbra’Keth should only be encountered when a Shadow Mage suffers the appropriate Major Disharmony or as a final, greatest foe in a campaign as their powerful abilities can make short work of even the most powerful adventurers.
Loot
- Upon defeat the Sliver of Umbra’Keth is banished back to the realm-between-realms from whence it came, leaving behind a viscous inky-black residue where it fell. On a +0 Alchemy test a character with a Vial can attempt to collect this residue and form it into a Skein of Conflict, which is a Legendary Mysticism and Illusion ingredient. On failure the Shadow Residue is contaminated and unusable.