Umbramancy
Umbramancy is the art of manipulating the shadows - both your own and your enemy - to your own benefit.
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Shadow Strike
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The spellcaster warps there their victim's shadow to defeat themselves.
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: Instant
Action Points: 4 AP
Cool Down: None
Range: 25m
Rank 1
Shadow Strike - Inflict 1d10+4 Force Damage on an enemy.
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Rank 2
Destructive Shadows - Add an additional +2 to damage.
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Rank 3
Easier Casting - Reduce the AP Cost by 1.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: Instant
Action Points: 4 AP
Cool Down: None
Range: 25m
Rank 1
Shadow Strike - Inflict 1d10+4 Force Damage on an enemy.
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Rank 2
Destructive Shadows - Add an additional +2 to damage.
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Rank 3
Easier Casting - Reduce the AP Cost by 1.
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Rank 4
(Level 5 and higher)
Increased Range - Add +10m to the spell's range.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Clinging Shadow - On a successful hit the target must make an Intelligence test or suffer -5% for their next round's actions
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Shadow Hydra - Increase the number of attacks by 1d5+1, to a max of seven, but a max of only shot per target.
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-- Or --
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Umbric Veil
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Hide beneath the safety of the shadows.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: Instant
Action Points: 3 AP
Cool Down: 1 rounds
Range: Self
Rank 1
Umbric Veil - The Caster. gains +5 to Dodge. This costs 3AP and 2 AP each round to maintain.
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Rank 2
Decisions, Decisions - Instead of Dodge the character can focus the shadows on their weapon, allowing them to add +5% to parry instead.
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Rank 3
Easy Maintenance - Reduce the AP cost to 1AP.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: Instant
Action Points: 3 AP
Cool Down: 1 rounds
Range: Self
Rank 1
Umbric Veil - The Caster. gains +5 to Dodge. This costs 3AP and 2 AP each round to maintain.
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Rank 2
Decisions, Decisions - Instead of Dodge the character can focus the shadows on their weapon, allowing them to add +5% to parry instead.
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Rank 3
Easy Maintenance - Reduce the AP cost to 1AP.
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Rank 4
(Level 5 and higher)
Shadow Unseen - The character counts as being obscured for the purposes of the Stealth talent.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Combined Shadow - Gain +5% to both Parry and Dodge.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
The Massing of Shadows - Up to 1 ally every 3 levels will also be affected by the Talent as long as it's active.
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-- Or --
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Pin Shadow
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Pin the victim's shadow to the ground, and pin them too...
Attribute: Willpower
Type: Unique
Requirements: None
Duration: Maintenance
Action Points: 5 AP + Maintenance Cost
Cool Down: Duration of Maintenance + 1 Rounds
Range: 10m
Rank 1
Pin Shadow - Make a Willpower test, and if successful, select a point within 1m of your target. A spectral pin appears there, and they are unable to move more than 3m from the square. They can pull the shadowy pin from the ground instead, costing 5 AP.
Rank 2
Practice Caster - Add +10% to the Willpower test to use this Talent.
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Rank 3
Deeper Pins - The target can only move 1m from the pin rather than 3m.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Unique
Requirements: None
Duration: Maintenance
Action Points: 5 AP + Maintenance Cost
Cool Down: Duration of Maintenance + 1 Rounds
Range: 10m
Rank 1
Pin Shadow - Make a Willpower test, and if successful, select a point within 1m of your target. A spectral pin appears there, and they are unable to move more than 3m from the square. They can pull the shadowy pin from the ground instead, costing 5 AP.
Rank 2
Practice Caster - Add +10% to the Willpower test to use this Talent.
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Rank 3
Deeper Pins - The target can only move 1m from the pin rather than 3m.
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Rank 4
(Level 5 and higher)
Multiple Pins - Upon each casting, the caster can decide that the Talent pins 1d3 targets, but costs at the cost of 1 additional AP for every target after the first.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Silent Pinning - The victim cannot speak while pinned by there shadow.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Butterfly Pin - The pin pierces the target as well, pinning them to the spot. They cannot move from that position.
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-- Or --
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Night Caller
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Summon a creature of otherworldly pure Darkness to serve you.
Requirements: None
Duration: Instant
Action Points: 6 AP + Maintenance Cost
Cool Down: Duration of Summon + 3 Rounds
Rank 1
Night Caller- Summon a Shadow Elemental. This construct, forged of the raw substance of Shadow Itself, is neither sentient nor aware, and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Night's Own Child - The Shadow Elemental can blend with other shadows, most commonly it's masters, for 2AP. It can reappear from any other creature's shadow for another 2 AP.
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Rank 3
Elemental Reservoir - Elemental's no longer stop casting another spell, although they suffer from cooldown themselves as Normal.
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Rank 4
(Level 5 and higher)
Requirements: None
Duration: Instant
Action Points: 6 AP + Maintenance Cost
Cool Down: Duration of Summon + 3 Rounds
Rank 1
Night Caller- Summon a Shadow Elemental. This construct, forged of the raw substance of Shadow Itself, is neither sentient nor aware, and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Night's Own Child - The Shadow Elemental can blend with other shadows, most commonly it's masters, for 2AP. It can reappear from any other creature's shadow for another 2 AP.
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Rank 3
Elemental Reservoir - Elemental's no longer stop casting another spell, although they suffer from cooldown themselves as Normal.
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Rank 4
(Level 5 and higher)
Easily Maintained - Reduce the AP cost to maintain the Summon by 1
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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The Safety of Shadows - The Elemental can occupy the same square as it's Caller, and once per turn either one can block a blow meant for the other.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Shadow Itself - Add 10 points to two of the Elemental's Attributes.
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-- Or --
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