Post by logan9a on May 1, 2018 10:51:27 GMT
Need input/how to abuse/etc this spell. It would be the top of the tree for shadow magic.
Yes, there is a reason (several, actually) I need to get this spell in particular finished.
Shadow Walking
Casting time: 3 rounds (to keep it from being combat friendly)
Range: Self
Duration: One shadow transport
MP cost: 6MP (there and back again if they’ve got some ESS)
Description: The caster must be in deep shadow. They can then attempt to slowly teleport themselves to another deep area of shadow up to 100m away. The caster must be able to specify to the GM where they would like to teleport to. Also, there must be deep shadows in the area the caster is teleporting in to.
The time it takes to get to the ‘other place’ is one round per meter traveled - as though the person was walking slowly.
The caster may take up to one other person if they are physically able to lift and carry that person - the GM may require some sort of Strength roll. Should the person not be willing to go, they may attempt an ESS x3 to remain behind. The person attempting to ‘take them’ doesn’t know if the carried target has gone until they have arrived back out of the shadows. The target that successfully resists remains where they were and is not harmed at all by this spell.
Things that mess with this spell user:
If there are bright lights within the area they wish to go, no teleportation is possible.
If caltrops, tripwires, etc are put down the caster will have their foot impaled or set off what ever sort of bomb etc the tripwire is connected to.
The caster can either ‘shadow walk’ to where they can see (”that shadow over there”) or go for the much more risky describing to the GM where they’d like to end up that is nearby. (”The other side of this wall”, “Second floor hallway”, etc).
If there are solids in the way of where the caster wished to appear, the caster (and any carried person) each take 2d8 damage and the spell automatically fails - costing the caster half of the MP of the spell as per a normal failure. Hence, rearranging the furniture or even having furniture around may be a good way to keep out people attempting to use this spell.
Should the GM decide the shadows in an area the character cannot see are ‘not quite deep enough’, the spell fails automatically cost half as many magic points.
Should the caster enter an inhabited room, those within the room must make a spot hidden at -60% to note their presence if the shadow walkers hold relatively still. Should they begin to move about, the usual stealth rolls will be required.
Casting this spell is silent and simply involves standing or crouching menacingly near shadows (concentrating, you can’t do anything other than cast the spell) to do it. Hence, it is possible for someone to shadow walk in to a dark den of iniquity, hang about for awhile spying then shadow walk out with none there being the wiser. Note - as many bad beings know of this spell, they often put junk in various places at random in their lairs - while in itself may be inconsequential (a chair, bottle of water, etc) to someone using the shadows to come in it hits them with the force of a landmine.
Note that if someone is fortunate enough to have the spell ‘phase’ and they immediately move once in (perhaps getting spotted) they can avoid the damage carelessly (or purposefully) left furniture can cause. Those wanting to use something like ‘ghost form’ must have cast that ahead of time. With the expense of that spell and casting time of shadow walking, it makes this unlikely.
Yes, there is a reason (several, actually) I need to get this spell in particular finished.
Shadow Walking
Casting time: 3 rounds (to keep it from being combat friendly)
Range: Self
Duration: One shadow transport
MP cost: 6MP (there and back again if they’ve got some ESS)
Description: The caster must be in deep shadow. They can then attempt to slowly teleport themselves to another deep area of shadow up to 100m away. The caster must be able to specify to the GM where they would like to teleport to. Also, there must be deep shadows in the area the caster is teleporting in to.
The time it takes to get to the ‘other place’ is one round per meter traveled - as though the person was walking slowly.
The caster may take up to one other person if they are physically able to lift and carry that person - the GM may require some sort of Strength roll. Should the person not be willing to go, they may attempt an ESS x3 to remain behind. The person attempting to ‘take them’ doesn’t know if the carried target has gone until they have arrived back out of the shadows. The target that successfully resists remains where they were and is not harmed at all by this spell.
Things that mess with this spell user:
If there are bright lights within the area they wish to go, no teleportation is possible.
If caltrops, tripwires, etc are put down the caster will have their foot impaled or set off what ever sort of bomb etc the tripwire is connected to.
The caster can either ‘shadow walk’ to where they can see (”that shadow over there”) or go for the much more risky describing to the GM where they’d like to end up that is nearby. (”The other side of this wall”, “Second floor hallway”, etc).
If there are solids in the way of where the caster wished to appear, the caster (and any carried person) each take 2d8 damage and the spell automatically fails - costing the caster half of the MP of the spell as per a normal failure. Hence, rearranging the furniture or even having furniture around may be a good way to keep out people attempting to use this spell.
Should the GM decide the shadows in an area the character cannot see are ‘not quite deep enough’, the spell fails automatically cost half as many magic points.
Should the caster enter an inhabited room, those within the room must make a spot hidden at -60% to note their presence if the shadow walkers hold relatively still. Should they begin to move about, the usual stealth rolls will be required.
Casting this spell is silent and simply involves standing or crouching menacingly near shadows (concentrating, you can’t do anything other than cast the spell) to do it. Hence, it is possible for someone to shadow walk in to a dark den of iniquity, hang about for awhile spying then shadow walk out with none there being the wiser. Note - as many bad beings know of this spell, they often put junk in various places at random in their lairs - while in itself may be inconsequential (a chair, bottle of water, etc) to someone using the shadows to come in it hits them with the force of a landmine.
Note that if someone is fortunate enough to have the spell ‘phase’ and they immediately move once in (perhaps getting spotted) they can avoid the damage carelessly (or purposefully) left furniture can cause. Those wanting to use something like ‘ghost form’ must have cast that ahead of time. With the expense of that spell and casting time of shadow walking, it makes this unlikely.