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The Elemental Plane of Shadows



The elemental plane of shadows is actually rather unimpressive, but it is certainly interesting as it seem to have a ground, always breathable air and dark grey clouds. It is nothing more than a vast field of black bathed in eternal twilight. At first glance it would appear to be rather inactive and stagnant, but give proper awareness or time one will see something else. With observation one will see that the elemental plane of shadows is not in fact not inactive, but just the opposite. The ground, the dark grey clouds that always linger never ever stop moving. After a while it will become clear that they are not moving totally chaotically. Although everything is moving randomly, everything is moving with intelligence and probably intent. The simple fact of the matter is that the entire plane of shadows is alive. Everything is some sort of shadow creature, a minor elemental like a Living Shadow or a major elemental, it is alive. Most visitors (composed of very powerful warlocks) can't bear to stay in the elemental plane of shadows because of the lack of light and constant motion.





The Demiplane Of Shadows



The Demiplane is actually more impressive than the shadow plane itself. The reason being the Demiplane is actually a pocket dimension that has been permanently linked to the Shadow Plane. No one truly knows who created the pocket dimension, all they know is that someone accidentally rifted into it and decided they liked it. Another reason the Demiplane is so impressive is that it seems to have shadow versions of many 'normal' creatures. Apparently most of these creatures are similar to creatures from the Palladium World. So similar in fact most think they were taken from the Palladium World and transformed into shadow-linked creatures. The Demiplane is in fact the origin of Dark Horses and similar shadow creatures. One thing is certain though, whoever or whatever created the Demiplane is also the creator of the Shadow Wolves. Even though no Shadow Wolf has a natural desire to visit the Demiplane, once they do they feel very much 'at home' and most don't want to leave. Because of this there is a very large population of Shadow Wolves on the Demiplane. One reason that the Shadow Wolves love the Demiplane is the fact that it is eternally cloaked in a shadow. Even though the sky sometimes turns comparatively bright purples and dark reds, the is never actually


touched by true sunlight. This is also why those without natural night vision have taken to constructing paths flanked by many permanently enchanted lights, and why all the buildings built by non-shadow linked creatures have many light source (although they're not always all active).


Another unique and interesting feature of the Demiplane is something called The Fountain of Pure Shadows. Any entity that bathes in the pitch black waters will be forever changed and endowed with Shadow Elemental powers. It is in fact known that these are the waters enchanted and empowered Nightsabre and Kastur. After being enhanted, the person or creature becomes permanently linked to the Shadow Plane. The link is so deep, that offspring will also be linked to the Shadow Plane. Despite being found and used, the fountain's location is unknown. Since it's discovery and usage by Nightsabre and Kastur (and others), finding the fountain has become a very good reason to actually visit the Demiplane for some people.


The Demiplane, despite being a pocket dimension, is no small creation. The surface is at least equal to that of Palladium or even Earth. There are no truly precise measurements, as most denizens of the Demiplane are magic users or otherwise ignorant. And despite the shadowy and dark nature of the Demiplane, most are not evil. This is because forces for good have made it a point to protect the Demiplane from those that wish to abuse it and its link to the Shadow Plane, the fountain.





Other Shadow-linked Dimensions



There are of course other pocket dimensions linked to the shadow plane, but none are as large or closely linked as the Demiplane. The general term for these elemental linked dimensions is Subplane. Most of these subplanes have a at least a small population of Shadow Wolves and similar creatures, as well as Shadow Warlocks. One of these subplanes was constructed and is inhabited by Shade and his order, Shade's Arcane.





The Fountain of Pure Shadows



The location of the fountain, despite having been used by some entities, is unknown. Everyone knows what it looks like due to first and second hand descriptions, mostly second, by those who have actually seen it or by those who know someone who's actually seen it. By all accounts the fountain is a large pool with what appears to be a sculpted spire of ivory. The pool is filled with a pure black liquid, that feels and tastes exactly like water. The ivory spire is constantly ejecting this pitch black liquid, sometimes as a slow flow other times in geyser-like manner.


When one bathes in the pitch black waters, and thoroughly cleans themselves they will begin to feel the energies of the Shadow Plane entering them. These energies do not disrupt or interfere with the person in any way, but instead links them to the Shadow Plane thus granting them shadow powers. The only downside is that when these newly acquired powers are activated, the user's eyes are covered by a shiny black film. This black film does not interfere with vision, but instead enables the person to see in the dark. Whenever any shadow power is used the person will find they automatically have Night vision that actually enables them to see in complete darkness and through magical darkness for up to 90ft. The person can also cast elemental shadow spells and gains the PPE and spell selection of a warlock. These are in addition to any other spells or PPE the person may have from a magic OCC or natural powers.



Dark Horse


The Dark Horse is a special breed of horse that is directly linked to the pseudo-elemental plane of Shadow. The creature looks exactly any other horse, except it is pitch black in color and has very light blue eyes. They are generally considered very beautiful, majestic creatures. These creatures are generally very timid and docile, and when tamed make some of the best mounts. Dark Horses are generally good unless under the influence of magic. Dark Horses are slower in sunlight than at nighttime.


Unless otherwise stated stats do not change on the basis of if it's daylight or nighttime



Alignment: Good


Attributes:
IQ: Very High Animal ME: 3D6 MA: 3D6 PS: 4D6 (supernatural) PP: 5D6 PE: 3D6 PB: 4D6
Speed:
-Daytime: 2D6 + 20
-Nighttime: 1D4x10 + 30
Note: PS is also reduce by 5 during daylight


MDC: PE x10 Horror Factor: 12 PPE: 5D6
Note: The Horror Factor only applies ONCE during daytime. And applies at night when the Dark Horse's presence was unexpected


Natural Abilities: Swim 55%, Prowl 50% (+ 35% at night), night vision, day vision 120 feet, Shadow Spray once per melee (10 foot range)


Combat: 3 attacks per melee


Bonuses: +1 strike, +3 dodge, +2 save vs. magic, +5 save vs. Shadow Elemental Magic, +5 strike with Shadow Spray


Damage: As per supernatural strength table (varies with time of day).


Magic: None Psionics: None OCC: Not applicable


Language: None other than their own little language. Quite capable of learning to understand commands.


Average Lifespan: 150 years


Habitat: Prefer wide open plains at night.


Value: Because of the Dark Horses magical nature and intelligence it can sell for up to 200,000 credits. It can have even more value to magic-users that want to butcher it and use its parts for magic.


Enemies: The greedy.


Allies: Shadow-based creatures and Shadow Warlocks of a good alignment, etc.


Size: same as normal horse.


Weight: same as normal horse.


Shadow Wolf R.C.C.


Shadow Wolves are an interesting derivative of Werewolves... They were created by the an arch-mage of great power, many centuries ago. The arch-mage created and activated a powerful magic circle, where the mage summoned and merged a wolfen, a shadow beast and a human, and endowed it with magical abilities to shift between a human form and a wolfen form. The arch-mage further enchanted the new creatures giving them an amazing array of powers, and making them bigger and stronger than normal werewolves in were/wolfen form. The result was a powerful creature of magic and shadows. Shadow Wolves are some of the greatest prowlers, and can sneak up on anything in nighttime. These creatures of nocturnal...so much so that sunlight weakens them. In were form the creatures coat is coal black, and the eyes are pure black, but shiny. When angered the creatures eyes glow red or blue depending on the creatures persona and tendency (alignment). In human form the eyes are still pure black and shiny, but never change color. Shadow Wolves usually wear sunglasses in human form..no matter where they are (unless amongst friends/allies/fellow Shadow Wolves/etc..). The eyes are the typical main way to identify a Shadow Wolf, but black eyes don’t always mean Shadow Wolf. Instead the best and most reliable identification for a Shadow Wolf is...its shadow. IT HAS NONE! Regardless of conditions a Shadow Wolf NEVER casts a shadow. This can scare someone half-to-death if it catches them off-guard (Horror Factor 14...they have no idea what kind of creature would not cast a shadow). Most Shadow Wolves have a strange preference for black clothing, specifically trench coats or cloaks (hooded preferred). In human form all Shadow Wolves have black hair. The arch-mage didn't make too many, but it doesn't really matter because that was long ago. Though it may be worth noting the first one was neither male nor female! The arch-mage merged a male Wolfen with a female Human on the first attempt at Shadow Wolves (hermaphrodite?). And there is some rumor that this original Shadow Wolf may still be alive. If so...it...would easily be more powerful than ANY other Shadow Wolf in existence. Especially considering no one is quite sure how old the Shadow Wolf species really is. Human Form: Daytime (Base) IQ: 3D6 ME: 3D6 MA: 2D6 PS: 4D6 PP: 4D6 PE: 3D6 PB: 3D6 Spd: 3D6
Human Form: Nighttime (In addition to Daytime stats) IQ: - ME: - MA: +3 PS: Becomes supernatural PP: +2 PE: +3 PB: - Spd: +6
Wereform: Nighttime (In addition to Daytime stats) --Note: Cannot transform to Wereform during daytime IQ: - ME: - MA: +6 PS: Becomes supernatural and is +12 PP: +6 PE: +6 Spd: x2
Damage Capacity and Invulnerabilities and Regeneration: Note: If you're using Mega-Hit points..The +1D6 per Level would be MHPsHuman-Daytime: --MDC: (PE x 1D4+2) + (1D6 per Level) --Regenerates: 1D6 MD per Hour --Invulnerabilities: None (Beyond non-MDC weapons). --Vulnerabilities: Silver does normal damage Human-Nighttime: Include modifications --MDC: Daytime MDC + (Adjusted PE x 2) --Regenerates: 1D6 per Minute --Invulnerabilities: ALL non-magical/non-psionics/non-silver MDC weapons inflict half damage. --Vulnerabilities: Silver does double damage, magic and psionics attacks/weapons inflict full damage
Wereform-Nighttime: Include modifications --MDC: (Nighttime MDC x 2) + Adjusted PE --Regenerates: 1D4 per melee --Invulnerabilities: EVERYTHING...except silver, magic and psionic weapons/attacks --Vulnerabilities: Silver does triple damage, magic and psionic attacks/weapons inflict full damage
Damage Capacity, Damage Taken and changing of forms (willing or not): --When a Shadow Wolf changes from one form to another, the actual damage taken DOES NOT transfer. Instead the percentage of damage that was done transfers. ex: Wereform has 100MDC and takes 50 points damage. If the Shadow Wolf transforms to any other form, whatever the MDC of that form is is now at 50% of normal. This applies to all transformations.
--OR...you can spice it up some and say transfer is One-To-One. This makes the near-dawn times the time for Shadow Wolf hunters because it'll be easier to kill them. After all if Bentley (PE: 9) the shadow wolf is 5th lvl and has 61MDC daytime, 85MDC nighttime, and 188MDC were form, at near-dawn a hunter only has to inflicted about 71MDC to the 188MDC critter to actually kill. Cause when dawn comes...71 is [9+1] below 61 and Bently is dead. Yah..it'd be easier to kill them in daytime anyways, but this makes it so the foolish shadow wolves die at near-dawn.
Natural Abilities: Human Form: Daytime (base) --Horror Factor: If the lack of a shadow is noticed: 14; If the eyes are noticed 16; If it is known the person is a Shadow Wolf: 18 --Shadow Meld: Unlimited duration, Prowl: +15%, -5 to be struck, detected by Infrared and Thermal Optics. --Night vision: Can see in total darkness --Bonuses: +2 save versus magic, +2 to save versus psionics, +4 to save versus horror factor. Human Form: Nighttime --Horror Factor: +1 to above --Shadow Meld: -6 to be struck, unlimited duration, can only be seen with Thermal Optics, Prowl +25% --Night Vision: Can see in total darkness, Can see person shadow melded, +5% Detect Concealment/Ambush, +1 perception, +3 to save against Illusions. --Combat Bonuses: +1 attack/action, +2 Dodge, +2 Strike, +2 Parry, +2 Roll, +1 save vs. magic and psionics (in addition to base), +2 save vs. HF (in addition to base).
Wereform: Nighttime --Takes one action to transform to Shadow Were. --Horror Factor: +3 to base --Super Shadow Meld: -7 to be struck, unlimited duration, cannot be seen even with thermal optics, Prowl +35%. Doesn't even need a shadow! Can shadow meld INTO the darkness of the night (after all it IS the shadow of the Earth effectively) --Night Vision: Can see in total darkness, can see invisible (any...Including those with shadow meld), +15% Detect Concealment/Ambush, +5 Perception, can see through illusions. --Combat Bonuses: +2 attack/action, +2, Initiative, +5 roll, +5 Dodge, +5 Strike, +5 Parry, Auto dodge (no bonuses ever), +3 save vs. magic and psionics (to addition to base), +4 save vs. HF (in addition to base). --Special Powers (Optional): At 5th Level the Shadow Wolf develops a Talent a la NIGHTSPAWN(bane)!! Must be related to shadows. Can only be used in Wereform.
Damage: See appropriate tables Wereform: --Claws: punch + 12 MD --Bite: punch + 4 MD
OCCs: Scholar and Adventures...with HEAVY preference toward Wilderness Scout/Ranger types for wilderness-based Shadow Wolves, and City Rat/Assassin types for City-based Shadow Wolves.
Skills of Note: Detect Concealment: +5%, Tracking: +10%, Prowl: 45% (increases normally), HTH: Basic.
Psionics: None Magic: None PPE: 1D4x10
Height: --Human Form: 5-7 feet --Wereform: 6-9 feet
Weight: 200-300 pounds (never fat though)
Average Lifespan: 300+ years
Breeding: ' Shadow Wolves are an interesting species to say the least. They can breed with humans or wolfen, as well as themselves!! For a Shadow Wolf to breed (and produce an offspring), it must breed with a Human the the Shadow Wolf is in human form and a Wolfen while the Shadow Wolf is in a wereform. But...there are problems. First off there is only a 25% chance of producing an offspring, then there is only a 50% chance it will be a Shadow Wolf, else it'll be a normal Human or Wolfen (depending on form mating occured). When a female Shadow Wolf is about to give birth, she will transform to the appropriate form depending on paternal species (Wereform for Wolfen father, Human for Human father). She has NO control over the transformation and will goto Wereform even in daytime!! As for inter-Shadow Wolf breeding there is no problem...child will be a Shadow Wolf and will be delivered without a forced form change. As for birth appearance...if the child is by Human or Wolfen mother and is not a Shadow Wolf, then birth is normal..and the child is basically normal. But for Shadow Wolf children, when they are born they appear to be an odd mix between Wereform and human form.
Non-Shadow Wolf Offspring: ' Shadow Wolf offspring that were not Shadow Wolves, still have a chance to be Shadow Wolves!!! After a non-Shadow Wolf child reaches maturity, it may become a full Shadow Wolf on a full moon night, Full Solar Eclipse or Full Lunar Eclipse. On a full moon night, the child will be racked with headaches and may become a Shadow Wolf (roll versus Insanity with a +5 bonus in addition to ME bonuses, failure means becoming a Shadow Wolf). On a Full Solar Eclipse, being in the shadow of the moon (tho still in daytime) the chances are more likely to become a Shadow Wolf (roll versus Insanity with ME bonuses only, failure means becoming a Shadow Wolf). But Full Lunar Eclipses are the most powerful, with chances being even greater! (roll versus Insanity with NO bonuses at all). From these happenings, many scholars are prone to believe that the Shadow Wolves form of lycanthropy is a virus of some sort that is somehow linked to the Moon and it's shadow. Yet...someone bitten or injured by a Shadow Wolf will never change into a Shadow Wolf, thus leaving scholar to think it is a sexual transmitted virus (of sorts) or is a genetic disease...






The Shadow Born



The Shadow Born the Shadow Born are creatures from any species that were born with an affinity for the Shadow World. They can possess minor Shadow Magic, but not as spells...as natural abilities that they cannot explain. Most Shadow Born are unaware of their powers until after they've started a life beyond childhood...particular if that life puts their life in danger (adventurers). Over time, their natural Shadow Power will manifest themselves and the ShadowBorn will grow closer to the Shadow World. Many Shadow Born join one of the Shadow Orders...the good ones usually join The Nightsabres, while the bad ones join Kastur's Claw or Shade's Arcane. Almost every species can be a Shadow Born...even dragons. It's not a matter of breeding; it's a matter of magical circumstance.


Shadow Born Abilities and Bonuses:
+1D4x10 SDC or MDC
+1 PE
+50 foot Night vision
+1 save vs. HF +1D4x10 PPE (it shows that they're not normal)


After a Shadow Born has chosen a path of life (OCC), roll of the following tables to determine if Shadow Powers manifest and what they are.


Chance Of Shadow Power Developing:


Level 03: 50%


Level 06: 65%


Level 09: 80%


Level 12: 95%


Level 15: 100%


If Shadow Power develops roll on table to determine which power develops (percentile):
---All powers are equal to Shadow Spell of same name and start at level 1.
---If a power is rolled twice (i.e.: same powered rolled at level 3 and 6) then just double the power of the spell.
---Powers can be activated once per day per 2 levels of Shadow Born. ---Powers take NO PPE to activate.


Blinding Flash: 01-10



Darkness: 11-15



Dispel Darkness: 16-20



Globe of Daylight: 21-25



Night bringer: 26-30



Night vision: 31-40



See Through Shadows: 41-50



Shadow Armor: 51-55



Shadow Bolt Greater: 56-58



Shadow Bolt: Lesser: 59-63



Shadow Meld: Greater: 64-66



Shadow Meld: Lesser: 67-71



Shadow Shield: 72-76



Shadow Spray: 77-81



Shadow Steed: 82-85



Shadow Weapon: 86-90



Shadow Whip: 91-95



True Light: 96-00



Shadow Elementals v1.1

Orig Date - 9/11/1

Mod Date - 9/13/1




All shadow elementals appear as a large blob of blackness. Some have a form, usually humanoid.







---

Major Shadow Elemental

Attributes:

PS: 60         PP: 30         Spd: 2D4x10

MDC: 2D4x1000

Horror Factor: 20

PPE: 5D6x100

Natural Abilities in Physical Form:

Impervious to poisons, chemicals, drugs, heat, and cold. Does not breathe air. Can see in total darkness with no problem. Bio-regenerate at 2D4x100 every round. Can identify all shadow creatures or entities in any way linked to the shadow realm by sight alone. Magically understands all languages. Natural telepath (300 ft). Can Shadow Meld at will for an indefinite period of time and for no PPE. Can Shadow Warp at will for no PPE (infinite range). Light based attacked do double damage. Light based magic or psionics attacks do times ten damage.




Natural Abilities in Energy Form:

No longer vulnerable to light based attacks. Natural telepathy up to 200

ft. Fly and hover at up to 200 mph with no altitude limit. Appears as a

ball of glowing dark grey and very dark purple swirls.




Combat:

8 attacks per melee, magical or physical.




Bonuses:

+8 strike, parry, dodge. +8 save vs magic, immune to shadow magic (can

auto-negate it). +7 save vs psionics. Immune to horror factor. +15 save

vs Possession.




Magic:

Knows ALL elemental shadow spells as well as other shadow or

darkness-type spells of normal magic.




Size: As small as 6ft and as large as 40 ft.

Weight: 200 pounds.



Shadow God: Kastur




KASTUR:


Kastur is the son of a God, who he does not know, and is Nightsabre's half-brother. Kastur is one of the darker Shadow Gods, who delights in causing mischief and takes great pleasure from the pain of others, particularly The Nightsabres and other Shadow Orders of general good intention. A demigod by birth, Kastur eventually grew to become almost as powerful as a full-fledged God, and a powerful force for chaos. Although Kastur doesn't know who his father is, he knows that his father must have had a link to the Shadow World because as Kastur he became more and more aware of the Shadow World, and started to develop and use Shadow Spells. For as long as anyone can remember Kastur has been a devious, evil entity bent on getting all the power for himself. And what many find frightening is that Kastur has become quite powerful, powerful enough to actually 'bind' his sister Nightsabre. Kastur is not a God to be messed with unless you actually have a chance to win a fight against him. Additionally, unlike many evil Shadow creatures, Kastur has no honor...he is pure evil. Also, because of Kastur's nature and certain 'enhancements' he's done to himself, Kastur is most vulnerable in direct sunlight and very intense artificial light. Kastur will NEVER go out during the day unless he has his ShadeRing on, which is actually a Curse item and can eventually kill him if he never took it off. Becuase of this fast Kastur is never found without some minions.


Alignment: Diabolical


MDC: 7080 (4950 if in direct sunlight/bright light)


SDC (for non-MDC worlds): 4320 (3840 in daylight)


HP (for non-MDC worlds): 1536 (1340 in daylight)


Height: 6 feet to 20 feet.


Weight: Varies.


Age: About 2500, precise age is unknown though.


Attributes: While in darkness/shadows
IQ: 18 ME: 22 MA:18 PS: 42(supernatural) PP: 30 PE: 36 PB: 16 Spd: 48


Attributes: While in daylight/bright light
IQ: 18 ME: 19 MA: 18 PS: 34(supernatural) PP: 28 PE: 32 PB: 16 Spd: 42


Horror Factor: 18 at night/in shadows, 16 in sunlight/bright light


Experience Levels: 20th Level Shadow Warlock, 12th Level Linewalker, 6th Level Necromancer


Natural Abilities:
Full/Perfect Nightvision, Dayvision: 350 feet, See Through Shadows, Shadow Meld: Greater at will, Teleport: 80%, Dimensonal Teleport: 55%, Bio-regeneration: 1D6x10 per minute, Can summon 1D6x10 Lesser Shadow Beast's and 4D6 Greater Shadow Beast to his location in any dimension once per 48 hours, Can cast Shadow Bolt: Greater at twice power (x2 damage, range, etc) 5 times per day, Can cast Shadow Bolt: Lesser once per melee, Has Living Shadow always on can summon 1D4 Dark Horses once per day, Can cast Shadow Whip 3 times per day, Can cast Shadow Spray 3 times per day, All ancient weapons become Shadow Weapons in Kastur's hands, can cast Nightbringer twice per day.
Note: Many of these comes from a heavily beefed version of Warrior From The Shadows spell that is permanent.


Vulnerabilities: Millenium Tree woods inflict x2 damage, a True Light spell from a warlock higher than 5th level will inflict 1D6MD per level above 5 of the warlock, has a -5 to save vs. a Blinding Flash or similar spell.


Skills of Note: Demon lore at 98%, all ancient weapon proficiencies at 15th level, all languages (read and write) at 98%.


Combat Skills: HtH: Martial Arts


Number of Attacks: 6 Basic (BaseAC of 1)
By Magic  :Warlock Spells: 8 attacks (BMAC of 4)
 :Standard Spells at levels 1-6: 6 attacks (BMAC of 6)
 :Standard Spells at levels 7-10: 3 attacks
 :Standard Spells at levels 11-15: 5/2 attacks
 :Spells of Legend: 5/3 attacks
 :Necromancer Spells: 4 attacks (BMAC of 7)


Damage: Daytime:
Restrained Punch/Claw: 1D4x10+9/1D6x10 SDC
Full Strength Punch/Claw: 4D6/5D6 MD
Power Punch/Claw: 1D4x10/1D6x10 MD


Damage: Nighttime:
Restrained Punch/Claw: 2D4x10+12 SDC ( +6 if clawing)
Full Strength Punch/Claw: 6D6/1D4x10+2 MD
Power Punch/Claw: 2D4x10 MD (+12 if clawing)


Bonuses: Daytime:
+2 initiative, +10 strike, +11 parry, +11 dodge, +10 save vs. magic, +6 save vs. horror factor, +2 save vs. psionics and insanity, +8 save vs. poison, +32% save vs. coma/death, +4 roll.


Bonuses: Nighttime:
+3 initiative, +12 strike, +13 pary, +13 dodge, +10 save vs. magic, +8 save vs. horror factor, +8 save vs. poison, +4 save vs. psionics and insanity, +36% save vs. coma/death, +4 roll.


Magic Knowledge: All necromancy spells, All Shadow Elemental Spells, all standard spell levels 1-12. PPE: 1400


Psionic Knowledge: None


Powers Granted To Priests and Pruestesses of Kastur: Fire Lesser Shadow Bolts: All priests of Kastur can fire Lesser Shadow Bolts from their hands. Maximum damage is same as Lesser Shadow Bolt at a level equal to PE + [Level of Priest] per 24 hours. What that means is a 5th level Priest of Kastur with a 15 PE can release a Lesser Shadow Bolt at 20th level of power, or 4 Lesser Shadow Bolts at 5th level of power, etc. Range is same as the spell and determine by the Priest's level. High Priests of Kastur receive a Shadow Weapon from Kastur. The weapon inflicts 1D4x10 MD, is +4 to strike and parry and has 100 MDC at nighttime (60MDC in daylight). The weapon is permanent. The priest receives whatever weapon is most appropriate to them.


Allies: various creatures of darkness


Enemies: The Nightsabres, and most Shadow Creatures of good alignment


Minions: Kastur has 2D6 Lesser Shadow Beasts, 2D4 Greater Shadow Beasts, 1D4 ShadowWolves, and various other select demons and monsters at anyone time. Many of the other minions are non-Shadow Creatures to defend equally well in daytime and night.


Description: Kastur looks like a typical, with long jet blak hair, dark eyes, a fairly light complexion. Kastur usually wear his special leather armor, and a black hooded cloak.


Weapons and Equipment:
1. Shade Ring: This ring allows the user to walk around in daylight or bright light without it's ill affects on him if they are affected by daylight/bright lights. But it has a cost, the ring saps 1 MDC (or 1 HP) from the wearer until the ring is taken off or the weaer dies. The ring is cursed, the wearer/owner can take it off but not get rid of it (unless the wearer dies), the ring will always appear on the owners hand if it gets more than 1 mile away. Kastur always carries the ring in a pouch that hangs from his belt.


2. Magic Leather Armor: This armor has an enhanced, permenant Armor of Ithan spell cast upon it that surrounds the wearer. The armor provides 1000 MDC of protection, and regenerates 2D6x10 MDC per day.


3. Shadow Cloak: This cloak provides the wearer with the ability to Shadow Meld (lesser) 3 times per day. The cloak has 120 MDC. Kastur wears cause he likes it, not for its protection or magical value, he will also always take off the cloak if he is about to do battle, he doesn't want it getting damaged.


4. Shadroe: Kastur's greater rune weapon: IQ: 21, Alignment: Aberrant, Damage: 1D4x10 MDC, Can cast the following spells upto 3 times per day each at 6th level: Doorway, Shadow Cloud: Greater, True Light, Shadow Weapon (on itself only: +3D6 MD, +1 parry, +1 strike), and Shadow Spray. Kastur and Shadroe have a strange relationship. Shadroe is much more honorable than Kastur, as well as being more intelligent. This leads to conflicts between the 2 at times, such as Shadroe not casting a spell when Kastur wills it, especially when fighting with Nightsabre. Shadroe is totally unwilling to use any of his spells in a fight against someone wielding Nightsabre. The reasons for this are unknown, but most assume Shadroe actually likes Nightsabre and anyone would wields her must be a worthy person. Shadroe would love to be set free of Kastur, but Kastur is to fond of the weapon (but not Shadroe) to let it go. Shadroe is an axe, with the blades having small teeth...great for ripping and tearing opponents apart instead of slicing through them. If Shadroe could be set free from the sword and giving his old body back, he would make it his first goal to find Kastur show him who is really the boss...


Shadow God/Rune Weapon: Nightsabre




NIGHTSABRE Nightsabre was once a living person. Nightsabre was the son of a God, the same God that fathered Kastur but different mothers. Nightsabre's mother was actually a ShadowWolf, and Nightsabre eventually become a ShadowWolf...a Demi-God ShadowWolf. Nightsabre, like her brother, eventually became a God but unlike her brother Nightsabre wasn't out for pure power, and just herself, she was out to help those that needed and act as a sort of God Of Justice. Nightsabre and her brother were always at odds from the moment they met. And after finding out she and Kastur were of the same blood, she could not stand to let him continue with his quest for power and wanton slaughter of weaker creatures for the pleasure of it. She hated even more the fact that Kastur used Shadow Magic for his own gain, and would kill a ShadowWolf or Shadow Warlock without even thinking. So, Nightsabre rounded up a band of fellow ShadowWolves and Shadow Warlocks for the sole purpose of tracking down Kastur and those like him and destroying them. She viewed those like Kastur to be traitors to the 'faith', and were simply trying to corrupt the Shadow World for their own gain. Although Kastur and Nightsabre met in combat many times, neither was able to destroy or sufficiently harm the other. Until...Kastur had a powerful mage construct and cast a spell against Nightsabre. Not a spell that would kill Nightsabre, at that point it would be impossible, but instead one that would bind Nightsabre. Bind her from regenerating flesh and magic energy fast enough. Over time, this greatly reduced Nightsabre's power to such a point that Kastur could blink and crush once and for all. But unknown to Kastur, Nightsabre had befriended the Gods and denizens of Ascard and particularly the Ascardian Dwarves. Although she was on good terms with the Acardians, she never asked them to fight for her or kill Kastur on her behalf. The battle between Kastur and Nighsabre was between her and her fellow Shadow creatures, and Kastur and his corrupted minions and supporters. So being unable to defend herself against Kashur, and unwilling to allow her friends help her, she decided to continue her fight in a different form: as a Rune Weapon. A special sword was crafted, and with the help of her Ascardian friends, she was released of her body (consequently undoing the spell cast on her) and put into a Rune Weapon. Along with Nightsabre's powerful essence, other magic was done to enhance to power of the rune sword even more. From a Greater Rune Weapon to one of the Greatest Rune Weapons. Now reborn as a Great Rune Weapon, she is the shining symbol of The Nightsabres, a continuation of her original fight to destroy those that corrupt and destroy for no other reason than to gain more power. Whoever is chosen (by her) to be the leader of The Nightsabres wields Nightsabre and nearly becomes a Godling. As for Kastur's weapon, Shadoe, and his unwillingness to fight those that wield Nightsabre, this comes from the fact that while Nightsabre was at full health and uncursed, Shadoe was HER weapon. Kashur got it during a battle when Nightsabre and her companions had to withdraw quickly, even though Kastur occasionaly says that he himself made the weapon. The only reason Nightsabre was able to wield Shadoe was because she too was of evil Alignment...she was Aberrant-Good. Although of evil alignment, she basically a good person, and consequently was actually able to wield just about any rune weapon of any alignment (as long as the weapon allowed her to). Over time Shadoe and Nightsabre became very attached, almost in love with each other. And when Shadoe's blade came in contact with Nightsabre's..they each knew instantly who the other was. Because of this Shadoe is unwilling to harm Nightsabre's wielder knowing full well that if wasn't a worthy entity he would not be wielding Nightsabre. When up against Kashur, Nightsabre pushes her wielder even more to defeat him, and if Kashur is wielding Shadoe she urges her wielder to disarm Kashur and get Shadoe.


Nightsabre: The Greatest Rune Weapon:


Alignment: Aberrant-Good
---Can be wielded by anyone of good alignment and people of Aberrant alignment, though whether or not she will allow it depends on the person.


Damage: 2D4x10 MDC


Magic: Nightsabre can cast any and all Elemental: Shadow spells once per day at 6th level power.


Abilities:
---Heal Wounds: 2D6 HP and 2D6 SDC or 4D6 MDC upto 6 times per 24 hours.
---Remove Curse: 56%, 4 times daily.
---Turn 4D6 Dead, 55%, 4 times daily, 4 hour duration.
---Animate and Control Dead: 64%, 4 times daily, 4 hour duration.
---Fire Shadow Bolt: Greater 4 times per day. 400 foot range, 1D6x10 damage (regardless).
---True Light: More powerful than normal spell. Twice as powerful. 4 times per day. Inflicts 1D4x10 MD to Kastur and 2D6x10 to vampires.


Grants The Wielder The Follwing: +300 MDC
+1 attack
+3 to strike with Nightsabre
+3 to parry with Nightsabre
+2 dodge
Never needs to roll Horror Factor
See Through Shadows always on
Reveal ShadowWolf always on
Shadow Meld: Greater 3 times per day
Nightvision: +200 feet
ShadowWolves can take Were-form even in daytime
+1D6 PS (and becomes supernatural)
+2 PP
+2 PE
+3D6 Spd


The Curse (sort of):
Nightsabre is also a cursed weapon to an extent, although none that wield her consider it a curse. The wielder that becomes linked to Nightsabre is destined to True Death. What this means is that if the wielder dies, then he or she CANNOT be ressurect...ever. Their life essence is absorbed by Nightsbare, they become one with the legend. Over time, Nightsabre will absorb the wielder, but this has never happened...the wielder has a tendancy to die before he or she can be absorbed by Nightsabre.


Other: Nightsabre will appear in the chosen wielder's dreams to give advice and promote her cause, which the wielder will agree with being that Nightsabre wouldn't have chosen them if they didn't. She always as her original self, before she put inside a rune weapon; a light skin black female, in her mid-20s with deep black eyes. Whenever she speaks, it's always in a soothing voice, especially if the wielder is having a bad dream. Nightsabre seems to take pleasure from killing those that she view as unworthy to live, and comforting and helping those that do deserve to live. Becuase of this, everyone feels she has earned the title of Shadow Goddess...a Goddess whose very personality falls between the lines of Darkness and Light. She is a force of Light by nature, and a force of Darkness by deed (if that's all she and her wielder were judged on). If the wielder permits it, Nightsabre can even take over the wields form and mold in her original image..and walk amoung those that admire and follow her and her beliefs. Although rare, it has happened...sometimes to just breathe, and other times to heal and help and feel it with her own hands and see it with her own eyes. Protection of the innocent...a code of chivalry of sorts, are important to her and thus her wielder as well..which is why the wielders have a tendancy to die. When her wielder dies, Nightsabre has many ways of finding her way back to The Nightsabres to choose another wielder and continue her crusade. Whoever wields Nightsabre is the leader of The Nightsabres, whether they want the job or not...Nightsabre can be very persuasive. Almost all wielders of Nightsabre are Shadow Creatures (like ShadowWolves) or at the very least a ShadowBorn, although there have been a VERY rare times when a non-Shadow Creature wielded Nightsabre and was The Nightsabre's leader...


Shade




Shade was once a mostly normal Great Horned Dragon, but he was also a ShadowBorn. Shade always had a great love for magic, especially those dealing with darkness and shadows. Over time Shade became a very powerful magic user, as a Line Walker and a Shadow Warlock. Because of his massive amount of knowledge involving these fields, Shade was able to create new spells shadow in nature (but not elemental) and even come up with a new field of study for fellow ShadowBorn...the Shadowcaster. For an adult dragon, Shade is very young which makes his acomplishments even more amazing. Shade is only about 2000 years old, but has always been an adventurer and is never willing to settle for second best, even though he considers his competition a minor diety named Kastur. Shade has basically devoted his life to replacing, and taking Kastur's power. These sentiments are very prevelant in Shade's very own Shadow Order, Shade's Arcane. Shade has done many things to himself to ensure his powers and abilities are at the absolute maximum they can be.


Real Name: Not really known, some have called him Azure, Big Blue, or Ibem. No one knows these names are reference to though.


Alignment: Anarchist


Attributes:
IQ: 30 ME: 30 MA: 30 PS: 52 PE: 30 PP: 24 PB: 30 Spd: 80 Flying: 220


MDC: 8500


HF: 19 PPE: 1400


Experience Levels: A 12th level Line Walker, and 10th level Shadow Warlock


Natural Abilities:
Perfect nightvision AND dayvision, See Through Shadows, Shadow Meld: Greater, Bio-regenerate 1D4x10 per minute, resistant to fire and cold (half damage), teleport: self: 98%, dimensional teleport: 52%, metamorphosis at will: indefinite.


Combat: 8 by physical, or 4 by breath and 4 by physical, 6 attacks by Shadow Magic, 6 attacks by standard of level 1-6, 3 attacks by standrad magic at level 7-10, 5/2 attacks by standard magic at level 11-15


Damage:
Restrained Punch: 1D6 MD
Full Strength: 1D6x10 MD
Power Punch: 2D6x10 MD
Breathe Weapon:
Shade's Flame: Continuous-Range: 600 feet, Duration: 12 Sub-counts, Damage: upto 1D4x12 MD


Bonuses: +8 strike, +9 parry, +9 dodge, +4 initiative, +4 roll, Save vs. Coma/Death: +30%, Trust/Intimidate: 97%, Charm/Impress: 92%


Saving Throws:
Poison: Lethal: 2
Poison: Non-lethal: 4
Harmful Drugs: 1
Insanity: 1
Psionics: 1
Magic: Spell: 1
Magic: Ritual: 1


Magic: knows all standard spell magic and all Elemental Shadow Magic, and of course all of his spells


Shade's Spells


Shade's Flame:
All of the Shade's Flame spells are spells that deal with a fire-like substance (feels like fire) that is pitch black in color. Most of the spells cannot be seen at night or in dark conditions. Most of the spells are just like fire-related spells of normal magic, and even some Shadow Spells but unlike Shadow Spells are just as powerful in daytime as night, and can be learned by anyone that can learn normal magic. The magic is rather powerful in the fact that creatures resistant to fire take full damage, and creatures impervious to fire take half damage.


Shade's Flame: Continuous




This spells creates a continuous burst of black flame, that last longer depending on level, which affects the damage inflicted.
What is a sub-count? Well...hard to say exactly what, but here's how to find it for damage purposes. Roll a strike on a 20-sided, for every 1 point above the needed to-hit or the targets dodge (assuming it failed), that is 1 sub-count of contact.
IE: MageA rolls a 16 to strike PlayerA. PlayerA tries to dodge and fails with a 14. 16-14 = 2. That's 2 sub-counts of contact (assuming MageA can supply the flame for 2 sub-counts). or 1D4x2 MD damage.


Level: 6 Duration: upto 1 sub-count per level of caster Damage: 1D4 MD per 1 sub-count of contact Range: 50 feet per level of caster Strike: Mage is +3 to strike with flame, +1 per 3 levels of caster PPE: 20


Shade's Flame: Projection




Basically just a black take-off of fireball, but does more damage and is less accurate.


Level: 6 Duration: Instant Damage: 1D6 per level of caster Range: 100 feet Strike: +3 to strike PPE: 15


Shade's Flame: Illumination




This is one of the only spells that creates light, despit having a pitch black flame. Can be quite disturbing to some people (giving it an effective HF of 10). Touching the flame will inflict 1D4 MD of damage. The flame's light also will reveal people who are Shadow Melding.


Level: 4 Duration: 1 minute per level of caster Range: illuminates a 10 foot radius per level of caster PPE: 10


Shade's Flame: Protection By Infliction




This spell is a protection spell of sorts, it surrounds the caster in a fiery aura that will protect him by damaging anyone that tries to punch through the aura. What ever touches the aura takes 2 MD per level of the caster. SDC creatures take 1D6 SDC before they even touch the aura. The aura will reduce projectile attacks damage by the normal amount (burns off matter/mass, creates more resistance, etc..). Energy attacks are unaffected. if the mage punches something, the damage is still applied.


Level: 5 Duration: 1 melee per level of caster Range: thin film over caster Damage: 2 MD per level of caster PPE: 15


Shade's Flame: Protection




This spell just protects the caster from fire. All fire attacks do no damage, even Shade's Flame based attacks.


Level: 3 Duration: 2 minutes per level of caster Rang: self only PPE: 6


Shade's Flame: Explosion




This is one of those rare suicide spells. When cast, the caster will explode into a ball of black fire. The spell kills the casting magic user, but it's a quick and nasty way to sacrifice one's self to take out some other, or even save colleages.


Level: 6 Duration: Instant Range: 20 foot radius per level of caster Damage: (Level of caster X PE) + PPE pumped into spell = mega-damage PPE: Needs atleast 25 to activated, but any amount can be pumped into the spell to increase damage.


Shade's Flame: Burn




This spell creates a small black fireball in the caster's hand, which s/he must MANUALLY throw. But, the good part is when the ball hits it errupts and covers the target in a burning napalm-like substance. The substance cannot be wiped off, or stopped in any way. It burns until it's done. The spell has been nicked named Kastur's Burn because it's a favorite weapon to use against members of Kastur's Claw. And if there's ever a face to face combat with Kastur, he can expect a lot of small black fireballs flying straight for his head.


Level: 6 Duration: the flame burns for 1 melee per level of caster Range: depends on strength of caster Damage: The black napalm inflicts 1D4 MD per melee it is on target. PPE: 20


Shade's Flame: Black Fire Sphere




Black Fire Sphere is one of Shade's favorite spells. It creates a large sphere of black flame that the caster can roll around at will, engulfing victims! Although fairly slow moving, the sphere is a very effective weapon being that it gets larger with the spell caster's level and inflicts more damage too. It's not unknown for a Shadowcaster to summon the sphere and roll over and many enemies. All persons inside the sphere take damage once per melee. The sphere can be moved at a speed equal to 5 plus the caster's level.


Level: 10 Range: creates a sphere that is 5 foot in diameter per level of caster Duration: 1 melee per 2 levels of caster Damage: 1D4 MD per level of caster PPE: 120


Spell Name: Shadow Meld
Spell Level: 3
Range: Self or Other by touch
Duration: 4 minutes (16 melees) per level
P.P.E.™ Cost: 6
Saving Throw: none



Description: This spell is identical to the RIFTS® spell of the same name except as mentioned above.



Spell Name: Shadow Bind
Spell Level: 2
Range: self or other by touching the shadow
Duration: 2 days per level
P.P.E.™ Cost: 6
Saving Throw: 12 if unwilling



Description: By the use of this spell the mage can bind a person's shadow to a particular location (or person). The shadow is literally held to the bound spot and does not follow it's owner's movements. While this can produce interesting results for dramatics, in practical applications it is only un-nerveing, although the spell could also be employed for thievery and such.



Spell Name: Shadow Mold
Spell Level: 5
Range: Touch
Duration: special see description
P.P.E.™ Cost 12:
Saving Throw: none



Description: With the use of this spell the mage can shape shadows as if they were clay at a 88% skill proficiency. The mage can 'mold' for 5 minute per level and the shadow will retain it's new shape for 2 days per level of the mage. The shadow is NOT seperated from the object whose shadow it is, nor is the object(or person) changed in any way. If the shadow is to be used independantly then a seperate spell such as 'Shadow Steal' (see below) must be used.



Spell Name: Shadow Steal
Spell Level: 6
Range: touch
Duration: 2 days per level
P.P.E.™ Cost: 15
Saving Throw: 16



Description: By the use of this spell the mage can 'disconnect' a shadow from it's maker. To those who can touch the shadow it will act like the object it is from i.e., a persons shadow will be like a rag doll, a shadow of a gun will fire 'Shadow Bolts' , a shadow car could be driven by a shadow being, etc.



Spell Name: Shadow Bolt
Spell Level: 3
Range: 200 ft
Duration: Instant
P.P.E.™ Cost: 5
Saving Throw: dodge



Description: This spell produces a powerful bolt of pure shadow that will do 3d6 M.D.C.™ to whatever it hits.



Spell Name: Shadow Sight
Spell Level: 2
Range: line of sight
Duration: Instant
P.P.E.™ Cost: 4
Saving Throw: none



Description: This spell allows the caster to read a being's shadow. The information gleaned for reading a shadow is identical to the RIFTS® spell 'See Aura™' except there must be a shadow present to be read.



Spell Name: Shadow Mask
Spell Level: 4
Range: self
Duration: 5 minutes per level
P.P.E.™ Cost: 7
Saving Throw: none



Description: Prevents one's shadow from being evaluated by the 'Shadow Sight' spell.



Spell Name: Nether Projection
Spell Level: 8
Range: self
Duration: 1 hour per level
P.P.E.™ Cost: 30
Saving Throw: none



Description: This spell takes the caster into the realm of shadow. All material things seem to be ghosts and cannot be interacted with, however shadows are now as real as the caster and he/she can interact with the shadows just like you and I would the things in our everyday world. The caster as well, is invisible to the material world.



Spell Name: Shadow Phase
Spell Level: 9
Range: self
Duration: 2 melees per level
P.P.E.™ Cost: 50
Saving Throw: none



Description: This powerfull spell allows the caster to enter a shadow and exit from another shadow up to two miles per level, away. This travel takes place in a split second. The caster need only concentrate on the desired location and if there is a shadow there then he/she will apear. The caster need not know the location because when he/she enters the shadow all things are ghosted and any point to the horizon can be seen by the caster (even trough walls etc.).



Spell Name: Shadow Transformation
Spell Level: 11
Range: self or other by touch
Duration: 20 minutes per level
P.P.E.™ Cost: 120
Saving Throw: 16 if unwilling



Description: By the use of this powerfull spell the caster transforms himself (or another) into a being of pure shadow. While in this form the shadow is immune to the effects of heat and cold (fire does half damage) and all kinetic attacks (punches, bullets, ect) are usless against him/her. Light based attacks such as lasers still do full damage. (plasma is not light based but will do half as it is a form of fire). The caster still retains his/her original stats including MDC™, SDC™, and all others. The caster cannot interact with the physical world except by magic and psionics but can communicate using gestures as he is not invisible.



Spell Name: Shadow Dwelling
Spell Level: 9
Range: 100 ft
Duration: 5 days per level
P.P.E.™ Cost: 60
Saving Throw: none



Description: With this spell the caster creates for himself a dwelling inside a shadow. The temporary home is 100ft X 100 ft and can be entered by anyone with the appropriate powers to enter shadows or can be brought in by the caster. There is plenty of oxygen in here for up to 30 people to survive the spell's duration. There is also a natural but dim light similar to a night with a full moon and clear skies. Any one not use to the environment will feel uneasy but will suffer no effects.



Spell Name: Summon Shadow Beast
Spell Level: 7
Range: immediate
Duration: special
P.P.E.™ Cost: 35
Saving Throw: none



Description: This spell is identical to the RIFTS® spell of the same name, ecxept as noted above.



Spell Name: Nether Portal
Spell Level: 11
Range: immediate
Duration: 2 minutes per level
P.P.E.™ Cost: 140
Saving Throw: none



Description: This spell opens a portal to the NetherWorld, the realm of those caught between life and death. The NetherWorld itself is similar to the astral plane in all respects (think shadow instead of ecto-plasm). While here the caster and others can move freely about with the same restrictions as in the astral plane. GM's feel free to elaborate on your version of the NetherWorld for purposes of story line.



Spell Name: Dark Marionette
Spell Level: 12
Range: 20 ft
Duration: 5 minutes per level
P.P.E.™ Cost: 200
Saving Throw: none



Description: This powerful spell will give the caster control over the victims body (not mind) for the duration of the spell. This requires FULL concentration on the mage's part and he can do nothing else while using this spell. The helpless victim can still use psionics.



Spell Name: Multiple Shadow
Spell Level: 4
Range: immediate
Duration: 2 rounds per level
P.P.E.™ Cost: 6
Saving Throw: none



Description: This confusing spell gives the caster one extra shadow per every three levels. The shadows move independantly of the mage and always apear to be attacking whoever the mage is fighting. This confusion does no actual damage but does give a -2 to strike, parry, and dodge. NOTE: If the mage is not in combat the extra shadows all mimick the origonal.



Spell Name: Shadow Rejuvination
Spell Level: 2
Range: self or other by touch
Duration: 1 minute per level
P.P.E.™ Cost: 5
Saving Throw: none



Description: By casting this spell and then stepping into a shadow the mage can bio-regenerate at a rate of 1d6 HP and SDC™ or MDC™ per rounb.



Spell Name: Absolute Darkness
Spell Level: 5
Range: 120 ft radius
Duration: 2 melees per level
P.P.E.™ Cost: 10
Saving Throw: none



Description: This spell creates an area of absolute darkness. Not only will light be not visible but no creature can see and even sensors (all kinds) go dead. Only the mage can see in this murk giving him a +2 to strike, parry, and dodge.



Spell Name: Shadow Stab
Spell Level: 5
Range: melee
Duration: 1 minute per level
P.P.E.™ Cost:12
Saving Throw: dodge



Description: By the means of this spell the caster can attack a creatures shadow (melee weapons only!) and the damage will be transfered to the creature point for point! This essentially gives the caster a plus 2 to strike and an extra attack and as well, gives the creature a -2 to parry and dodge.



Spell Name: ShadowBlade
Spell Level: 5
Range: self only
Duration: 1 minute per level
P.P.E.™ Cost: 12
Saving Throw: none



Description: This spell creates a sword of solid shadow that will do 6d6 MDC™ (x2 to creatures with weakness to cold)! The shape of the sword is determined mentally by the caster and in all ways (except damage) will function as that type of sword. The caster need not know how to use a sword but, if he is skilled then bonuses are as normal. The sword cannot be given to anyone else, if it leaves the casters hand then it will disipate.



Spell Name: Armor of Darkness
Spell Level: 6
Range: self or touch
Duration: 4 minute per level
P.P.E.™ Cost: 20
Saving Throw: none



Description: This spell envelopes the caster in solid shadow, giving him/her an armor with 200 MDC™! The armor masks the user's heat signature and makes him impervious to fire based attacks including magical fire and dragon's fire (plasma does half). The armor however, takes double damage from lasers and other light based attacks.




Spell Name: Veil
Spell Level: 7
Range: self/other
Duration: 1 hour per level
P.P.E.™ Cost: 24
Saving Throw: Special
Description: This spell allows the caster to assume the identity of another being. The type of being can be any that the caster has seen or can imagine. However, the caster does NOT gain any of the abilities of that being aside from physical attributes, such as wings, tail, etc. The Veil may be seen through with a successful save equal to the caster’s IQ!



Spell Name: Cloak
Spell Level: 6
Range: Touch
Duration: 2 hours + 30 min per level
P.P.E.™ Cost: 15
Saving Throw: None
Description: By the use of this spell the caster may put any object or being partially into the Nether-World, thus removing it from ALL types of sensor and senses, even a see invisible or detect magic will not work! The size is limited to 50 pounds per level.



Spell Name:Intimation
Spell Level: 9
Range: Self
Duration: instant
P.P.E.™ Cost: 60
Saving Throw: None
Description: By use of this spell the mage can call upon the beings of the Nether World for the answer to a question. Only one question may be answered per casting of the spell. Not all things are known by these beings. Questions regarding the future cannot be answered UNLESS they involve death. Only questions of the past and present can be answered with any exactness. Questions regarding the location of an object or being are allowed.



Spell Name: Advanced Cloak
Spell Level: 9
Range: Touch or 10 feet
Duration: 1 hour per level
P.P.E.™ Cost: 60
Saving Throw: none
Description: This is essentially the same as the Cloak spell except that 1000 pounds per level may be cloaked. For an extra 100 PPE the size can be increased to anything the mage is touching! Even a starship can be cloaked in this fashion as long as the mage is in constant, flesh to ship contact. The soles of the mages boots do not count as contact.



Spell Name: Obscure
Spell Level: 5
Range: Touch or 10 feet
Duration: 1 d ay per level
P.P.E.™ Cost: 20
Saving Throw: None
Description: This limited for of the Cloak spell allows the caster to make objects he/she carries to be nearly invisible to normal means of detection, (98% palm or conceal whichever applies). Even magical detections have only a 60% chance of finding the object!! Only objects less than 20 pounds can be effected.



Spell Name: Lunar Eclipse
Spell Level: Legend
Range: not applicable
Duration: About 30 min
P.P.E.™ Cost: 900
Saving Throw: none
Description: This spell of legend causes an actual lunar eclipse, having all the properties to any magic users as any lunar eclipse!! This spell has the further limitation of not being able to be cast more than once every 30 days.



Spell Name: Improved Shadow Bolt
Spell Level: 5
Range: 200ft per level
Duration: Instant
P.P.E.™ Cost: 18
Saving Throw: dodge
Description: This spell is identical to the Shadow bolt spell except that it does 2D6 MDC pre level of the caster.



Spell Name: Despair
Spell Level: 6
Range: 300 feet Duration: 4 rounds + 1 round per level
P.P.E.™ Cost: 20
Saving Throw: Standard
Description: This powerful form of fear produces within the target creature a feeling of absolute dread. As long as the spell ins in effect the target is -1 to all saves, -2 to strike parry and dodge, limited to 3 attacks and has a 25% chance of giving into despair. If despaired the target creature will "have it's spirit broken" and will care about nothing, not even it's allies. In this state the target will not defend itself nor will it run, it will simply take what is dished out to it!



Spell Name: Basal
Spell Level: 7
Range: 200 ft
Duration: 2 min per level
P.P.E.™ Cost: 35
Saving Throw: Standard
Description: This terrible spell will reduce it's target to an animalistic state. In this form the target cannot use any weapons except blunt style. The target does however receive the following bonuses: +2 PS, +1 PP, + 2 Attacks and a +3 to strike, parry and dodge. The target as well becomes immune to the effects of Horror factor and if pressed will fight to 25% of its MC/SDC before fleeing.







Spell Strength: 15


Psionics: 140 ISP, knows all sensitive, physical and healing powers plus bio-manipulation and psi-sword


Skills: Math: Basic, Math:Adavanced, Lit/Lang: Elven, Lit/Lang: Spanish, Lit/Lang: American, Lit/Lang: Wolfen, Lit/Lang: Latin, Lit/Lang: Dwarven, Lang: Faerie, Lang: Demon, Lang: Japanese, Lang: Euro, Lang: German, Lang: Gobbley, Lang: Techno-can, Lore: Demon, Lore: Faerie; ALL AT 98%. WP: Sword at 12th level, Sing: 98%, PMI: Bag Pipes: 98%, Astronomy: 98%


Age: about 2000 years old


Size: 30 feet tall, 70 feet long, 120 foot wingspan


Weight: about 30 tons


Appearence: In dragon form, appears as a large black dragon with tinges of red metallic red.


Shadow Order: Shade's Arcane




Shade's Arcane is a Shadow Order that was created by a dragon, that calls himself Shade. Shade created Shade's Arcane to serve his cause which is to eventually replace Kastur as a Shadow God. Although the orginal purpose of Shade's Arcane is not truly known, the defeat of Kastur seems to be a big goal now. Another reason Shade created Shade's Arcane was to give a place for Shadow Magic-users to feel welcome, and to further a new magic class that he created...the Shadowcaster. And because of this, the only way to get into Shade's Arcane is to be a Shadow Magic-user of some sorts. Although, there are occasionally a few none Shadow Magic-users that are entered into Shade's Arcane, but they do eventually learn shadow magic.
Like The Nightsabres, Shade's Arcanist will generally attack a Kastur's Claw member on sight. Shade personally hates Kastur, and as such, many Shade's Arcanist hate him too. The exact reason for this are not really known, beyond Shade wanting to replace Kastur. But there is some evidence that Shade actually knew Nightsabre when she was alive, and that maybe they were atleast half-friendly towards each other. Another strong reason may be that more than once, a high level member of Shade's Arcane has gone on to be the leader of The Nightsabres. In any case, The Nightsabres and Shade's Arcane do get along fairly well, and will willing team up..especially if it involves kicking the ass of Kastur's Claw members. Although there have been small fights between The Nightsabres and Shade's Arcane, it is very very rare that any deaths occur between the two, primarily because when there is aggression between the two they always come to the conclusion that slaughtering members of Kastur's Claw will make everyone feel better. And it does, everytime members of the two sides do that they always end up sitting in a bar and recounting stories of how they took out some Kastur's Claw members while they get drunk. It has come to the point where Shade's Arcane is almost considered a mage-only sub-unit of The Nightsabres.


Common Alignments: Any, except Miscreant and Diabolic. Because of variety of views, it's not uncommon to have in-fighting. Shade's Arcane seems to be the only Order where all members are loyal to each other, and at the same time some hate each other.


OCCs/RCCs: Magic-users only...with almost ALL (atleast 99%) being Shadowcasters or Shadow Warlocks.


Age: Shade's Arcane is known to be atleast 250 years old, and is known to be no older than 275.


Member Count: There are about 600-800 members across the dimensions.


Other: All Shade's Arcane members learn atleast Shade's Flame Projection


The Nightsabres




The Nightsabres are a fairly large group of people and creatures that support Nightsabre's cause and beliefs. It is made up mostly of Shadow Creatures, inlcluding ShadowWolves, ShadowBorn, and Shadow Warlocks. The leader of The Nightsabre's is always the wielder of Nightsabre, and is chosen by Nightsabre. The leader is usually atleast a ShadowBorn, more commonly a ShadowWolf. The Nightsabres and Kastur's Claw are mortal enemies, they will each other as soon as the chance arises. If given the chance, High Priests of Kastur are always the first target to be taken out. The sentiment towards Shade's Arcane is a bit different, they are not considered that big of a threat and have been known to work together..especially to beat up on some members of Kastur's Claw. This may be due to the fact that more than once in the past, a high level member of Shade's Arcane has become a leader of The Nightsabres. The Nightsabres are seemingly everywhere, members are a variety of worlds including Palladium, Wormwood, Rifts Earth, Phase World and a world populate by monsters and creatures known as Nightspawn (some call themselves Nightbane though, claiming it is The Todd's will). The Nightsabres' main goal is to track down and destroy all members Kastur's Claw and those like them, and eventually Kastur himself. Although rare, agents and Gods from Ascard have been known to help, or even fight side-by-side with members of The Nightsabres.
When someone becomes the leade of The Nightsabres it is tradition for that person to change his or her last name to Nightsabre, after a ritual and trial where the leader must bring back the head of a member of Kastur's Claw without the rune weapon Nightsabre.


Common Alignments: Unprincipled and Aberrant (with heavy tendancies towards good).


Common OCCs/RCCs: Dragons (younger ones), Nightspawn, ShadowWolves, ShadowBorn, Shadow Warlocks, and similar. Anyone who agrees with the beliefs are welcome. Even some Wampyr have been know to join.


Age: The Nightsabres are known to have been around (officially) for well over 500 years. It is not a young organization by any means. There is even some evidence it was on Rifts Earth during Pre-Rifts time, one form leader even claimed to related to Victor Lazlo. In over 500 years of existance, they've never been able to do enough damage to Kastur to kill him once and for all.


Member Count: Unknown...The Nightsabres are too farspread to keep a constant count on the members. What is known, is that there are more than 10,000 Nightsabres throughout the many dimensions, with the strongest presense currently on Rifts Earth. All the magic energy has drawn many Kastur's Claw members.


Other: The current leader is rumored to be on Rifts Earth.



Black BubbleEdit

'Level: 7
Range: Covers a 5ft +1ft per level radius and can be cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: One melee action
Saving Throw: None
Damage Capacity: 200 S.D.C.tm +25 per level, in a Nightbanetm world add a +50 S.D.C.tm bonus, and in Rifts® it instead becomes to 100 M.D.C.tm +10 per level. It also recovers 10 points per melee! If destroyed, the bubble will vanish (can see in and enter its area) but will come back in the next melee with 10 damage points (i.e. it lasts for the full spell duration).
P.P.E.'
tm Cost: 30
A black bubble will spring into existence to block any and all attacks. It forms a dome or sphere of protection that cannot be penetrated by any kind of sensing (psychic, magic, technological, etc.) This is ideal for an emergency escape, because you could create a Black Bubble and then teleport (or use an escape hatch, if you want) from within it and leave your enemies on the outside. No one can see into barrier but it is possible for inhabitants to see out of it and the creator can enter and exit it at will. Naturally, it is impervious to darkness and shadow based attacks. Once created, this barrier cannot be moved around. Dispel Magic Barrier and Negate Magic work as usual, but the barrier has a special +2 save bonus against negation!


Black LightEdit

'Level: 7
Range: 300ft
Duration: Instant
Casting Time: One melee action
Damage: 3d6 S.D.C.tm +1d6 more per level damage. Add +3d6 S.D.C.tm damage in Nightbanetm and change to 2d4 M.D.C.tm per level in Rifts® worlds.
Saving Throw: Dodge an 18 or better.
P.P.E.'
tm Cost: 20
The casting of this spell generates an intense beam of icy black energy. Animated dead and undead suffer no damage from this spell, but it does double damage to beings vulnerable to darkness- based attacks and and normal damage to everything else.


Dark DualityEdit

'Level: 8
Range: One weapon
Duration: Two melees per level.
Casting Time: Two melee actions
Damage: Special!
Saving Throw: Standard
P.P.E.'
tm Cost: 35
This enchants a weapon held in the caster's hand with the ability to damage a foe by way of his shadow. Any time the weapon is used to strike a victim directly it does normal damage - but attack a victim's shadow with it and the weapon does triple damage! The weapon being enchanted gets a save throw against the magic, and success means the weapon is not enchanted. Bows, slings, and other missile weapons get a +1 save bonus, ballistic firearms get a +3 save bonus, and energy weapons (to include vibro-knives and rail guns) get a +5 save bonus.


Impervious to DarknessEdit

'Level: 4
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.'
tm Cost: 10
The recipient of this protective magic becomes immune to darkness and negative energy blasts (like Negative Chi), immune to the darkness based spells in this file, and immune to blindness, mute, and all other sense affecting spells. No special ability to see in darkness is granted.


InksprayEdit

'Level: 4
Range: 30ft
Duration: Effects last for 1d4 minutes per level.
Casting Time: One melee action
Damage: The ink drains 2d4 S.D.C.tm (3d6 S.D.C.tm in Nightbanetm and 1d4 M.D.C.tm in Rifts®) per minute.
Saving Throw: Standard
P.P.E.'
tm Cost: 8
The invocation of this spell conjures a sticky black substance that is placed on the chosen victim, who suffers from a life drain. The black ink will begin to glow a pale blue within a melee of covering a victim. During the draining the victim loses one attack, -2 on initiative, and -1 to strike, parry, and dodge. Total submersion in water or a Remove Curse spell are the two quickest ways to get rid of the ink.


Midnight WindEdit

'Level: 5
Range: 90ft radius around caster.
Duration: One melee round per level.
Casting Time: Two melee actions.
Damage: 3d6 S.D.C.tm
Strike Bonus: +3 to strike
Saving Throw: Dodge
P.P.E.'
tm Cost: 12
Taken from page 135 of the Nightbanetm RPG (the range is a bit clearer). This spell creates a chilling, hurricane force wind that darkens the sky in the area. The lights dim down, and the temperature drops by 15 degrees Fahrenheit. Once per melee, the caster can attack a target with a blast of icy wind with the damage and strike bonus listed above. If the damage is greater than half the P.S. of the victim, he suffers knockdown due to the impact. In a non- Nightbanetm environment the wind blast only does 2d4 S.D.C.tm damage, but in Rifts® the damage increases to 6d6 S.D.C.tm


MindshadeEdit

'Level: 5
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: One minute
Saving Throw: Standard if resisted.
P.P.E.'
tm Cost: 15
The recipient of this spell gains a +4 bonus to save vs psionics and mind-altering magic, plus becomes impervious to possession. The character's aura comes up as blank (nothing extraordinary), and he doesn't radiate any magic or psionic power!


Negative FlameEdit

'Level: 8
Range: 120ft
Duration: Instant
Casting Time: One melee action
Damage: 1d4x10 S.D.C.tm +2 per level, or becomes mega- damagetm in a Rifts® world.
Saving Throw: Dodge an 18 or better.
P.P.E.'
tm Cost: 30
The caster of this spell creates a brief rift into a world of strange black flames that sear and burn only flesh, not wood or stone or steel. Animated dead and undead are immune to the effects of negative flame, as are all non-flesh objects and creatures, but living (flesh and bone) creatures suffer normally. Beings vulnerable to darkness suffer double damage! Damage from negative flame must be healed normally, and cannot be regenerated. Magical and psionic healing is half as effective. In a Nightbanetm environment change the +2 damage bonus per level into a +3 damage bonus per level.


NightspillEdit

'Level: 7
Range: 50ft +10ft per level radius, affects a target area up to 100ft +20ft per level away.
Duration: Five minutes per level.
Casting Time: Two melees
Saving Throw: None
P.P.E.'
tm Cost: 25
This spell floods an area with total darkness. The light sources are not harmed. They produce visible light, but the spell creates interference with the visible EM spectrum. Only one range of light is affected, and that is usually the visual light spectrum. At the the third level of experience, the caster can negate the infrared (to mask body heat) or the ultraviolet spectrum. At the sixth level, the caster can choose to knock out radio waves (television, AM, FM, SW, and CB don't work).
Everything in a static (non-moving) 100 square foot area (per level) is tossed into total darkness, -6 to strike, parry, and dodge. Anyone with heightened senses or superior visual abilities will probably suffer only half penalties. A Negate Magic or Dispel Magic Barrier spell will destroy Nightspill, but the victim spell gets the usual save throw vs magic.


NightvisionEdit

'Level: 4
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One melee action.
Saving Throw: Standard if resisted.
P.P.E.'
tm Cost: 8
This spell confers a recipient with the ability to clearly see objects in total darkness for 200ft +100ft per level of the caster. Vision in magical or artifical darkness is 50ft +10ft per level of the caster. Taken from page 133 of the Nightbanetm RPG and slightly updated.


NocturnalEdit

'Level: 9
Range: Self or others by touch.
Duration: 10 minutes per level.
Casting Time: Two minutes
Saving Throw: Standard if resisted.
P.P.E.'
tm Cost: 45
This spell grants the recipient with several darkness based powers. He can Shadow Meld at will for the duration of the spell. Natural nightvision range is doubled, or if none is naturally possessed the range is 300ft (if Nightvision is cast then use that range instead). The character also gains +2 to parry and dodge in shadows (more than 50% shadows) and is +2 to save vs all darkness-based powers and magic. Darkness and negative energy attacks do half damage.


Portal of FearEdit

'Level: 8
Range: Cast up to 90ft away.
Duration: Two minutes per level.
Casting Time: One minute
Damage: 2d6 S.D.C.tm per strike, blow, or melee action of crushing. In Nightbanetm add +1d6 damage, and in Rifts® the attacks to 2d6 M.D.C.tm
Saving Throw: See description
P.P.E.'
tm Cost: 40
This spell creates a magical rift of darkness, out of which 4d6 tentacles will stretch and attack afrom. Each tentacle has one attack, +2 to strike, +4 to entangle, 50 S.D.C.tm (or M.D.C.tm), a supernatural P.S. of 15 plus the caster's level (has no effect on damage - only grasping ability), and can reach 30ft away from the black rift.
Once entangled, a victim must save vs a horror factor of 15 when touched by a tentacle - failure means the victim is stricken with fear and reduced to one melee action while in contact with a tentacle. Getting away from the tentacle and getting touched again calls for a new save throw. Two melees (maybe more depending on strength) after being entangled, victims are pulled into the darkness rift. Another save vs magic (16 or better) must be made - failure means the victim is wracked with fear (immobilized) for 4d4 melees.
The portal will disappear when all tentacles are destroyed, the duration of the spell ends, or the spell is hit with a Dispel Magic Barriers or Negate Magic spell. This was based on power #11 of Weapons of Chaos, on page 89 of Heroes Unlimitedtm. In an Nightbanetm setting, the tentacles have 75 S.D.C.tm


Shadow LeapEdit

'Level: 7
Range: Self or others by touch.
Duration: Three minutes per level.
Casting Time: Two melees
Saving Throw: Standard if resisted.
P.P.E.'
tm Cost: 45
For a limited duration, the character gains the power to jump into a shadow and appear out of one nearby! In a dark area, the character can truly come out of nowhere. For areas that are mostly shadow (+70%) give the character a +4 on initiative, +4 to strike, +6 to dodge, and an automatic dodge. For partially shadowed areas (40%-69%) the character gets +2 on initiative, +2 to strike, and +4 to dodge. Areas that are rather well lit (0%-39% shadowed) don't offer any bonuses. The range of the shadow teleportation is about 60ft.


Shadow Meld: SuperiorEdit

'Level: 7
Range: Self or others by touch.
Duration: 20 minutes per level.
Casting Time: One minute
Saving Throw: Standard if resisted.
P.P.E.'
tm Cost: 25
Same as the fourth level spell, but can be cast on others and has a much longer duration. It also bestows upon the recipient nightvision, as per the spell above, at 4th level strength.


===Shadow Glyph ===


'Level: 9
Damage: Special
Saving Throw: Standard
P.P.E.'
tm Cost: 50 plus extra
Be sure to read the information on glyphs because that has a lot to do with how some of these spells and powers will operate.
This glyph has the power to protect with all the powers of night and darkness. A few students of the magic arts have managed to find ways of turning the power into an offensive sort, but protection is still the easiest usage. These are the powers avaliable, their costs (in addition to the glyph's creation cost above), and their effects:


  • Summon Shadow Beast:

Cost to Create: 50 for the ability and 100 per creature 'installed', limit of one plus one more at levels three, six, nine, and twelve,
Cost to Activate: 20 per creature

For shadow beast stats see the description on page 184 of the Rifts® RPG. The creature will attack whatever triggered the glyph, drive it off or kill it, and vanish. The shadow beasts appear within the creator's maximum range at the time of creation but can move beyond it. When the glyph is no longer disturbed they vanish, no matter how far away. If the creature is destroyed, the glyph cannot regenerate it or find another shadow beast. An additional (or replacement) shadow beast can be 'installed' for 50 P.P.E.tm by anyone who knows how to create a Shadow Glyph.

  • Blindness:

Cost to Create: 20
Cost to Activate: 10

One target per melee can affected by a magical blindness for 5d6+30 minutes, -2 save throw penalty.

  • Midnight Wind:

Cost to Create: 20
Cost to Activate: 10

Same as the spell, as per the usual constraints of glyphs. If protecting something, a glyph will use the wind gusts to do so.

  • Nightspill:

Cost to Create: 30
Cost to Activate: 15

Just like the spell, but it affects the full range of the glyph.

  • Portal of Fear:

Cost to Create: 50
Cost to Activate: 20

Just like the spell except that it lasts while the glyph is being disturbed (or attacked) and for 1d4 minutes after.

  • Black Ward:

Cost to Create: 15
Cost to Activate: None - constant

The protected object (or bearer) takes no damage from darkness, void, and shadow based attacks. It is also +2 to save vs spells of these types.

  • Black Bubble:

Cost to Create: 30
Cost to Activate: 10

Same as the spell in all respects. If cast by a glyph it envelops the object that the glyph is written on. A Dispel Magic Barrier spell will banish a glyph's bubble for 1d4x10 minutes.

  • Black Light:

Cost to Create: 50
Cost to Activate: 20

In defense of the object is is written on, the glyph can attack with the Black Light spell once per melee (twice if the creator was level five or higher, and three times if level ten or higher).

  • Dark Whip:

Cost to Create: 25
Cost to Activate: 10

A strand of black energy is created that does 3d6 damage plus damage bonuses (add +2d6 in Nightbanetm). The whip's range is 12ft and has a +2 to strike and entangle. If used by a glyph protecting itself, the whip can strike three times per melee. Use by a bearer is limited only by the number of melee actions.





Twilight SightEdit

'Level: 6
Range: Self or others by touch.
Duration: Five minutes per level.
Casting Time: One minute
Saving Throw: Standard
P.P.E.'
tm Cost: 15
Recipients of this spell are blessed with a multitude of visual abilities. Their eyes are magically infused with shadowstuff, a rare magic substance, and take on the appearance of being night skies with stars everywhere (much like the goddess Ratri's eyes).
Beneficiaries of this spell have perfect 20/20 vision, total nightvision (can see with almost no light) and darkvision (can see without any light), can recognize all creatures of darkness and evil, can see the true form of all shapeshifters, and are also impervious to any kind of visual illusion. Vision in artificial or magical darkness is one mile!


Void SpiritEdit

'Level: 9
Range: 30ft
Duration: One hour per level of the caster.
Casting Time: One minute
Saving Throw: Standard
P.P.E.'
tm Cost: 50
This spell forces a victim's soul out of it's body for a short time! The body is not harmed, and is also not filled with a spirit (so a malevolent entity could possess it easily). For the duration of the magic the victim's soul is locked out and is trapped in the Astral Plane. The astral self comes into being inside the Void, and surprisingly doesn't take damage from existing inside or outside of the Void area. Any being with astral projection or dreaming powers has a +2 save bonus against this spell.


Void WallEdit

'Level: 7
Range: Cast up to 90ft away.
Duration: Three minutes per level.
Casting Time: Two melee actions.
Damage: 4d6 S.D.C.tm or 1d6 M.D.C.tm per five feet of thickness.
Saving Throw: None
P.P.E.'
tm Cost: 20
This spell will create a wall of silent black flame with a width of five feet per level of the caster, a length of 15 feet, and a height of 10 ft. Anyone moving through the wall takes damage every five feet traveled into the wall. Anything in the area of effect will definitely suffer from the decaying effects of the Void matter. In Nightbanetm increase the damage to 1d4x10 S.D.C.tm

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