Shadow
Power | Prereqs | Description |
---|---|---|
Shadow Sight |
? |
Gain darkvision. |
Drain Life |
Shadow 5 ranks |
Drain health from enemies |
IF BELOW, DO NOT USE
Paths:
Darkness
- 0- Control light levels
- 1- Evoke Darkness
- Darkbolt: aw std mr; nom shad plus wracked 1rd (Fn).
- Void Touch:
- 2- Wall of Shadows (blocks line of sight/effect, causes 2x nom shadow dmg on cross)
- 3-
Feats:
- 1- Low-light vision
Drain
- 1- Drain life (steal HP; at higher level, steal stats)
- 2- Drain magic (dispel, absorb incoming spells, spell thief at higher levels)
- 3- Drain soul (enervation, steal identity)
Shadows
- 1- Shadowmeld (hide in shadows, shadow jump)
- 2- Shadow Play (create shadowy masses: illusions, grasping tentacles, wall of shadows at higher level)
- 3- Shadow Servants (shadow double, etc)
- 4- Shadow Walk (enter shadow plane)
- 5- Shadow Form (become a living shadow)
Feats
Rank 1
- Assault
- Drain Life: At-will, std, touch; nominal shadow damage, plus you gain 2 temporary Mana to be used within the next 2 rounds. Alternatively, you may use the power at short range, but it only grants you 1 Mana.
- Augment
- Void Strike: At-will, augments a melee attack, 1 Energy; adds a dispel prior to inflicting damage. May use Willpower or Stealth for dispel check.
- Control
- Horror: At-will, swift, short range; subject is afflicted by maddening fear. Effect is variable:
- Frightened: costs 0 Mana, min rank 1; subject must flee combat or surrender (Willpower ends).
- Panicked: costs 1 Mana, min rank 2; subject drops whatever they are holding and takes the fastest route possible to escape, regardless of practicality. Will ends.
- Horrified: costs 2 Mana, min rank 2; subject suffers 1d3 1 Wisdom damage, and a -2 penalty on all checks (Will half) for 5 minutes.
- Maddened: costs 3 Mana, min rank 3; subject suffers 1d4 2 Wisdom drain, and suffers a permanent affliction afflicting a -5 penalty to all checks. Subject suffers from Confusion (Will ends). If reduced to 0 Wisdom, affliction and confusion are permanent.
- Debilitation
- Curse of Mortality: At-will, swift, medium range, reserve 1 Mana; subject suffers 50% reduction from healing and shielding powers.
- Curse of Weakness: At-will, swift, medium range, reserve; subject suffers -1 to Strength per Mana reserved.
- Shadow Pin: At-will, swift, short range, 1 Energy, sustained; you throw a shadowy dagger into subject's shadow. Subject is immobilized until dagger is removed (can attempt to remove as a std action, inflicting nominal internal damage to self, Willpower vs Stealth to endure pain, else remain pinned).
- Defense
- Shadow Ward: At-will, swift, short range, reserve; subject gains Resist 5/10/25/50/100 (shadow), depending on how many points of Mana they reserve (max one per Shadow rank).
- Shaping
Rank 2
- Assault
- Darkbolt: At-will, std, short range; nominal shadow damage plus wracked for 1 rd (Willpower negates).
- Harm: At-will, std, touch, costs 1 Mana; inflicts shadow damage equal to 100% of subject's maximum Hit Points (divided by any Scale multiplier); (fort half).
- Defense
- Cloak of Shadows: At-will, free; you attempt to dispel one or more effects currently affecting you (max 1/rank), at the cost of 1 Energy per effect. Can use Willpower or Stealth for dispel check.
- Death Ward: At-will, swift, short range, reserve (variable Mana); subject gains 1 charge per Mana reserved (by the subject). Each charge provides avoidance against one negative level, one death effect, or 5 points of ability damage or drain.
- Enhancement
- Darkvision: 2 BP. Constant, personal; you see through darkness (even magical darkness) as if it were well lit, to a range of 1 square per Perception modifier.
- Mobility
- Shadow Jump: 2 BP. At-will, move, 1 Energy; you teleport from a location in dimness or darkness to a similar location within your normal movement range (can be Enlarged).
- Utility
- Transfer Curse: At-will, swift, short range, costs 1 Mana; you transfer a curse from one subject to another subject in range.
Rank 3
- Assault
- Disintegrate: At-will, std, short range; double nominal disintegration damage (Fort half). Disintegrates only the target it touches first--thus, a shot intercepted by armor or a shield will affect only that, not the creature behind it. Called shots can bypass armor in certain circumstances. Can disintegrate up to 10 lbs/level of matter.
- Shaping
- Wall of Shadows: At-will, swift, medium range, wall (variable); wall blocks line of sight, line of effect, subjects passing through suffer double nominal shadow damage. Costs 1 mana per segment per round to maintain.
- Utility
- Shadow Double: At-will, free, costs 1 Energy per rd; you conjure an illusionary duplicate of yourself. It can neither suffer nor inflict damage, but those interacting with it do not realize this unless they are prompted to disbelief (then must still defeat your Stealth DC on a Perception check). The double may act as you direct, as long as it remains within Long range.
- Chains of Darkness
- Drain Soul
- Wall of Shadows