Shadowcasting

Reasoning
Intuition
Memory

Shadowcasting manipulates darkness as a tangible force — not just the absence of light, but a veil that conceals, distorts, and strikes without warning. Casters use shadow to obscure movement, create misdirection, and deliver attacks that seem to come from nowhere.

Practitioners are often quiet, calculating, and difficult to read. They thrive in places of uncertainty — corridors, corners, and doubt — using stealth and timing over raw force. Some are lone predators, others hidden guardians, all masters of vanishing before the blow lands.

Shadowcasting spells often manifest as shifting silhouettes, flickering veils, or tendrils of ink-like dark. The air chills, sound softens, and eyes fail to focus. Where shadowcasters walk, nothing is ever quite where it seems — or safe to follow.

Spells in Category
Shadowmeld
Abilities:
Empathy
Agility
Reasoning
Dusk Step
Abilities:
Boldness
Reasoning
Quickness
Shadow Weapon
Abilities:
Intuition
Memory
Boldness
Darkvision
Abilities:
Presence
Memory
Intuition
Umbral Echo
Abilities:
Reasoning
Agility
Intuition
Dark Veil
Abilities:
Reasoning
Creativity
Memory
Shadow Walk
Abilities:
Reasoning
Intuition
Memory
Spell Powers

(Cost 1 AP, Initiative + 5, max range 6 m, max area 2 x 2 m, max damage 1d6)

  • Shadow Hand: You can make your shadow corporeal - and physically affect things that your shadow can reach. You can only lift or manipulate 1 kg per rank in the Shadowcasting Category.
  • Gloom Poke: In an area with natural shadows you can poke a target with an ice cold touch at max range 6 m. The poke does 1d6 in damage.
  • Silhouette Ghost: You animate a shadow to let it act and perform as you wish. The shadow is natural and has no physical effects. Cost 1 AP concentration.
  • Shadecast: You concentrate light in a small bright sphere - which will cast perfect shadows in the room or area near you.