Shadowcasting (Hedge Magic)

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Hedge Magic -x- Abyss Mysticism

Introduction

With mastery of this Path, the shadows become your tools, the darkness your ally, and the night your friend. Despite the accusations of those who claim that the Path is, if not actively infernal, at least tinged with an ineffable darkness that can corrupt the unwary, the Path of Shadows is no more inherently evil than most other Paths. Whatever evil a sorcerer finds on the Path of Shadows, he brought himself.

A shadow caster learns to manipulate and conjure shadowstuff - at first, merely a simple shade but, with experience, near-tangible blackness or total nightfall. Colour and light are absorbed and extinguished by these shadows, which dance and caper at the sorcerer’s beck and call. Needless to say, such displays can be quite unnerving; even a novice sorcerer can conjure effects that will frighten the wits out of most normal humans.

System

Roll: Manipulation + Occult = Difficulty of 4 + the spell level
Cost: 1 Willpower per use
Modifiers: None.
Casting Time: One turn per level of the effect.
Spell Duration: Varies.

Levels of Effect

Note: This path does not have aspects per se; rather, its effects are limited by raw level.

●○○○○ The caster can deepen and darken shadows and darkness in a room or area. The overall lighting doesn’t alter, but those shadows that do exist will be much darker than they ought to be. If you desire, those shadows can carry with them a feeling of unease and spookiness. Exact effects depend on the situation (using this ability in a brightly lit office will have little effect, whilst doing it in a shadowy warehouse would give a sorcerer (and others) a bonus in any stealth attempts.
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●●○○○ By shaping the shadows in his area and muffling the sounds he makes, the sorcerer can become almost impossible to discover. He can make his appearance indistinct, his voice eerie and creepy and the shadows deep and dark around himself. Add two (2) dice to dice pools involving Arcane, Disguise, (for the purposes of hiding your appearance, not for taking on the appearance of others), Intimidation or Stealth. If the sorcerer casts the shadows on another, the victim will begin to see things out of the corner of his eyes, horrible shadowy forms that dissolve when the head turns. Strange creaks, ominous footsteps and hollow laughter will inhabit his hearing, and a rising sense of dread will occupy every spare thought. A Willpower roll (difficulty equal to the number of successes rolled) is necessary to avoid fumbling and hesitation; while not enough to cause penalties, this will cause someone to reconsider whether or not they should be here, instead of safe at home in his well-lit living room....
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●●●○○ The shadows rile and coil about the shadow caster. Colour fades from the area, and sounds become mere whispers and murmurs… or sudden piercing laughs, screams and other sounds of terror. Panic rises in all but the most stout hearted (Willpower roll, difficulty equal to the successes rolled + 2; failure indicates either a sudden, near irresistible urge to be elsewhere or a penalty of -1 to all tasks). You may add three (3) dice to your attempts to conceal your character ( or another).
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●●●●○ The shadows are the sorcerer’s allies in all ways. Those who oppose him must be strong of heart or be struck down in near-terror (may cause Frenzy). Cameras and other electronic recording devices will fail unless the operators are able to adjust as necessary.
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●●●●● The shadows reach out and engulf the caster’s opponents; what they see there is enough to reduce even the greatest to shivering wrecks. Naturally, the caster can see in his own darkness. Any recording device brought into the darkness fails immediately; any pointed at the darkness see only roiling masses of… nothing. Inky blackness. Shadows.
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●●●●●● The legendary sorcerer can give the shadows a physical form, shaping them into chains or tentacles to grab and hold those he wants stopped. The number of successes scored represents the total amount of strength that can be brought to bear against opponents; you can divide divide these points up as you want. Bright lights will weaken these shadows; sunlight will destroy them. Alternatively, the caster can use this power to dim even the brightest lights; even the sun will dim, although only temporarily, and only in a small, well-defined area (an alleyway or courtyard, for example).

Price of Failure

The shadows are cruel servants...or are they masters? In any case, botches with this Path are certainly undesirable. Sorcerers can end up befuddling themselves as much (or more) than their opponents, drawing the shadows they intended to inflict on others upon themselves. Rumors speak of shadowy forms coming out of shadows that didn't exist...couldn't exist, in broad daylight, to draw a sorcerer who has badly botched into the darkness, never to be seen again. Others speak of things drawn forth that have forever pursued students of this Path...and those caught by them are never quite the same again.

Rituals

Rank 1
Conjure the Eyes of Yaldabaoth -- This ritual summons wisps of animate, intelligent darkness to act as spies and sentries.
Range of His Shadow -- A shadowy tracking ritual.
Seeing the Colors of Night -- A rite that attunes the casters eyes to darkness.
Ward Against the Light
Rank 2
Healing of the Hungry Dark -- This ritual draws supernatural healing from the Abyss.
Invoke the Cloak of Ahriman
Summon the Servitors of Saklas -- A ritual for summoning more powerful Abyssinian servants.

Known Paths

References

Mage the Ascension -- Sorcerer (revised) -- Pg.83 - 84 (Year Published: 2000 C.E.)