11.22 Umbramancy
Manipulate shadows and darkness to conceal allies and inhibit foes.
Special Rules: Many spells from this sphere are particularly effective on shadowed targets. A creature or object is shadowed if it is not in bright illumination or brilliant illumination.
11.22.1 Cantrips
Shadowcloak |
Usage time: Standard action.
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This spell has no verbal components or somatic components.
You briefly gain a +3 enhancement bonus to the Stealth skill.
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Rank 2: The bonus increases to +4.
Rank 4: The bonus increases to +5.
Rank 6: The bonus increases to +6.
Suppress Light |
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This spell has no verbal components.
Bright illumination within or passing through the one zone within Medium (60 ft.) range is dimmed to be no brighter than shadowy illumination. Brilliant illumination is undimmed. You can choose this spell’s radius, up to a maximum of a Small (15 ft.) radius. Any object or effect which blocks light also blocks this spell’s effect.
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Rank 2: The maximum area increases to a Medium (30 ft.) radius.
Rank 4: The range increases to Long (90 ft.) range.
Rank 6: The maximum area increases to a Large (60 ft.) radius.
11.22.2 Spells
Conceal |
Rank 1 |
Usage time: Standard action. | Attune |
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If you have Stealth as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.
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Rank 3: The bonus increases to +4.
Rank 5: The bonus increases to +5.
Rank 7: The bonus increases to +6.
Dark Miasma | Rank 1 |
Usage time: Standard action. | Cold |
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Make an attack vs. Mental against all shadowed enemies in a Medium (30 ft.) radius from you.
Hit: 1d10 damage.
Miss: Half damage.
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The damage increases by +1 for each rank beyond 1.
Darklantern |
Rank 1 |
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Choose one Medium or smaller unattended object within Short (30 ft.) range. Bright illumination within or passing through an emanation from that object is dimmed to be no brighter than shadowy illumination. Brilliant illumination is undimmed. You can choose the spell’s radius, up to a maximum of a Small (15 ft.) radius. Any object or effect which blocks light also blocks this spell’s effect.
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Rank 3: The maximum area increases to a Medium (30 ft.) radius emanation.
Rank 5: The maximum area increases to a Large (60 ft.) radius emanation.
Rank 7: The maximum area increases to a Huge (90 ft.) radius emanation.
Darkvision |
Rank 1 |
Usage time: Standard action. | Attune |
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You gain darkvision with a 60 foot range, allowing you to see in complete darkness (see Darkvision).
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Rank 3: The range increases to 90 feet.
Rank 5: The range increases to 120 feet.
Rank 7: The range increases to 150 feet.
Heed the Dark Call | Rank 1 |
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Make an attack vs. Mental against one creature within Medium (60 ft.) range. You gain a +4 accuracy bonus if the target is shadowed.
Hit: The target feels the call of darkness as a condition. While it is below its maximum hit points, it is frightened (-2 Mental, -2 accuracy vs. source) by you.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Shadowstep | Rank 1 |
Usage time: Standard action.
Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.
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This spell has no verbal components.
You teleport into an unoccupied location within Short (30 ft.) range on a stable surface that can support your weight. Unlike most teleportation effects, both your departure and arrival with this spell are silent. If you are in bright illumination or brilliant illumination and are not touching your shadow, this spell fails without effect.
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Rank 3: The teleportation range increases to Medium (60 ft.) range.
Rank 5: The teleportation range increases to Long (90 ft.) range.
Rank 7: The teleportation range increases to Distant (120 ft.) range.
Dark Grasp | Rank 2 |
Usage time: Standard action. | Cold |
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You must have a free hand to cast this spell.
Make an attack vs. Reflex against something you touch. You gain a +2 accuracy bonus if the target is shadowed.
Hit: 1d6 damage +1 per power. If the target loses hit points, it is frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.
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The attack’s accuracy increases by +1 for each rank beyond 2.
Fade Into Darkness | Rank 2 |
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At the end of each round, if you took no actions that round and are shadowed, you become invisible (see Invisible). This invisibility ends after you take any action, or if you stop being shadowed.
Wall of Darkness | Rank 2 |
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You create a Medium (30 ft. long) wall of darkness within Medium (60 ft.) range. The wall is visible as a solid block of darkness. It blocks ordinary vision and low-light vision, but creatures with darkvision can see through the wall normally. It does not inhibit the passage of objects or creatures.
After using this ability, you briefly cannot use it or any other Barrier ability.
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Rank 4: You can choose to create a Large (60 ft. long) wall instead.
Rank 6: You can choose to create a Huge (90 ft. long) wall instead.
Banish Light | Rank 3 |
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All light within one zone within Medium (60 ft.) range is suppressed. You can choose this spell’s radius, up to a maximum of a Medium (30 ft.) radius. Light within or passing through the area is snuffed out. Any object or effect which blocks light also blocks this spell’s effect. Darkvision and similar abilities which do not require light still function within the area.
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Rank 5: The maximum area increases to a Large (60 ft.) radius.
Rank 7: The maximum area increases to a Huge (90 ft.) radius.
Mass Darkvision | Rank 3 |
Usage time: Standard action. | Attune (target) |
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This spell functions like the darkvision spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.
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Rank 5: The radius increases to 90 feet.
Rank 7: The radius increases to 120 feet.
Shadowform |
Rank 3 |
Usage time: Standard action. | Attune (deep) |
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You collapse to the ground, taking the appearance and shape of a shadow. This has a number of effects, as described below.
- You are nearly flat, allowing you to pass under doors and through other narrow passages. Your horizontal dimensions are unchanged, and you cannot enter spaces that are more narrow than you can normally fit through.
- You can freely move through space occupied by other creatures, and other creatures can freely move through your space.
- You gain a climb speed 10 feet slower than the base speed for your size, and you can climb without using any hands.
- You are always treated as being prone (half speed, -2 Armor and Ref), though your movement speed is not reduced.
- You gain a +4 enhancement bonus to the Stealth skill.
At the end of each round, if you are not shadowed, this effect is suppressed and you return to your normal size and shape. If doing so is impossible, such as if you are in a space too small to contain your body, you gain a vital wound and this effect persists briefly. This form offers you no special immunity to damage, as creatures can simply attack the shadow.
You can suppress or resume this ability as a free action.
Shadowstep Slice | Rank 3 |
Usage time: Standard action.
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This spell functions like the shadowstep spell, except that you can also make a strike at your destination. The strike is not Swift, even if you make the teleportation Swift. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). In addition, this spell does not have somatic components.
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The attack’s accuracy increases by +1 for each rank beyond 3.
Shadowstrike |
Rank 3 |
Usage time: Standard action. | Cold |
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Make a strike. The attack is made against each target’s Reflex defense instead of its Armor defense. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power).
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The attack’s accuracy increases by +1 for each rank beyond 3.
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You strike your foe’s shadow instead of hitting it directly, but it takes damage all the same.
Deep Darkness | Rank 4 |
Usage time: Standard action. | Sustain (attuneable, minor) |
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You create a void of darkness in a Medium (30 ft.) radius zone within Medium (60 ft.) range. Bright illumination and brilliant illumination within or passing through that area is dimmed to be no brighter than shadowy illumination. Any object or effect which blocks light also blocks this spell’s effect.
Spreading Dark Miasma | Rank 4 |
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You create a field of miasma centered on your location. The area affected by the miasma increases over time. It affects a Medium (30 ft.) radius zone in the first round, a Large (60 ft.) radius in the second round, and a Huge (90 ft.) radius in all subsequent rounds. When you cast this spell, and during each of your subsequent actions, make an attack vs. Reflex against all enemies in the area.
Hit: 3d10 damage.
Miss: Half damage.
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The damage increases by 2d6 for each rank beyond 4.
Creeping Darkness | Rank 5 |
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You create a field of darkness at a shadowed location within Short (30 ft.) range. The area affected by the field increases over time. It affects a Small (15 ft.) radius in the first round, a Medium (30 ft.) radius in the second round, and a Large (60 ft.) radius in all subsequent rounds. Light in the area is dimmed to be no brighter than shadowy illumination. When you cast this spell, and during each of your subsequent actions, make an attack vs. Mental against everything in the area.
Hit: 2d10 damage.
Miss: Half damage.
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The damage increases by 1d10 for each rank beyond 5.
Intense Heed the Dark Call | Rank 5 |
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Make an attack vs. Mental against one creature within Medium (60 ft.) range. You gain a +4 accuracy bonus if the target is shadowed.
Hit: The target feels the call of darkness as a condition. While it is below its maximum hit points, it is panicked (-4 Mental, cannot attack source) by you.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 5.
Beacon of Darkness | Rank 6 |
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All light within an emanation around you is suppressed. You can choose this spell’s radius, up to a maximum of a Large (60 ft.) radius. Light within or passing through the area is snuffed out. Any object or effect which blocks light also blocks this spell’s effect. Darkvision and similar abilities which do not require light still function within the area.
Bind Shadow | Rank 6 |
Usage time: Standard action.
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Make an attack vs. Mental against a creature within Short (30 ft.) range that is not shadowed.
Hit: The target’s shadow is bound to the light as a condition. While it is below its maximum hit points, it treats areas of shadowy illumination and unlit areas as solid barriers. This means that it cannot move into them voluntarily or with forced movement effects. However, this condition has no effect if it enters those areas by other means, such as by teleportation or if the light around it is suddenly extinguished.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 6.
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You bind your foe’s shadow to the light, preventing it from entering shadowed areas.
Dark Shroud | Rank 6 |
Usage time: Standard action. | Visual |
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Make an attack vs. Mental against one creature within Medium (60 ft.) range. You gain a +2 bonus to accuracy with the attack against each shadowed creature.
Hit: The target’s eyesight is darkened as a condition. While it is below its maximum hit points, it is blinded (50% miss chance, -2 Armor and Ref) as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 6.
Efficient Dark Grasp | Rank 6 |
Usage time: Standard action. | Cold |
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You must have a free hand to cast this spell.
Make an attack vs. Reflex against something you touch. You gain a +2 accuracy bonus if the target is shadowed.
Hit: 7d8 damage. If the target takes damage, it is frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.
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The damage increases by 3d8 for each rank beyond 6.
Efficient Shadowform | Rank 6 |
Usage time: Standard action. | Attune |
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This spell functions like the shadowform spell, except that it has the Attune tag instead of Attune (deep).
Greater Fade Into Darkness | Rank 6 |
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At the end of each round, if you did not take a standard action that round and are shadowed, you become invisible (see Invisible). This invisibility ends after you take a standard action, or if you stop being shadowed.
Shadow Mantle | Rank 6 |
Usage time: Standard action. | Attune |
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All targeted attacks against you have a 20% failure chance.
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Your physical form becomes blurred and shifts in and out of existence. This is not a mere trick of the light, but an alteration of reality to make your existence more ambiguous.
Absolute Darkness | Rank 7 |
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You create a void of darkness in a Medium (30 ft.) radius zone within Medium (60 ft.) range. Bright illumination and brilliant illumination within or passing through an emanation from that object are removed, making no light possible in the area. Any object or effect which blocks light also blocks this spell’s effect.
Mighty Dark Miasma | Rank 7 |
Usage time: Standard action. | Cold |
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Make an attack vs. Mental against all shadowed enemies in a Medium (30 ft.) radius from you.
Hit: 11d10 damage.
Miss: Half damage.
Shadow Puppet | Rank 7 |
Usage time: Standard action. | Cold |
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Make an attack vs. Mental against one creature within Medium (60 ft.) range.
Hit: 1d6 damage plus 1d6 per 2 power. If the target loses hit points from this damage, you steal its shadow as a condition. It cannot move on its own. As a movement, you can control its movement instead of your own.
If the target enters brilliant illumination, the condition automatically ends.
Shadowstep Flurry | Rank 7 |
Usage time: Standard action.
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This spell functions like the shadowstep spell, except that you can also make a strike at your destination. The strike is not Swift, even if you make the teleportation Swift. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). In addition, you can repeat the teleportation and strike.
This spell does not have somatic components.
11.22.3 Rituals
Conceal Trail | Rank 2 |
Casting time: One minute. | Attune |
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Choose up to five creatures within Medium (60 ft.) range from among you and your allies. At the end of each round, the footprints, scent, and other tracks left by each target during that round are magically concealed. This increases the difficulty value to follow the trail by 10, but does not prevent creatures from seeing or smelling each target normally in combat. At the end of each round, if any target is outside of Long (90 ft.) range from you, the effect is broken for that target and its trail is revealed.
This ritual requires one fatigue level from its participants.
Sunlight Ward | Rank 3 |
Casting time: One hour. | Attune (target) |
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One ritual participant is never considered to be in mundane natural sunlight. This does not impair its vision, but protects it if it would otherwise suffer negative consequences from sunlight. Powerful magical ✨ effects that mimic sunlight, such as solar flare, still affect the target normally.
This ritual requires one fatigue level from its participants.
Greater Conceal Trail | Rank 4 |
Casting time: One minute. | Attune |
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This ritual functions like the conceal trail ritual, except that the difficulty value increase changes to 20.
This ritual requires one fatigue level from its participants.
Sunlight Ward+ | Rank 6 |
Casting time: One hour. | Attune (target) |
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This ritual functions like the sunlight ward ritual, except that the target is also protected from magical ✨ effects that mimic sunlight.
This ritual requires one fatigue level from its participants.
Supreme Conceal Trail | Rank 6 |
Casting time: One minute. | Attune |
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This ritual functions like the conceal trail ritual, except that the difficulty value increase changes to 30.
This ritual requires one fatigue level from its participants.