Shadow Magic

= Shadow = Shadow is a magic school that focuses on self protection and Concealment. Packet delivered Shadow spells require purple packets.

Circle 1
Misstep

Packet delivered Knockdown effect. Target must kneel for 10 seconds and must take a 3-count to get back up.

Snuff Light

Remove a single Light Source.

Intimidate

Packet delivered Intimidate effect. Lasts 10 seconds. Target must flee from the caster. If the target is unable to physically flee, they must cower or hide.

Shade

Camouflage for the caster only. Cannot move or carry items while under the effects of this spell. Lasts until gesture is dropped or the caster is revealed.

Night Sight

Touch activated. Enhanced Sight and Immunity to Knock Out. Effects are only at night or in darkness.

Circle 2
Blind

Packet delivered Blind effect. Lasts 10 seconds. Target cannot see and can take no action other than fending off a Killing Blow.

Aura Shroud

Touch activated. Call "no Effect" to Aura Sight.

Shadow Wall

Must be continuously held by concentration by the caster. 5ft long barrier and must be Phys Repped. Anyone who crosses the barrier takes 10 second Blind effect.

Conceal

Camouflage the target. Target cannot move or carry items while under the effects of this spell.

Lesser Shadow Skin

Triggered Shadow Dart on next Source of Damage.

Circle 3
Displacement

Touch activated. Target can call Dodge in the darkness or at night. Does not stack.

Cloak of Shadows

Triggered Conceal on next Source of Damage.

Greater Concealment

The caster grants themselves Greater Conceal. Cannot move or carry items while under the effects of this spell. Lasts until gesture is dropped or the caster is revealed.

Guardian of the Night

Adds + 1 to TDL for all Thieves Guild abilities. This spell does not stack, and is caster only.

Fear

Packet delivered Fear effect. Lasts 1 minute. Target must flee from the caster. If the target is unable to physically flee, they must cower or hide.