AD&D Shadow Magic – Part 2

Here is the second half of the Shadow School write up….

For the first half click here.

Bleak Doom
Level: 4
Range: 0
Duration: Special
AE: Special
Components: V
ST: None
CT: 2

This spell protects the next spell that the wizard casts. The mage must begin casting the spell to be affected in the round immediately following the round in which he cast Bleak Doom. If the protected spell is targeted by a Dispel Magic then the wizard responsible for casting the Dispel Magic is instantly subjected to a Scare spell. This happens on the round that the target casts the dispel. If the target is affected by the Scare spell than his attempt at dispelling automatically fails. If the dispelling wizard is not affected by the Scare spell than the dispel attempt is resolved normally.

Cloak of Darkness
Level: 4
Range: Touch
Duration: One day / 2 levels
AE: 1 creature or item.
Components: VSM
ST: Special
CT: 4

This spell functions as Non-Detection with the following addition, if the person (or creature) attempting the divination fails a save vs. spells they are afflicted by a Blindness spell. The material components for this spell are obsidian and diamond dust worth 400 GP and a black cloak. The cloak must be worn for the duration of the spell.

Wall of Shadows
Level: 4
Range: 10 yards / level
Duration: 1 turn / level
AE: Special
Components: VSM
ST: None
CT: 4

This spell creates a one-way gate to the border between the Ethereal and Shadow Planes. The gate is in the shape of a wall 1/16th of an inch thick and up to 20 square feet per level. Anyone passing through the wall is automatically affected by the equivalent of a Shadow Walk spell of permanent duration. They must find their own way back to the Prime Material Plane.

Shadow Sword
Level: 5
Range: Touch
Duration: 4 rounds / level
AE: One sword / 2 levels
Components: VSM
ST: None
CT: 3 rounds

This spell functions as the Black Blade spell but the weapons become +2 instead of +1. The material components for this spell are a controlled or bound Shadow, powdered lime, carbon, and five pieces of smoky quartz.

Shadow Demon
Level: 5
Range: 10 yards
Duration: 1 hour / level
AE: Special
Components: VSM
ST: None
CT: 1 round

This spell is similar in many respects to the Invisible Stalker spell, but instead of conjuring an Invisible Stalker it summons a Shadow Demon. This monster will obey all commands issued by the caster for the duration of the spell. As long as these commands do not include operating in lighted areas the Shadow Demon will not balk unduly. The material component for this spell is an obsidian circlet with thirteen pieces of smoky quartz set into it. This crown must be worn by the caster for the entire duration of the spell. If it is removed for any reason, the Shadow Demon is freed to act as it wishes. The power of the spell absolutely forbids the Shadow Demon from making any direct attempt to remove the crown; much like a demon caught by an Ensnarement spell is powerless to sabotage the magical circle that binds it. The crown must be of superior workmanship and exact in every detail. It costs 2000 GP to create but is not consumed in the casting.

Zoophamagy
Level: 6
Range: 0
Duration: Instant
AE: 60-ft. radius
Components: VSM
ST: Neg
CT: 6

This spell drains the life force from all creatures within 60 feet of the Wizard, transferring half of the damage into Temporary HP. The spell drains 1d6 HP per level (max of 12d6) from every affected creature that fails a Constitution saving throw.

Writhing Doom
Level: 6
Range: 0
Duration: Special
AE: Special
Components: V
ST: None
CT: 2

This spell functions exactly like Bleak Doom but instead of delivering a Scare spell it delivers an Evard’s Black Tentacles spell centered upon the dispelling wizard. The Hit Points of the tentacles are determined by the level of the wizard who casts this spell.

Final Doom
Level: 8
Range: 0
Duration: Special
AE: Special
Components: V
ST: None
CT: 1

This spell functions like Bleak Doom but instead of delivering a Scare spell it delivers a Demi-Shadow Magic spell centered upon the dispelling wizard. The evocation spell that is copied must be selected when Final Doom is cast. Alternatively, the dispelling wizard can be subjected to a full strength version of any Shadow School spell of 6th level or less. The Shadow spell must affect an individual or be an offensive spell that has an area of affect. In the latter case the spell is centered on the dispelling wizard.

Tenebrous Resurrection
Level: 8
Range: 0
Duration: Permanent until discharged.
AE: The caster
Components: VSM
ST: None
CT: One day

This spell is only discharged when the caster’s Hit Points are brought into negative numbers. When that happens this spell drains the life force from everyone in the vicinity to heal the wizard. The effect is identical to the Zoophamagy spell. The material components for this spell are a pound of human flesh, the heart of an Angel, and the blood of a saint.

Sphere of Ultimate Destruction
Level: 9

Just realized that this isn’t a spell I wrote. It’s from an old 2nd edition splat book. Basically is creates a temporary Sphere of Annihilation. I’m redacting the write up since I didn’t write it up.

Curse of Rotting Shadowflesh
Level: 9
Range: Unlimited
Duration: Permanent until discharged
AE: One to five willing creatures
Components: VSM
ST: None
CT: 1 hour per target

The Curse of Rotting Shadowflesh may only be cast by the Hierophant of a coven or magical cabal. It is used during initiations to seal the vows of new members. The Hierophant prepares a contract for each new member with the same care and expense needed to create the document used in a Spiritwrack spell. He casts the spell and the new Initiates sign their oaths in blood.

If a member of the coven breaks any of his vows, his contract begins to glow with a sickly green light. The words of the vow he broke turn red. If the Hierophant decides to invoke the curse he may do so with a single word as long as he is holding the contract. Because the spell creates a permanent magical link between the target and the contract, the curse has an unlimited range as long as the target is on the same plane. If the target is on another plane but the Hierophant is of higher level than he is, there is a percent chance equal to twice the difference between their levels that the curse succeeds anyway. A Remove Curse spell will not affect this spell in any way.

The curse acts like a Finger of Death spell. Because the target has ritually accepted the curse as a penalty for breaking his vows he does not receive a saving throw or the benefits of magic resistance. It is treated as though he voluntarily lowered his resistance. If the Hierophant performs a special ceremony while invoking the curse (costing 3000 GP) the victim’s flesh rots away over the course of 1d6 days before the Finger of Death takes effect. This ceremony turns the victim into a Shadow permanently under the Hierophant’s control.

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