ARCANE SPELL LIST
SHADE MASTERY

Characteristics of Shades

Shades are magical places that are created in the world but are not really of the world, and as such they may seem to obey physical laws that are subtly altered.  Oftentimes, the more a particular shade’s laws differ from those of the “real world,” the more powerful the shade magic that created it.  Occasionally it’s the other way around, when extra magic is needed to overcome the shade’s basic nature and make it a little more like the regular world for the convenience of the occupants.  Larger shades are also (generally) created from more powerful magic.

Since shades are not of the material world, it is unusually difficult to detect that they even exist, and only special arcane-class spells have even a half-decent chance of doing so.  With the exception of very specialized shades, persons and items shut into a shade are un-Findable and un-Detectable by any spell or device outside the shade.  The same goes for finding and detection in the opposite direction, as the real world apparently ceases to exist when one is within a shade.

Any usable shade must have at least one anchor area, a “doorway,” to the material world.  When this doorway is opened, people, things, and even spiritual entities can pass between the shade and the real world.  During the time a doorway is open, detections and other spell effects may span the material-shade boundary, but the opportunity for that is fleeting, ceasing when the doorway closes.  The doorway for a typical shade is placed at an unmoving geographic location, affixed on a highly sturdy surface that will resist the passage of time and the wearing of the elements.  Shades can be associated with less-durable structures, but only at the risk of losing the shade if the structure fails.  If a spell “detects” a shade, it is the doorway (the anchor point) that is detected.  There does also exist a small class of advanced shades whose doorways are portable.  In these cases, the detected anchor would be a highly-magical item or person.

Shades also have the characteristics of grade, level, and ownership.  The grade of a shade is related to the power of the spell that created it.  The higher the grade of the shade, the more spacious, sophisticated, and feature-laden it can be.  Existing shades can be magically upgraded by their owners.  High-grade shades are generally more stable, but fail more spectacularly.  The level of a shade is directly related to the level of the owner or creator.  As with shade grades, a shade’s level can be increased through the application of magic as the shade owner increases in experience.  The benefits of increasing a shade’s level include making the shade more difficult to detect and/or harm.  The owner of a shade is the shade’s power anchor and is, by default, its creator.  The only way that this status changes is through the death or destruction of that person or entity, and even then at least the shade’s level number of days must pass before the shade turns rogue.  A rogue shade is free to be owned by the first arcanist to throw Claim Shade on it.

Shades are inherently unstable phenomena and there are several points of instability.  As mentioned, shades are magical, anchored to a doorway and to an owner.  A shade can be destabilized by attacking any one of these characteristics.  For example, it is theoretically possible to knock out a shade using essence cancellation magic, though this both risky and difficult (shade gets +125 on RR, failure affects caster as though ejected by low-grade shade destabilization, see below).  The arcane Crack Shade spell, while still risky, is better suited for the job.  The relocation or destruction of the physical doorway (also challenging on account of the magical characteristics) is capable of breaking a shade.  Lastly, the demise of the shade’s owner guarantees the eventual disappearance of the shade unless someone else asserts ownership and becomes the new power anchor.  A simple grade-I shade usually evaporates within hours of its owner’s passing, though a grade-XX will probably linger for tens of millenia before breaking up.  The usual upshot of this is that lower-grade, personal shades usually pass out of existence with their creators.  They dissipate so fast that it’s not even possible for new owners to take over.  High-grade shades get handed down through the centuries.

The transient effects of cracking a shade vary greatly depending on whether the observer is inside or outside the shade, and what grade the shade was when cracked.  For bystanders, low-grade shades usually lash out about 10’ per shade level with magnified teleportation error effects.  In and of itself, these effects are usually not lethal.  High-grade shades though throw off a violent essence detonation.  Making an essence RR vs the level of the cracked shade (distance mitigates the lvl somewhat) means that the bystander merely takes a couple criticals as localized space lacerates itself.  Failing the RR means being sucked into a new quasi-shade disturbance and absorbed into the essence (bye!).  Future passersby are also at risk of being ensnared by the disturbance, although this mechanism operates at a much lower level of effect.

Actual occupants of a cracked low-grade shade will be cognizant of the problem if they make a RR and perception check, and in that case can take positive measures to either re-door from the inside (which would resecure the shade to a new, psuedorandom location) or safeguard themselves for the eventual dissolution of the shade.  Occupants of high-grade shades though are unlikely to ever notice the crisis.  Such persons become tangled in endless loops of time and memory, immune from mortality but never escaping unless an outside agency intervenes.  And recall that destabilized high-grade shades, like ownerless high-grade shades, can persist for a very long time.

Ultimately, the greatest risks to the occupants of a cracked shade are associated with the shade ceasing to exist altogether.  With a grade-one shade, this can occur within hours of destabilization.  One nice thing about low-grade shades is that they usually throw their contents back into the real world rather than absorb them into the essence.  The dispersion is, however, sudden and widespread (GM roll as for teleport error except roll five displacements, two separations, one disorientation and use the most vexing combination for each occupant) unless successful Lifeboat protection mitigates the effects.

As shades are outside the normal world by default, the inside of the shade is insulated from most sources of spell power.  Unless special features are spent to mitigate this normal state of affairs, channelers and essence users will not recover power points while inside a shade.  Arcane casters recover only up to 25% of their PP.  Mentalism PP are unaffected by shades.  Note that there are other ramifications as well.  For example, communing from within a basic shade is impossible, and channeling gates cannot be opened.  Teleporting into or out of a shade is infeasible, not only because the shade door interface blocks it, but also because there is no essence link.

Grade enhancements


Size – Increases the maximum length of each of the three inner dimensions of the shade.  Each grade spent increases this maximum by 2x.  (e.g. eight grades spent can be a shade of nearly a cubic mile inside).

Time – Creates a control (e.g., a large dial) inside or outside the shade which is capable of slowing down the passage of time within the shade (relative to the real world).  The maximum factor of the slowdown is dependent on how many grades are expended on the feature.  At most, five grades may be expended, with the following increases in the maximum factor:  10x 5x 2x 2x 2x.  Note that regardless of the setting, whenever the shade door is open the shade operates at “normal” (real world) time rate.

Purity of form – All sentient beings that enter the shade require no material sustenance (food, drink, or even oxygen, though they may still be harmed by toxins).  If a second grade is spent on this feature, then the owner may limit “purity of form” to a guest list, or even grant or withdraw the privilege on a case-by-case basis (physical contact with the shade door is necessary for the owner to make such adjustments).

Channeling link – A one-grade channeling link feature means that shade occupants will recover channeling power points to only 25% (one-quarter) of their “outdoor” totals.  Two grades spent on channeling link raises this to 50%.  At three grades, occupants recover all their channeling PP normally, but then all beings within the shade are now detectable via Finding-type spells that seek a stored mind or specific presence (detections work from inside the shade outwards as well).  Note, however that a person in the real world detecting a shade occupant will sense that occupant’s position as being directly in front of the shade door, since positions within the actual shade have no meaning in the “real world” and all essentially map to the door location.  For this reason, it is difficult to keep the location of a fully channeling-linked shade a secret.

Essence link – A one-grade essence link feature means that shade occupants will recover essence power points to only 25% (one-quarter) of their “outdoor” totals.  Two grades spent on essence link raises this to 50%.  At three grades, occupants recover all their essence PP normally, but then things within the shade become Detect-able and Locate-able from outside the shade (such spells work from inside the shade outwards as well).  Note, however that a person in the real world detecting into a shade will sense the target of the detection as being directly in front of the shade door, since positions within the actual shade have no meaning in the “real world” and all essentially map to the door location.

Arcane link –  A one-grade arcane link feature means that shade occupants will recover up to 50% of their normal arcane power points.  No further grade enhancement of this link is possible.

Purity of spirit – All beings that enter the shade have their resting and/or meditation times halved, and any mentalism power points are increased by 20%.  If a second grade is spent on this feature, then the owner may limit “purity of spirit” to a guest list, or even grant or withdraw the privilege on a case-by-case basis (physical contact with the shade door is necessary for the owner to make such adjustments).

Puzzle key – Shade owner must know the first spells from the Construct Mastery list to implement.  This feature integrates a construct into the shade door mechanism that requires solving a skill-based puzzle in order to successfully operate the door from the outside.  Permitted skills are determined by the GM, but should be limited to those which only have mental-trait stat bonuses.  Only one attempt at any given puzzle per person per day will be effective.  A base grade puzzle key is Routine to solve.  Each additional grade spent on the puzzle key increases the difficulty (Light, Easy, Medium, etc.).  It is up to the shade owner whether the puzzle changes after being solved or stays the same, and this can be turned on and off when the owner has access to the door (from inside or outside).  Note that it is distinctly possible for the shade owner to be vexed by his own puzzle key.
    Note that since the puzzle mechanism is construct-based, it can be overridden by certain Construct Mastery spells.  However, the construct gets a RR based on the effective level of the shade.

Shade focus – Beings within the shade enjoy the benefits of higher stat bonuses on designated mental stats (SD, ME, RE, PR, EM, IN).  The first grade spent on a stat will increase the bonus to +10 for all occupants.  Each additional grade spent on the same stat will bump the bonus by +5, up to a maximum bonus of +25 for any one stat.  Thus a shade may be tailored for a specific intellectual pursuit, study, or pastime.

Hardened – A hardened shade raises its effective level versus attacks such as Crack Shade.  Effective level is always equal to or greater than base level, which is based on the creator’s level.  An unlimited number of grades may be spent on hardening, though with diminishing returns as follows:  +25 +20 +15 +10 +5 +5 +5...

Trick door -  A trick door is an obfuscation method meant to hide the fact that a shade exists.  Usually a trick shade door opens into a room or cavern in real space, though hypothetically it could open onto a bare wall.  If the “trick” is employed while opening the door mechanism, the door opens into the shade instead.  The operator of the door will usually employ Trickery skill to hide the actual trick used from possible seers or diviners, though any shade door’s trick is easily learned if one knows the Learn Door spell from the shade list.

Stealthed door – A stealthed door raises its effective level versus detection.  Effective level is always equal to or greater than base level, which is based on the creator’s level.  An unlimited number of grades may be spent on stealthing, though with diminishing returns as follows:  +20 +20 +10 +10 +5 +5 +2 +2 +1 +1...

LIST

1Shade Typing (I) –   D: -   R: T   Caster determines the grade of the shade (e.g. I, V, X, etc.).  Caster must be within the shade or touching the doorway.

 2 – Detect Door (P) -  D: -   R: 100’   Caster may discover direction and distance to one or more shade anchor points if they exist within the detection radius.  Shades must make RR at their effective level or be detected.  The RRs of specially stealthed shades have higher effective levels.  A shade receives no RR versus its owner.

 3Space Suitable (I) –   D: -   R: 100’   Caster determines whether an existing space and/or doorway are of suitable dimensions and construction for one envisioned shade configuration.  Caster may use this spell multiple times for a given space and envision different shade constructions.

 4Learn Door () –   D: P   R: T   If shade door has a “trick” feature, caster learns the trick that guarantees the door will open into the shade space.

 6 – Shade Analysis (I) -  D: -   R: T   Caster determines the grade, level, and feature set of the shade.

 8 – Doorfinding (P) -  D: 1 min/lvl (C)   R: 10’/lvl   As Detect Door, except range is 10’/lvl, shades do not get the twenty-level RR bonus, and found doors may be homed in on by resuming concentration.

 9Owner Test (M) –   D: -   R: 50’   If target fails RR, caster learns whether the target is the owner of any of the shades he has Analyzed, and if so, which one.  Target must be seen or have his “presence” detected.  If target makes his RR by more than 50, he senses the spell probe and caster.

 10Claim Shade () –   D: P   R: T   Caster asserts his ownership over a rogue (ownerless) shade.

 11 – Untrick Door () –   D: 10 min/lvl (V)   R: T   Caster who knows a shade door’s trick removes the “trickery” element of the door for the duration or a set number of uses, whichever comes first.  While the trickery element of the door is suppressed, all persons who open the door from the “outside” will access the shade.

 13Re-door () –   D: -   R: 10’/lvl   Caster marshals magical repairs and containment for a cracked or destabilized shade.  Caster must be within range of the original door location, which may or may not be “safe” depending on the local disturbances in play.  Caster may cast Re-door but once per day, but multiple casters may participate.  Each cast may undo up to one week’s worth of destabilization.

 14Shade I (F) –   D: P   R: T   Caster creates a grade-one shade that takes form behind a closed doorway.  The inside dimensions of the shade are 20’x20’x20’, its single (one) grade feature.

 15 – Doorfinding True (P) -  As Doorfinding, except range is unlimited when caster is seeking one of his own shades.

 16Dismantle Shade () –   D: P   R: 10’   Owner reduces the grade of his shade by one, possibly removing a grade feature in the process.  A shade reduced from grade one to zero disappears in an orderly, nonviolent manner and brings all real contents thereof into normal space.  However, spell failure affects the shade as a successful Crack Shade cast.

 17Shade II  (F) –   As Shade I, except the shade can be assigned grade features up to two.

 18Lifeboat (US*) –   D: 1 rnd/lvl   R: T   Caster encases target in an immaterial, magical bubble specific to the shade’s nature which may protect the target should the shade destabilize.  If target makes RR (using caster’s lvl, target’s arcane bonus) vs the shade’s lvl when the shade destabilizes, then he will only suffer as from a simple teleport error.  Spell is only effective when cast inside a shade.

 19Improve Shade (F) –   D: P   R: T   Owner raises an existing shade’s grade by one, subject to the maximum Shade spell he knows on this list, and may implement any unrealized grade features at this time.

 20Shade III  (F) –   As Shade I, except the shade can be assigned grade features up to three.

 21 – Relinquish Shade () –   D: -   R: T   Caster renounces his ownership of a shade.  Ownership will persist, however, and the shade will not actually go rogue until a number of days equal to the shade’s level passes.  At any time during this period, the owner may reassert ownership via Claim Shade.

 22Relevel Shade (F) –   D: P   R: T   If owner’s level is higher than the base level of the shade, the shade’s level is made equal to that of the owner.

 23Shade IV  (F) –   As Shade I, except the shade can be assigned grade features up to four.

 24Crack Shade () –   D: P   R: 10’/lvl   Shade must resist at its effective level or become detached from its door and destabilized.  Eventually the shade will destruct as though it had lost its owner, unless it can be Re-doored.  In the meantime the shade produces localized essence disturbances.  Caster must be able to see the shade door or find/detect it.  Caster may attempt Crack Shade but once per level per shade, and if shade resists then the caster suffers the results of two teleport errors, with every effect multiplied by d6 in magnitude.

 26Shade V  (F) –   As Shade I, except the shade can be assigned grade features up to five.

 #Door Alert () –   D:

 #Door Alert True () –   D:

 29 – Shade VI  (F) –   As Shade I, except the shade can be assigned grade features up to six.

 30Shade Gate I  (F) –   D: P   R: T  

 31 – Shade VII  (F) –   As Shade I, except the shade can be assigned grade features up to seven.

 34 – Shade VIII  (F) –   As Shade I, except the shade can be assigned grade features up to eight.

 37 – Shade IX  (F) –   As Shade I, except the shade can be assigned grade features up to nine.

 40 – Shade X  (F) –   As Shade I, except the shade can be assigned grade features up to ten.

 45 – Shade XII  (F) –   As Shade I, except the shade can be assigned grade features up to twelve.

 50 – Shade XV  (F) –   As Shade I, except the shade can be assigned grade features up to fifteen.

 60 – Shade XVII  (F) –   As Shade I, except the shade can be assigned grade features up to seventeen.

 75Shade XX  (F) –   As Shade I, except the shade can be assigned grade features up to twenty.

 100 – Shade XXV  (F) –   As Shade I, except the shade can be assigned grade features up to twenty-five.