Umbramancy: A grey area of Magic

Here I'd like to suggest a magic school to help flesh out magic as a whole and add more flavor to the server. If you enjoy the idea or want to give some critiques, please give feedback. I'd like to stress: THIS IS NOT FINAL, But instead a brainstorm to help conjure up a potentially interesting magical art.

Summary: Umbramancy is intended to be a magical school of high utility with some damaging spells. What it lacks in damage versatility, it makes up for in misdirection, evasion and observation capabilities. This is where the Magic School shines rather than full on combat. Those who are creative enough can make full use of its abilities in creative and unique ways.

Umbramancy in my eyes is a school of magic that has been recently discovered, but held secret. The reasons for this could be varied and should be up to the lore-reader to discern for themselves. Is it truly evil magic? Or is it something misunderstood? Are those in power simply monopolizing the magic? Is there a more devious means behind it? Or... Perhaps... Maybe a good reason to keep it secret. All interesting conclusions.




Umbramancy

Mages of Umbramancy are a rather secretive collective. A magical art that is closely guarded for one reason or another. Those who study this art are bound by secrecy, kept by oath to keep the details of the art hidden. Seniors of the school often keep a close eye on students, ensuring their oath is kept. While some assume this magical school is inherently evil because of such secrecy, others assume that this was simply a way to keep a monopoly on a newly discovered power. Regardless, Many in power have found Umbramancers to be vital assets in the protection of their empires.


History

A school of magic that has been long theorized to exist, but only recently has become a reality. Umbramancy has been called Illusion Magic, Shadow Magic or perhaps by those who critique it most; Void Magic. The truth is little is understood about this magical art. Those who practice it are keen on keeping it a secret, revealing little or being outright vague about its details. Because of this, the magical art has drawn much suspicion from others, Though others think it's simply a way to keep this secret power to only those who wield it. But as those who study this magical art unearth more secrets, some begin to wonder... Perhaps this magic isn't something new, but instead, simply a rediscovery of something long forgotten.


Learning and Teaching

Before an Initiate is even given their first lesson. A Mentor examines their integrity and whether or not they are capable of keeping their oath. This process is sometimes long, but involves examining the Initiate over a period of time to get a grasp of their true character. Once an Initiate is deemed worthy, They are given an Oath to keep what secrets they learn to themselves and their peers. Taking a bond of loyalty to others of the Art, to help each other at any cost.

An Initiate is then locked inside a room of solitary confinement for a long duration. The initiate must lay in a lukewarm pool of water in a pitch black room, lacking any sensory input. As the mind wanders, the veil between worlds starts to shed and the Initiate (With guidance from the Mentor) will begin to feel a sense of "Walking between worlds" It's in this state, when the Initiate is finally 'grounded' in this veil, The Mentor will sit down with them in a vague dimension. A Mentor will teach the Initiate, guiding them to controlling this unknown space and how to forge a connection with it.

To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves the students need to have another set of two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional two weeks. After finally reaching level five, the spellcaster faces a decision to follow either of two paths. This decision will determine his further magical journey, and can never be undone.




Spells


Illusion:
The Caster creates an Illusion that tricks the senses of those who observe it. While the Illusion cannot be physically interacted with, It seems real to all other senses. Smell, Sound, Sight and Physical Senses; All convincing and real. Some examples are; A person walking down the street, an Item, Growing Darkness or Fog, A Voice or even a Gust of Wind that can be felt on the skin. While the Illusion can take as many forms as the Caster desires, It cannot physically harm someone. Someone observing an Illusion that appears physical, will find their hand will pass right through it if they try to interact with it.

Casting Value: 8
Range: 30 Blocks
Damage/Effect: Creates a convincing Illusion that lasts until the caster stops focusing or casts another spell.
Critical Failure: The Illusion fails to take hold, having a smaller unintended effect. [Though often humorous]
Critical Success: The Illusion can become much larger and is far more convincing. 20x20 block size increase. It also becomes Semi-Real, able to be interacted with physically. Though sufficient force will shatter the illusion and it still cannot harm someone directly.
Red Lines: Illusion must fit within a 10x10 Block, Cannot Physically Harm anyone



Dread:
The Caster assaults the mind, unleashing the existential horror of the void. Within the mind of the victim they experience a searing pain and visions of impossible dread, causing shadow to pour out of the eyes.

Casting Value: 9
Range: 20 Blocks
Damage/Effect: Target is blinded for 1 turn and takes D4 damage.
Critical Failure: Caster is instead blinded for a turn and takes 1 Damage.
Critical Success: Target now becomes horrified and blinded for 2 turns. Each turn taking D4 damage.
Red Lines: Does not hurt non-sentient creatures.



False Appearance:
The Caster can make themselves appear as someone else or apply the illusion to someone else. They can appear taller, shorter or of a different race entirely. Though the Illusion will not hold up to physical inspection. If someone disguises themselves as a Tiefling for example, A person's hand would move through where the horns would be. Revealing it to be an Illusion.

Casting Value: 8
Range: Touch/Self
Damage/Effect: Disguised as a different person. Lasts for 24 hours, or until the caster ends the spell.
Critical Failure: The magic lashes out at the user, scorning them. Will be unable to cast the spell until next Nightfall.
Critical Success: The caster becomes wreathed in shadow and after a moment, the Illusion becomes semi-real. Able to pass physical inspection.
Red Lines: Cannot be used to become something other than humanoid.



Void Form:
The Caster becomes wreathed in shadow that makes the caster harder to hit. Anyone attacking the caster will find the shadows lashing out, damaging them in return.

Casting Value: 17
Range: Self/5 Blocks
Damage/Effect: The caster becomes harder to hit, Making attack rolls -2 to hit. Those in range will take D2 damage as shadows lash out at them on their turn. Effect lasts for D8 Turns
Critical Success: The Shadow becomes potent, Reducing attack rolls by -3 and Damage done to the Caster by 1. The range is extended to 15 Blocks and hostiles will now take D3 damage.
Red Lines: Void Form cannot damage those making ranged attacks outside of the effective range.



Shadow Walk:
The Caster becomes invisible to the naked eye or can grant invisibility to someone they touch. Able to move around unseen and become harder to hit. The invisibility lasts for 2 Hours, Or until the user casts an offensive spell or attacks. All equipment and items on the Casters person also become invisible.

Casting Value: 16
Range: Touch/Self
Damage/Effect: Become invisible to the naked eye. Attacks against the caster have -4 to hit.
Critical Failure: As Shadows wrap around the Caster… Nothing happens. Though the Caster might still think they are invisible.
Critical Success: A convincing illusion takes the place of the caster, looking exactly like them. It will act in the manner the Caster chooses, while the real Caster can slip away unseen.
Red Lines: Those with supernatural vision can still see the caster. Whether it be with Heat Vision or otherwise.



Project Shadow:
The Caster first meditates and opens a larger tear in front of them. Through the void, The caster can open smaller tears in any location they have previously seen. From which, The Caster projects an illusion of themselves in the desired location, able to utilize the senses of the Illusion as if it were their own. The Illusion itself cannot damage or harm anyone, but acts and speaks in a manner that mimics the caster. The Illusion can be used to speak to others, but physical interaction with the Image reveals it to be an Illusion. Any damage to the Image destroys it.

Casting Value: 18
Range: Anywhere Previously Seen
Damage/Effect: Creates an exact copy of the Caster that can act and speak. The Caster can see and hear through the Illusion. Cannot cast magic through the Image.
Critical Failure: The Rift that is initially opened bursts forth, damaging the caster for D3 damage.
Critical Success: The Image is somehow imbued with the void, becoming Semi-Real. The Image has half the Health Points of the Caster and can be used to cast spells. Passes Physical Inspection but can no longer move through physical barriers as if it were a normal illusion.
Red Lines: Caster becomes blind and deaf if they are using the senses of the Image.



Void Walk:
The Caster opens a large rift in the void that they step through. The rift immediately closes upon entering, sending the Caster to their desired location.

Casting Value: 20
Range: Anywhere Previously Seen
Damage/Effect: The Caster can teleport to any location they have previously seen.
Critical Failure: The spell sends the caster to a randomly determined location anywhere in the world.
Critical Success: Should the Caster desire, When they teleport, they can unleash a torrent of powerful void energy. Dealing D5 damage to every hostile within 15 Blocks.
Red Lines: Cannot teleport into the space of another person or in the space of physical matter.




Additional Effects


Whispers:
The Caster is able to telepathically communicate to others within 50 Blocks. Others who are able to connect to the void can all communicate at any distance.

Void Sight:
Umbramancers are able to see in the dark up to a range of 50 Blocks.

Void Familiar:
The Familiar takes the form of a creature that the Caster Desires. Whether it be an Owl, Raven, Etc. The Familiar acts and looks like a normal creature but obeys all of the Casters commands. It can be physically interacted with and almost impossible to distinguish from a real creature. The Caster may mentally communicate with this creature, able to look through its eyes and hear what it does. Though becoming blind and deaf while borrowing its senses.

Affinity Of Shadow:
During the night or within an area with little to no light, Spells gain a +1 to Spellcasting and Damage.

Sanctuary Within The Stars:
Within the void, A Sanctuary exists that is only known to trusted members of the art. Within this domain, Umbramancers reside, studying the nature of the void and discovering new secrets once lost to time. The Sanctuary is a haven and a place of safety, Giving lodging and a home to its members.



The Science Behind Umbramancy
Instead of the traditional manner in which a single rift is opened, multiple micro-tears are instead created. The appearance of these micro-tears are hard to see with the naked eye, appearing like flies or black dots in the air to those unaware of what they truly are. Experienced users of Umbramancy will take advantage of this, opening tears in a dark or shaded area to make them harder to spot.

The nature of Umbramancy allows users to travel long distances. Able to step through large tears within the void, appearing where they desire. When projecting an illusion or spell across a great distance, Casters will open a tear in the void, creating a window that they can use to cast certain spells across a greater distance. Project Shadow is an example of this, where the user will meditate in front of an open tear, reaching out to the desired location and summoning their illusion. Though more offensive spells require the Caster to be within range of their targets in person.
 
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