Shadow is a magic school that focuses on self protection and Concealment. Packet delivered Shadow spells require purple packets.
Packet delivered Knockdown effect. Target must kneel for 10 seconds and must take a 3-count to get back up.
Remove a single Light Source.
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.
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.
Touch activated. Enhanced Sight and Immunity to Knock Out. Effects are only at night or in darkness.
Packet delivered Blind effect. Lasts 10 seconds. Target cannot see and can take no action other than fending off a Killing Blow.
Touch activated. Call "Immune" to Aura Sight.
Caster must remain in line of sight to keep wall up. 5ft long barrier and must be Phys Repped. Anyone who crosses the barrier takes a 10 second Blind effect.
Conceal the target. Target can move at a slow walk while under the effects of this spell.
Lesser Shadow Defense
Triggered Shadow Dart on next Source of Damage.
This spell negates the next Shadow based spell or effect to the target. Only one elemetal Ward can be applied to a target at a time. Tagline: Ward
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.
The caster grants themselves Greater Conceal. Can move at full speed while under the effects of this spell. Lasts until gesture is dropped or the caster is Greater Revealed.
Guardian of the Night
Adds + 1 to TDL for all Thieves Guild abilities. This spell does not stack, and is caster only.
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.
This spell negates the next physical attack recieved by the target. Tagline: Shield
Packet delivered Sleep effect. Target falls asleep for 10 minutes unless awoken.
When Aura Sight is used on caster, caster may reveal anything they wish, including falsehoods.
Target cannot be seen. Lasts until concentration is broken, as demonstrated by hands steepled over head. Immune to Greater Reveal.
Dance of Shadows
Caster concentrates in an area, and the shadows dance around, revealing a story or information about the area. See Plot.
Triggered Shadow Arrow on next source of damage.
This spell negates the next spell effect on the caster regardless of element. Replaces any existing element Wards the caster might have when applied. Tagline: Great Ward
Sleep of Death
Packet delivered Shadow Truespell that puts target in an endless sleep filled with Nightmares. May be released by caster or sufficient capabilities of a Dreamwalker.
The caster can Mimic a spell cast upon self, as long as they took the original spell's full effect. Until reset, the caster may use their copied spell. May only Mimic one spell at a time, so if a second spell is copied, the first is lost.
Packet delivered Truespell that kidnaps the target's shadow, preventing the target from using skills and abilities for 1 hr. Caster can receive information and visions from this shadow. See Plot.
Descend Into Shadow
Makes caster categorically immune to negative Light Spells for 1 hour.
Caster and up to their Circle in willing targets gain Greater Concealment.
Caster's body takes on the form of a Shadow Elemental for 15 minutes. Shadow elementals are immune to physical damage, but are affected by magic.