SHADOWBOOK
MAGIC SYSTEM
Shadow manipulation, potion-making,
dreams, illusions, Nightmares.
Umbrakinesis
Umbrakinesis hinges upon umbrakinetic constructs. These are shapes that the caster molds out of shadows with their minds. Constructs can be two-dimensional or three-dimensional. They can also be intangible, semi-tangible, and solid. Two-dimensional constructs are basically complicated shadow puppets. Conjuring two-dimensional tentacles definitely looks dramatic, but can’t be used for much. Throwing a two-dimensional shadow over a person’s body could be enough to bind them and prevent them from moving. Intangible constructs can also be used to seal off barriers, conceal the caster, confuse or obstruct enemies, or even absorb solid objects into the Void. Three-dimensional, semi-tangible constructs are probably the most useful overall. For an example, imagine a sphere of shadows. This sphere definitely has dimension to it, but it’s not quite tangible enough to hold. It’s what you would get if you could somehow take a shadow off the wall and see it floating in front of you. If it hits you, it will pass through you, but it will hurt. Semi-tangible constructs can be spheres, tentacles, tiny arrow-like shafts, etc. All of these will cause intense pain, but they cannot cut anything. The tentacles are especially useful for binding enemies. On a more benign note, an umbrakinetic could conjure a flock of semi-tangible ravens or colony of bats, that will fly around a room. The most advanced kind of semi-tangible construct is a Shade, a shadowy copy of yourself (kind of like your own shadow, taken off the wall) that can fight alongside you. Three-dimensional, tangible constructs are actual objects made out of shadows, which you can actually hold. An umbrakinetic could conjure darkness which coalesces into, for example, a black sword. These take the most effort to maintain. They appear to be made of black glass or ice. In addition to making constructs for all kinds of purposes, there’s some other things umbrakinetics can do: Umbrateleportation is teleporting through darkness. So far, this only works if the exit point is already completely dark. Umbrateleportation involves passing into a completely dark “between” dimension. The umbrakinetic must walk straight forward, without even the ground beneath their feet, thinking only of their destination. It’s easy to get lost. Light absorption is draining the light from a location. This can happen on its own if the umbrakinetic gets angry— a room will become unsettlingly darker, almost imperceptibly at first, until suddenly you can barely see. I’m actually not sure how effective light absorption is in battle. There are no shadows without light, so umbrakinetics work best in half-light, like candlelight or the light of a full moon. (If there’s no light at all, can an umbrakinetic even do anything?) Turning to smoke: This allows the umbrakinetic to essentially become a shadow themselves for a brief time. You can just let your body lose its tangibility and become a cloud of smoke, before quickly coalescing back into yourself. It’s very hard to maintain this form, but it can be useful for avoiding attacks or slipping through small spaces like keyholes. A particularly skilled umbrakinetic may even be able to form themselves into a colony of semi-tangible bats before resuming their normal shape. (Limitations: 1. It does not work unless you have your folds. 2. It does not work in sunlight, ever. 3. It doesn’t last long enough to maintain. 4. It doesn’t work with certain kinds of magical bindings.) Shadow manipulation can sometimes be combined with other elements. For example, an umbrakinetic may be able to conjure black or dark purple fire, or turn water black with shadows and then be able to manipulate it. A List of Umbrakinetic Spells Shadow Shafts: fires hundreds of sharp, arrow-like shards of pure darkness Dark Orb: orb-shaped constructs fired into opponent (semi-tangible) Void Shield: blocks flying solid objects by absorbing them. Void Curtain: seals off barrier with an intangible but impenetrable blackness. Shadow cords: ropes that bind opponents. Shadow tendrils: tentacles made of shadows, either intangible or semi-tangible. multipurpose; used to bind, attack, or just intimidate Umbrous whip: conjures a semi-tangible whip of pure shadow. Shade sabre: conjures a tangible sword of shadows that phases through opponent and causes extreme pain. Conjure animal: Conjure an animal-shaped construct. Not a real animal or familiar, only an imitation of one; has no will of its own. Colonies of bats and flocks of ravens are popular, because of their dramatic effect, but one can also conjure Conjure shade: A Shade is a construct that is shaped like yourself, which can fight alongside you. It’s relatively weak, and you have to maintain it. The more Shades you conjure, the more you have to maintain at a time. •Penumbra: Conjure a cloud of black mist that incapacitates everyone in them, draining their energy until they faint. Requires a lot of power on the caster’s part, and prevents the casting of any other umbrakinetic spells. Limitations There must be enough light to cast visible natural shadows. Half-light is best. Firelight, moonlight, Shadowlight, etc. is ideal. It is easiest to work off of an existing “source” of shadows instead of conjuring them from scratch. Too much or too little light prevents constructs from forming. Cannot be performed without folds. Cannot be performed in Conscious form (except for Darkening/light absorbtion). Very limited during the day. Constructs fizzle under an overcast sky and are hard to maintain in sunlight (though not impossible). Mist, fog, and rain can refract ambient light, and make constructs fizzle. Cannot be performed in water, unless an individual also has an aptitude for water (like Nyx) A general limitation is that magic is generally exhausting after a while. Magic has a lot of potential sources, including the natural magic of Umbragard’s landscape and the power of the gods, but Shadows are always reliant on their own inherent power/life-force, which is “stored” in folds. They strengthen their internal power by feeding on humans (part of the reason Jasmine struggles with magic is because she doesn’t hunt as often). Astor is inherently powerful and hunts often, but he has weak constitution, so overexertion makes him ill. Most Shadows get fatigue and brain fog. (More akin to getting exhausted after exercising, as opposed to spending mana. Essence is like an energy drink.)
Illusion and Dream Magic
Dream magic is one of the most enigmatic and poorly-understood types of magic in Umbragard, though it can be superbly powerful when well-utilized. Aion is a dreaming plane; it is made of a mix of matter and what we call “dream-fabric,” making it uniquely “malleable.” A talented mage can literally shape the “fabric” of the world around them to suit their whims. Often, this takes the form of illusions —-- casting images and other sensory information that briefly changes the environment, but doesn’t permanently effect anything and eventually fades. Illusions must be actively maintained by the caster, so permanent illusions are extremely rare. Despite not being “real,” illusions are still extremely powerful and can mess with a person’s perception, making them effectively a waking dream. They can be used to disorient victims and even drive them mad in the worst cases, though they can also be used to delight an audience. Aion being what it is, the line between illusions and reality manipulation is relatively thin. Reality manipulation technically works the same way, but the difference is that it does not have to be maintained by the caster. Once the change is made, it’s made. Reality manipulation is much more dangerous because it is volatile and can’t be easily undone. The effects of it are also much more palpable, meaning that it can cause collateral damage in a way that illusions can’t. Few Shadows can do anything of this caliber, but it isn’t unheard of. Dream magic is significantly more common on the Chthonic plane, in which it is less dangerous. This is because the Underworld is more magical and therefore more “unstable” than Aion, but that also means that dream magic and reality manipulation are less likely to have devastating long-term effects.
Nightmares
Nightmares are a type of spirit that some Shadows have a partnership with. They appear to be living shadows that can manifest two-dimensionally on walls and in dark corners, or three-dimensionally as semi-tangible beasts. They usually take gargoyle-like forms. At first glance, they are indistinguishable from umbrakinetic constructs, except that they have glowing red eyes. They are otherwise featureless. They are sentient but do not have very complex minds, and most Shadows who have a connection with them use them as servants or bodyguards. A group of Nightmares is called a Horde. It is unknown exactly where Nightmares come from, but Shadows know that they are somehow connected to Zagreus, the Lord of Obscurus. Some believe that Zagreus spawns, conjures, or otherwise creates the Nightmares. Some believe that he forged a pact with Epiales, the Nightmare King. Zagreus has complete control over Nightmares, and he passed this ability to his daughter, Hecate, and his grandson, Astor. Nightmares feed off of fear. The most powerful ones can induce fear by their very presence, while others have to bite humans to cause petrifying fear. If a Nightmare jumps into your body, it will invade your mind with a terrifying or disturbing dream. They can also cause frightening visual and auditory hallucinations. Astor uses them to threaten or torment people, but he personally finds them cute.
Potion Ingredients (WIP)
Aconite: A powerful poison, used in transformation spells and invisibility potions (but only when boiled, as boiling makes the plant less/non-toxic). Can also be used in warding spells. A chthonic plant that can separate the spirit from the body. A charm of dried aconite in a bottle or pocket reliquary aids in shapeshifting. Alchemist’s Quicksilver: A cold, silvery liquid, also called azoth and argent vive. It’s completely distinct from mercury, although it looks similar. It has both destructive and healing properties, depending on how it’s used. Alkahest: A magical solvent developed by alchemists, supposedly by ritualistically transmuting water into argent vive. It can dissolve almost any substance. Amethyst: A purple variety of quartz. Used to cure hangovers and nightmares. Asphodel: A white flower planted on graves. Used for sleeping potions and forgetfulness potions. Also used in necromancy, to put the dead back. Bat milk: Bat’s wing/webbing: A type of plant whose translucent leaves resemble bat wings. No actual bats were harmed. Belladonna (deadly nightshade): Used as a talisman to cast dark and seductive glamours. Adds a quality of dark, corrupting beauty to beauty potions (as opposed to innocent ingenue beauty). Black Pearl: A small, round black berry that grows throughout Umbragard’s wilderness. Used to make a delicious wine. Blood: Human blood is a powerful magical reagent that contains the life force of a person, and creates a sympathetic link with that person wherever it’s used. Royal blood is particularly potent. It acts like a key. Bone Dust: The bones of the long-dead ground into powder. Used for necromantic rituals and spells, and as an offering to chthonic gods. Cinnamon Coalticus: An herb imported from the land of the vorax. Cypress chippings: used in any potion connected with the Underworld Demon’s Bane: An herb that demons are allergic to. Demon’s blood Demon horn Demon fang Dittany Dragon’s Bane: Dragon bone Dragon’s scale Dragon’s breath (used to light fire under cauldron): Elderflower Essence: Foxglove: Associated with fairies, the Underworld, and invisibility. Often presented as an offering to the Fey kings and queens. Goldenleaf: An herb with shiny golden leaves, used in various healing potions. Graveyard dirt: Soil taken from graves, used in necromantic rituals. Griffin’s pinion Henbane (black nightshade): Hellebore: Used in potions to cure madness. Ichor (Divine Blood): The blood of a god or goddess. An extremely powerful reagent, the exact properties of which depend on the god. (For example, some might grant enhanced strength, or prophetic abilities). Most kinds of divine blood can heal literally any injury, curse, or illness. Jewelfruit: A pink Hyperborean fruit. Lapis Lazuli: Vivid blue stone. Causes a stroke of inspiration when powdered and consumed. Lover’s Nightshade: Mandrake: Marrowroot: A pale root that resembles bone. Grows in the Swamp. Used to cast or break curses. Also cures diseases of the bones. Midnight’s Rose petals: The petals of a particular kind of large black rose, extremely rare in the wild but cultivated by Shadow gardeners. In the wild, it only grows around magical vortices. Mint Moly: A white flower that restores a person that has been transformed into something else and makes one immune to the effects of hypnotism or illusions. Moonapple: A silver apple that’s cultivated in Umbragard. Moonblood: Moondew: Moonhawk feathers: Used to open portals before Hecate’s keys. Moonhawks are extremely rare, so Hecate’s keys made portals much more accessible. Moonmeadow Grass: Long, pale grass that grows throughout the Moonlight Moors. Moonsong Lily: A pale white flower with phosphorescence that resembles corpse-light. They grow throughout the Moonlight Moors, and some are on the Plains of Fog. Moonstone: Moonwort: Morrowweed: Moth wings Mugwort: Used divination and psychic vision potions. Myrrh: Nightflower: Onyx: A black stone mined from the Onyx Mountains. Used in potions for courage and Ophion’s venom: Venom from the Ophion serpent, which is harmless to Shadows but induces mild euphoria and can be an aphrodisiac. The Ophion uses it to incapacitate its prey with euphoric feelings so that it can be digested. Owl feather: Used in concealment potions, night-vision potions, and wisdom potions. Phantasmagoria: A purple flower with hallucinogenic properties. Phoenix feather: The feather of a Night Phoenix creates an enduring purple flame that allows anyone to see in otherwise total darkness. Used in Deflagration Draft (if it appears in this book) Pomegranate: Poppy (opium): Raven feathers: Used in magic-strengthening and wisdom potions, as well as potions to induce prophetic visions. Raven’s claw: Rose: Rue: Sarbin horn Scarlet Everblossom: A red flower that blooms continuously all year round. Serpent’s skin: Shed snakeskin, used to increase tactile sensations and give one’s skin a “refreshed” look. Skin may peel after ingesting. Sigils: Sigils drawn on paper or on ingredients can be added to potions to add to their potency and improve their effectiveness. Some say that dropping a sigil in water would be enough, but that doesn’t often work. Silver Spiders Spider silk Spissus: A type of flower with thick, “fuzzy” blue petals that is often used as a thickener in potions. Starshard: The essence of stars, which is ground up and distilled. How exactly Hecate procures it, no one knows. Strix feathers: Used in love potions, transformation potions, and curses. Strix milk: Cures illnesses in Shadow babies. Umbral Stone: Rare black stones mined from the Onyx Mountains. Unicorn hair: Associated with beauty. Makes one’s hair more luxuriant when braided in. Used in beauty potions. Unicorn horn: An extremely powerful healing agent. Can cure most illnesses and nullify the effects of poison. Added to healing potions when powdered. Also purifies water when dipped or poured in. Valerian: A bitter herb used in sleeping potions. Can also substitute graveyard dirt when powdered. Vampire’s Delight: White and red flowers that hang from trees and drip a sticky red nectar that looks like blood. The nectar is very delicious and has magical properties. The plant itself is very rare. Vhast’s Antler: Wilderwort: Witch’s Tear: A small red teardrop-shaped flower, used to cure curses and other magical afflictions. Can be found in select spots in the Swamp. Wool of Bat: Bat fur. No bats were harmed. Wormwood: A bitter herb that induces hallucinations, used in sleeping potions, psychic vision potions, and creativity potions. Wolf’s tooth Wyrm venom Yew chippings: Used in necromantic rituals and potions. Potions: Aeolian Brew: A potion that is literally a storm in a cooking pot. Bat Tonic: [Beauty Potion]: Contains: hawthorn dew, unicorn hair, rose petals, daffodil petal (a single petal; more than one causes complete self-obsession and may make you completely immersed in your own reflection), diluted tincture of belladonna Black Draught: A syrupy healing potion, a “lesser” version of Bottled Night. Cures a lot of curses, but not The Affliction. Contains: Witch’s Tear, Wilderwort, raven feathers, Nightflower, onyx. Bottled Night: The cure for The Affliction, which caused Shadows to vomit bright orange or dark greenish sludge, go crazy, develop horrifying mutations, and then die. The potion is pure, clear, distilled Night, which returns their senses. Hecate invented it. Contains: Witch’s Tear, Umbral Stone, Nightflower, Starshard. Daylight Tonic: Tea made from goldenleaf, honey, and water infused with the light of the rising sun. Taken before bedtime to soothe a troubled mind or a broken heart. Sunlight can sometimes be healing, much like fire cauterizes a wound. Dream Mist: Big, puffy lavender clouds that, when you inhale them, send you into a deep, comforting sleep filled with sweet dreams. Elixir of Moonbeams: Contains: Unicorn horn, moonsong lily, moondew, moonstone. Mixed Venom: A party drink that is popular among Shadows. Contains: Ophion’s venom Moondrop: Necromancer’s Serum: Allows the drinker to speak with the dead. Must be stirred with a rod of human bone. Contains: yew chippings, graveyard dirt, Nightmare Mist: Dark purplish-black clouds that fill your mind with nightmares. Nocturnal Draught: A potion that bestows heightened sight, smell, and hearing upon the drinker, to more easily navigate after dark. Its side-effects involve extreme sensitivity to light. Contains: Owl pinion, serpent’s skin, Phantasmic Draught: A sleeping potion that induces vivid dreams. Contains: phantasmagoria petals, valerian, wormwood, amethyst chips (nullifies nightmares), poppy seeds, lavender (for taste), honey (for taste) Philtre of Dark Desire: Contains: Ophion’s venom, strawberries, powdered unicorn horn. Potion of Obscurity: A sort of invisibility potion that allows one to blend into dark shadows more easily. contains: belladonna [Standard Healing Potion]: Tincture of Valour: enhances one’s courage, releasing fear and self-doubt. Depending on it can cause dangerous overconfidence. Contains: cinnamon, dragon’s scale, Warrior’s Tonic: A potion that boosts one’s strength and stamina. Water of Lethe: A potion of forgetfulness. Contains: a tincture of asphodel, cypress chippings