Force Power Shadow Magick

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Shadow Magick


CATEGORY
Site Lore

ALIGNMENT
Dark Side of the Force
CONCENTRATION
Variable

STAMINA DRAIN
Variable


DESCRIPTION
Shadow Magick was a dark art harnessing the ichor of the galaxy, wherein its users could possess strange abilities bound with the dark side of the Force. But unlike the dark side, tainting and corruption is few and far between, allowing its users to maintain a sense of self. Shadow magicks appear as a visible, green mist. Virtually all abilities retain this distinct color.

Shadow magick is most famous for being used by the witches of Dathomir. Though other cults such as Shapers of Kro Var and smaller sects have been known to use these technique as well, the Nightsisters claimed that Dathomir was the bridge between the world of the spirits and the world of the physical. For this reason, it is claimed that magicks are more potent when practiced on Dathomir, though they can still be practiced anywhere in the galaxy.

There is a wide range of abilities with the arcane magick. Some require rudimentary instruction or experimentation to understand, others demand extreme discipline and sacrifice. But depending on the strength, cunning and will of the individual, they are all within reach. Although not exhaustive, the most notable abilities are listed below:
  • Concussion Bolt: Appearing as a small, cloud-like ball of green ichor, concussion bolts can be cast through the air to strike a target. Capable of cracking a large stone, sending a target flying backward through the air, and/or producing localized burns, they are only good for short to medium range. They are capable of being deflected with the Force or severed/blocked with a lightsaber.
  • Lightning: Much like dark side Force lightning but with its trademark hue of green, this particular talent is among the most basic to learn. As the practitioner develops however, so does the strength and range of the lightning.
  • Levitation: While another common ability related with the Force, it is far more common among the Nightsisters to employ. This is often to the point of feeling natural or merged with other forms of magick, such as Force lightning or barriers, but only for more experienced users.
  • Blood Trail: A technique developed by the Nightsisters, a witch could taint their own blood upon a target and track them via the Force. When the trail was set, the blood could not be removed. Be that as it may, the victim will be able to note when being trailed by a feeling of acidity with the blood. In the event that a Nightsister could acquire the blood of her target, they could mix it with their own to also create a connection between the pair of individuals.
  • Invisibility: Cloaking with magick is functionally quite similar to the more traditional Force Cloak ability. However, with magick, larger objects or even a small ship could be cloaked. Accomplishing this requires complete, unbroken concentration and is not infallible. If close enough to the object or person, it can still be seen. The larger the object, the further away it can be seen.
  • Physical Enhancement: A Nightsister can imbue the ichor of Dathomir into a chosen individual to make them faster, stronger and physically superior than their former self. However, enhancement can intensify aggression, in some cases tipping the scales from brains to brawn.
  • Mind Manipulation: Warping or repairing broken minds is a gift applied only by experienced practitioners of the arcane magick. Removing traumatic memories or mental instability due to torture, physically or inflicted by the mind attacks, are examples of its application. But beware, shaping a mind to one’s will without care can turn it into worthless mesh. This is difficult and a lengthy task to accomplish.
  • Voodoo: Mystical and dangerous, an experienced witch can create a figurine of a specific target by a concoction from ichor and the victims DNA (most commonly a lock of hair or vial of blood). With it, the user can torment or even kill the victim in question, albeit slowly. The deed can only be done with the practitioner on Dathomir, where the ichor is at its strongest. (Espionage plot is required for use on PCs)
  • Teleportation: The act of becoming incorporeal and transporting oneself from one position to another is a skill reserved for the most seasoned of witches. Still, even the most qualified can only teleport at short distances. The ability alone demands one’s utmost focus, else they risk serious injury or death.
  • Divination: A mysterious art, an applicant can either see shards of the future, long hidden locations or the answers to their most dire questions. Two individuals must fill a pair of ritual goblets and partake of the Dathomir ichor. Spirits of the Nightsisters then conjoin both participants to reveal their desires. However, the cost is steep and often too great (rules for metagaming still apply, depending on information looking to be gained, approval and/or espionage plot may be required).
  • Metamorphosis: This particular talent can reshape an individual into another creature or species of their choosing through the use of a transformation talisman, achieved through a special ritual. What entity the user shifts into can only be of similar size and does not inherit the species’ characteristics.
  • Conjuring: Out of thin air, a magick user can summon a weapon or blade that can stand toe to toe with even a lightsaber.
  • Necromancy: The darkest of the arcane magicks, a practitioner can resurrect the dead and compel them to heed their every word. Still, those resurrected are nothing but mindless zombies.

INTENT
This is a guideline and should not be used for rule lawyering. It also may be subject to further regulation if it is being abused. This is based on the site's prior article on magick, but altered to comply with the various new rules and posted for the existence of a new TL.
 
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