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Comments: 7
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Rating: 3.2
Condition: Normal
ID: 5760


May 12, 2009, 8:23 pm

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Shadow Swill


Completely silent; jumping from Shadow to Shadow, he stalked his prey through the streets. Dawn would be coming soon, and he did not want to be caught within the enemy’s grasp.

Full Item Description
What you hold in your hand is essentially bottled darkness. That orb-like glass vial filled with the impenetrable black substance? That is Shadow Swill. 
Shadow Swill is a common item to find among a Shadow Caster’s personal items. It is made from leftover Shadow residue after the use of Shadow magic in item creation. A small amount, usually one vial, of Shadow can be captured after it is summoned and then stored for later use in other Shadow magic, as a weapon, or even to grant the powers of Shadowform.
The Three Prime uses for Shadow Swill
It can be used in the creation of Shadow items, much like summoning the Shadows yourself. It’s easier, but you require more of it. Think of it like recycling leftover magic instead of letting it go to waste.
You can also throw the vial as a weapon. When the Shadow Swill is released: It will fragment; and lunge at the nearest light sources in an attempt to smother them. It won’t have the best aim, and some stray fragments of Shadow are likely to cause Shadow Burns* on whatever they strike.
Or, if for some reason you can not perform the most basic of Shadow spells, and need to see in the darkness, you can attempt to "drink" some Shadow Swill. This is a dangerous task with some potentially severe side effects.
First of all, you need to open the flask directly into your mouth, and force the thick, choking, darkness into your body. If you manage not to spew it everywhere, you will undergo a change, and become more attuned to the Shadow. This will cause the whites of your eyes, your fingernail and toenails, and your veins, to turn pure black. You will only be able to exist in darkness. for the light will burn you away to nothing, but you will have a few potent abilities for roughly a hour. This form is know as your Shadowself, and can be useful if used wisely.
Shadowself Powers and Weaknesses
When in your Shadowself form, you have only a fraction of your previous senses and strength, everything appears hazy and incoherent. Vision is blurred and sound is scrambled. However, you will be able to meld into shadows and travel through them at incredible speeds. You can also inflict Shadow Burns with a touch and shape Shadow into simple solid objects like an advanced Shadowcaster. However, you cannot pass through a brightly lit area, and any light will slow you down and weaken you.

*Shadow Burns
A affliction similar to freezer burn caused by the stinging chill of pure Shadow. It appears on the skin as an inflamed black scar and causes a severe numbing sensation to travel through the body. The cure is simple, prolonged exposure to direct sunlight, but can be hard to obtain if the wound is suffered in a dungeon or at night. The numbing sensation can make it hard to use limbs or perform an action that require the sense of touch.

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Comments ( 7 )
Commenters gain extra XP from Author votes.

May 13, 2009, 0:06
I like the idea of paralyzing wounds that can easily be relieved in sunlight, but not in a dungeon or at night... That could be very fun.
Voted DrTurtlesse
May 13, 2009, 0:06
Only voted
May 13, 2009, 5:49
An okay item with some nice touches - wounds cured by sunbathing among them. :)

A natural thing to be around, where there is a strong conflict between Light and Dark. (And there is a Codex where it fits, too.)
Voted manfred
May 13, 2009, 5:49
Ack, forgotten a vote, too. :)
Voted Cheka Man
May 13, 2009, 12:56
Useful for ninja types.
Voted Scrasamax
May 15, 2009, 0:21
I have the itch to write my own version of this.

It has alot of potential.
Voted valadaar
May 21, 2009, 8:41
Pretty cool!

Link Backs


Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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