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Umbral

An element limited to the shadows but allows for control of those who cast them.

Novice (0 - 60)

At this tier, the ability to use Umbral magic heavily relies on there being a strong enough light source casting a dense enough shadow. Blue Bloods of this element cannot see in the dark. The range to which they can work with begins at 5 feet/1.5 meter.

lvl1

Level 1 (Requires 0 medals)

Shadow Manipulation – The ability to manipulate shadows by either enlarging or shrinking them as well slightly altering the direction of where they cast. (Must always be somewhat opposite of a light source)

lvl2

Level 2 (Requires 30 medals)

Dark Harvest – The ability to harvest darkness by pulling it from their sources. This essentially means taking a shadow away completely from another person or thing temporarily. There is little use for the harvested darkness at this early level. The shadows will return to their sources as soon as the user lets go.

Intermediate (60 - 140)

At this tier, the ability to use harvested shadows becomes increasingly stronger and somewhat tangible as the Blue Blood learns more control regarding their magic. Unlike before, they are now able to come up with multiple uses for their magic. The range of their magic now extends itself to 10 feet/3 meters.

lvl3

Level 3 (Requires 60 medals)

At this level in training, a Blue Blood of this element can advance upon their earlier mastery with dark harvest to not only steal shadows but make them tangible as well. Like a boomerang effect, a Blue Blood of this element can harvest one’s shadows and turn them into a somewhat tangible form of energy that can be released to strike back against a person as their shadow returns to them. 


Shadow Puppetry – Shadows at this level can further be manipulated in ways that allow Blue Bloods to change their shape and even enact certain imagery with them.

lvl4

Level 4 (Requires 100 medals)

Shadow Cloak – The ability to mask oneself in darkness becomes possible as Blue Bloods of this level learn to cloak themselves in existing shadows to appear invisible to the average eye. Typically, only other dark magic users or those with higher senses can see through this cloak. 

Advanced (140 - 240)

At this tier, Umbral magic extends itself to abilities beyond just interaction with the shadows themselves. It is through this tier that a connection between shadow and host can be made. The range to which they can work with is now extended to 15 feet/4.5 meters.

lvl5

Level 5 (Requires 140 medals)

Blue Bloods of this level gain the necessary mastery required to use their magic in a more tangible way than before. With their magic, they can form a connection between a shadow and their source. Through this connection, interferences made with the shadow can reflect onto the source


Shadow Interaction – Due to a connection made between the shadow and their source, physical effects directed towards them will impact the source. Examples being water poured onto a shadow will cause the source to become soaked or throwing rocks at the shadow will be felt through the source as well.

lvl6

Level 6 (Requires 190 medals)

Shadow Pinning – At this level, so long as a person has a clear shadow, an Umbral Blue Blood can immobilize them and prevent them from leaving their spot for a maximum of three minutes

Expert (240 - 360)

At this tier, spell-based magic relating to the dark arts comes into play as the Blue Blood grows capable of learning abilities outside the manipulation of solely shadows. The range to which they can work with is now extended to 20 feet/6 meters.

lvl7

Level 7 (Requires 240 medals)

Malefic Sight – As the Blue Blood accustoms themselves with darker magics, they can inflict an individual with a temporary curse that clouds their vision and turns their eyes a deep black. During the ten minutes that this curse lasts, the person afflicted cannot smell, hear, or see anything aside of a black void. (They can still feel their surroundings.)

lvl8

Level 8 (Requires 300 medals)

At this level in mastery, Blue Bloods can create minor illusions using their magic to play tricks on people, giving them a false sense of reality by giving physical forms to malefic energy that can move on their own (but cannot harm).

Master (360 - 500)

At this tier, the user's abilities will grow more complex. However as their magic covers new grounds, they remain undependable in the face of strong opposition. The range to which they can work with is now extended to 25 feet/7.5 meters.

lvl9

Level 9 (Requires 360 medals)

Shadow Marionette – Blue Bloods of this mastery can link their own shadow with another’s to control a person’s movements. However, this ability can easily backfire if the person they link themselves to is a dragon or someone that is more magically advanced than them. If it does backfire, the opposing person will be able to control the caster instead. This type of magic works for a mere two minutes before failing.

lvl10

Level 10 (Requires 500 medals)

Void – At this final level of mastery, Umbral Blue Bloods can use their magic to create pockets of darkness that extends to their max range. However, these pockets can easily come apart if a strong enough light source is present.

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