Occlusion Shadowtides

The Occlusion

The agitation of the Shadow Plane surrounding the city is a sight to behold from the pathways beyond the city. Inky clouds of shadow and negative planar lightning form a dome of raging shade around the burning “crown” of the Radia. Most unlearned travelers assume it is a violent storm and move by the Occlusion’s borders. The morphic traits of the plane become deadly as creatures find their own forms invested by the quasireality of the plane destabilizing to the point that even Eternals and manifest Divinities struggle to muster the will required to remain coherent.

It is speculated that the Occlusion has three zones of response to the Radia similar to the near, middle, and far areas of the City but functionally only the area called the Fringe is survivable by beings without divine natures. The other theoretical layers of the Occlusion are called the Absence and Oblivion. Like the Radia, within the Occlusion there is a variation of intensity. A character who has taken time to study the Occlusion may make a DC 20 Knowledge (planes) to recognize its current intensity levels. Travelers attempting to use planeshifting magic to travel to the city are usually shunted into the Occlusion which counts as on-target for such effects.

Shadowtides are magical emissions that create effects randomly in areas bordering the edge of the Occlusion. They project the effects of various spells into open streets or unprotected buildings. Often time a closed door and some glowglass is all that is needed to prevent the shadowtides manifesting within a structure. But the streets of the far areas of the City can become quite dangerous during such an event.

The Danger of Instability

Both the Radia and Occlusion are highly sensitive to the general, psychic, and magical natures of the city. If the city or a particular district or even neighborhood is experiencing extreme unrest or a lack of balance (dominance by a single organization, invasion, etc) the intensity level of both Radia and Occlusion should increase. This can make shadowtides and Radia emissions particularly devastating and is the principle reason behind many of the stabilizing defenses.

The Shining Wood’s Shelter

For some reason, the strange trees of the Shining Wood seem to shelter it from the Radia unlike other far areas. Most sages attribute this to the tangency and high instance of portals to other lands, but others say that this is a symptom of a far more unusual truth: The flora there feeds on the Radia. This theory has proven hard to observe as that the trees seem to wither or collapse in a manner much like shadow conjuration when taken from the soil of the Shining Wood.

Some organizations have taken this to indicate a possibility of drawing on the powers of the Radia and Occlusion simultaneously to create stable reality manipulations. The Orbs of Wonder were likely such artifacts but their creation seems to have been limited to the wild magic of the era. So far most other experiments to actualize this have resulted in failure.


Table: Occlusion Dissolution—Intensity

GMs needing to reference current intensity of with the Occlusion should choose a level or roll on this table as desired.
d20 Intensity Level Effect
01–20 1
21–25 1 1st-level shadowtide in Farring neighborhoods other than Shining Woods
26–40 2
41–45 2 2nd-level shadowtide in far neighborhoods other than Shining Woods. 1st-level shadowtide in middle neighborhoods.
46–60 3
61–65 3 3rd-level shadowtide in far neighborhoods other than Shining Woods. 1st-level shadowtide in middle neighborhoods.
66–80 4 Critical failures on saving throws deal drain instead of damage.
81–85 4 4th-level shadowtide in far neighborhoods other than Shining Woods. 2nd-level shadowtide in middle neighborhoods.
86–95 5 Critical failures on saving throws deal drain instead of damage.
96–99 Legendary Effects are at GM’s discretion, all saving throws may be denied to non-Mythic/non-Divine characters.
00 GM’s choice

Table: Occlusion Dissolution—Effect

d100 Effect Description
01–10 Physical Erosion 2d6 Constitution damage per minute of exposure. Creatures must make a Will save DC 20+5 per Intensity Level to half this damage. Creatures who negate effects on successful saves still take 1 point of Constitution damage. At 0 Constitution, the creature dissolves completely and is untraceable by any means less than a wish spell. If a creature is immune to Constitution damage re-roll this result.
11–20 Physical Crystallization The creature suffers 2d6 Dexterity damage per minute of exposure. Creatures must make a Will save DC 20+5 per Intensity Level to half this damage. Creatures who negate effects on successful saves still take 1 point of Dexterity damage. At 0 Dexterity, the creature transforms completely into a non-magical statue of a Hardness of 0 and the same HP total. It cannot be restored by any means less than a wish spell. If a creature is immune to Dexterity damage re-roll this result.
21–30 Physical Liquefaction The creature suffers 2d6 Strength damage per minute of exposure. Creatures must make a Will save DC 20+5 per Intensity Level to half this damage. Creatures who negate effects on successful saves still take 1 point of Strength damage. At 0 Strength, the creature collapses completely into a non-magical fluid evaporating in 1d4 rounds and cannot be restored by any means less than a wish spell. If a creature is immune to Strength damage reroll this result.
31–40 Mental Erosion The creature suffers 2d6 Intelligence damage per minute of exposure. Creatures must make a Will save DC 20+5 per Intensity Level to half this damage. Creatures who negate effects on successful saves still take 1 point of Intelligence damage. At 0 Intelligence, the creature is replaced by an alien intelligence that is inimical to life and cannot be restored by any means less than a wish spell. If a creature is immune to Intelligence damage reroll this result.
41–50 Mental Crystallization The creature suffers 2d6 Wisdom damage per minute of exposure. Creatures must make a Will save DC 20+5 per Intensity Level to half this damage. Creatures who negate effects on successful saves still take 1 point of Wisdom damage. At 0 Wisdom, the creature collapses completely into catatonic state begins whisper describing events of other worlds touching Shadow and they cannot be restored by any means less than a wish spell. If a creature is immune to Wisdom damage reroll this result.
51–60 Mental Liquefaction 2d6 Charisma damage per minute of exposure. Creatures must make a Will save DC 20+5 per Intensity Level to half this damage. Creatures who negate effects on successful saves still take 1 point of Charisma damage. At 0 Charisma, the creature becomes a mindless marionette suggestable by any command and cannot be restored by any means less than a wish spell. If a creature is immune to Charisma damage reroll this result.
61–70 Physical Reconfiguration Creatures applies a racial modifier of 1d6-3 to all Physical Ability Scores and is subject to a reincarnation effect. They must make a DC 20+5 per intensity level Will save or lose all sense of self until subjected to a wish spell.
71–80 Mental Reconfiguration Creatures applies a racial modifier of 1d6-3 to all Mental Ability Scores and is randomly retrained into a class of the GMs choice. They must make a DC 20+5 per intensity level Will save or lose all sense of self until subjected to a wish spell.
81–95 Roll Twice ignoring rolls of more than 80.
95–99 Roll Three ignoring rolls of more than 80.
00 GM’s choice of strange or horrible fate.

Table: Occlusion—Shadowtide Effect

GMs needing to resolve shadowtide effects should reference the relevant spell (roll below) and level (as determined above) to determine the current effect possibilities. These shadow magic spells are referenced on the Seraph Spells page. GMs should feel free to alter results as to aid their stories.
d% Spell
01–10 false abjuration
11–40 false conjuration
41–50 false divination
51–70 false evocation
71–80 false necromancy
81–90 false transmutation
91–95 roll twice ignoring rolls higher than 90, both effects occur
96–99 roll three times twice ignoring rolls higher than 90, all effects occur
00 GM’s choice

City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
Get The City of 7 Seraphs
Get Spheres of Akasha
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.