[1] Self only. [2] Divination through examination of rising smoke. Similar enough to pyromancy for our purposes, except it must be cast where the air is still. Positive lighting modifiers do not apply but negative modifiers do. Shadow mages are very rare. Shadow-aspected celestial "magery" is an inborn trait; it evinces itself during adolescence. Shadow mages do not study magic; new powers appear pretty much at random. (I.E., GM's decision.) The shadow mage improves his skills through practice and meditating in deep shadow. Shadow magic is affected by lighting. In general, shadow mages are at their strongest when they are in or near deep shadows. Flat dark is almost as bad as flat brightness. Very bright, no shadows (noon on a featureless plain): -4 Very dark, no patches of light (overcast night): -3 Bright, not in shadow (typical daylight): -2 Bright, in weak shadow (under sparse foliage): -1 Bright, near deep shadow: +0 Starry or archlit night: +0 Overcast day: +0 In deep shadow: +1 In deep shadow in chaotic field (Badlands at noon): +2 Indoor lighting, day: +0 Night, candlelight or fire: +1 Night, deliberately constructed chaotic field: +2 As can be seen from this table, shadow magic is the most eccentric of the celestial magics. Shadow mages construct their lairs to maximize the amount of sharp boundaries between light and dark. Such a deliberately constructed chaotic field is very disorienting to any but a creature of shadow. Character design: It costs 10 points for one level of Shadow Magery, 20 points for two, and 30 points for three. For an additional five points, the character may learn clerical magic. Clerical investment et al is extra. No shadow mage has ever been known to be a cleric.