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Shadow Step

A psychic discipline developed by the Night Speakers, treating darkness not as absence but as gateway. Practitioners don’t move through space — they step into shadow, pass through the Night’s domain, and emerge elsewhere. This discipline requires shadow or darkness at the point of departure. In bright, shadowless environments, these powers fail entirely.

Level 1: Shadow Sidestep

Duration: Instant Description: The psychic steps into shadow and emerges at a visible location within 10 meters. The departure point must be in dim light or darker. The destination can be anywhere visible — the psychic carries their own shadow with them.

Mechanics: Teleport 10m. Origin must be in shadow. 5kg carried. Upcast: Add 10m range per level.

Level 2: Umbral Reach

Duration: Instant Description: The psychic’s range extends to 30 meters, and they learn to arrive at shadows they cannot directly see but know exist — behind a door, around a corner, in a room they’ve previously visited. Knowledge is the key: the psychic must have reason to believe shadow exists at the destination.

Mechanics: Teleport 30m. Can target known shadows without line of sight. 10kg carried. Upcast: Add 20m range per level.

Level 3: Phase Through Dark

Duration: Instant Description: The psychic can pass through solid barriers — walls, doors, floors — provided shadow exists at both departure and arrival. They briefly phase through the Night’s domain, experiencing a moment of cold void between points. Barriers up to 5 meters thick can be traversed.

Mechanics: Teleport 50m through solid barriers. Shadow required at both ends. 20kg carried. Upcast: Add 20m range and 2m thickness per level.

Level 4: Shadow Grasp

Duration: Instant Description: The psychic reaches through shadow to pull another creature to them. Unwilling targets must be Marked by Night Voice; they may save to resist. Willing creatures in shadow require no Mark. The target appears adjacent to the psychic, disoriented by the passage.

Mechanics: Pull one creature within 30m to adjacent space. Marked unwilling targets: Mental save to resist. Willing targets in shadow: no save, no Mark required. Upcast: Add one additional target per level. All unwilling targets must be Marked.

Level 5: Shade Projection

Duration: Concentration, up to 10 minutes Description: The psychic projects their shade — a visible, intangible silhouette of themselves — to a location within 50 meters. The shade cannot act but the psychic perceives through it. At any point during the duration, the psychic may teleport to the shade’s location from any range; the shade vanishes upon arrival. Enemies who see the shade coming can prepare.

Mechanics: Project shade 50m. Perceive through shade. Teleport to shade as action (any range). Shade dispersed by bright light or psychic attack. Upcast: Project one additional shade per level, or shade persists after teleporting.

Level 6: Shadow Anchor

Duration: Permanent Description: Through an hour-long ritual performed in darkness, the psychic creates a permanent anchor — a shadow bound to their psychic signature. The psychic can sense the status of their anchors from any distance. Anchors persist until deliberately released, destroyed by sustained light, or disrupted by significant structural damage.

Mechanics: 1 hour ritual. Permanent anchor. Sense anchor status at any distance. Upcast: Reduce ritual time by 10 minutes per level (minimum 10 minutes).

Level 7: Night’s Passage

Duration: Instant Description: The psychic steps into shadow and emerges at any of their anchors, regardless of distance — across a city, a continent, a star system. They may bring willing passengers who maintain contact. The journey passes through darkness absolute; travelers experience whispers, the sensation of vast attention, glimpses of things half-seen. Extended or frequent use of Night’s Passage draws the Night’s notice. What that means is not fully understood.

Mechanics: Teleport to any anchor, unlimited range. Up to 8 willing passengers. The Night is aware. Upcast: Additional passengers, or “quiet” passage that draws less attention.

Design Notes

Shadow Step synergizes with Night Voice:

  • Veil of Midnight (NV3) creates darkness for Shadow Step departure
  • Mark of Night (NV1) enables offensive use of Shadow Grasp
  • Communion (NV6) may negotiate safe passage for ambitious journeys

The discipline rewards preparation (scouting, anchoring) over improvisation. A Night Speaker who has done the work can move with terrifying precision. One caught in bright, unfamiliar territory is merely a psychic.