Comment devenir un shade ?

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Quelqu'un connaît il le rituel ou le sort pour devenir un shade ?
Je n'ai rien trouvé dans les suppléments Lords of darkness et Races of Faerûn.

Je me demande s'il y en aura dans l'extension.
Ce serait cool, mais cela m'étonnerait qu'on puisse en devenir un.
Techniquement (en termes de règles), il y aurait un moyen de transformer un personnage en Reflet (Shade) en se basant sur la méthode de transformation d'un personnage en ombre émancipée (shadow, emancipated spawn) (méthode décrite dans le manuel "Savage Species" de D&D3)... Mais franchement je trouverais cela un peu tiré par les cheveux dans la mesure où d'une part, il me semble un peu trop facile à réaliser à mon sens (Pour devenir une ombre émancipée, il suffit que le PJ soit tué par une ombre, et que les compagnons de ce PJ tue ensuite l'ombre pour que le défunt PJ, une fois "ressuscité" sous forme d'ombre, soit indépendant et non pas sous le contrôle de l'ombre "mère") ... Enfin... Facile à réaliser si le MJ est d'accord bien entendu . Et d'autre part, parce que les reflets sont désormais plus considérés comme une race à part entière dans les Royaumes Oubliés : ils sont le résultat d'une ville flottante humaine exposée pendant quelques millénaires aux influences du plan des ombres. Selon moi, la seule transformation possible en Reflet qui me semble logique serait de fait que l'individu concerné aille dans le plan des ombres, et y reste un ou deux milliers d'années (autant dire qu'il vaudrait mieux être un elfe bien jeune en y allant, ou tout autre humanoide avec un sacré stock de potions de rajeunissement mouahahaha )
Cher Solaufein, tu es mal informé, sache que le "shade" et que l'ombre du bestiaire monstrueux n'ont à rien à voir.
Tu peux regarder le bestiaire monstrueux à la fin du livre de Campagne des Royaumes Oubliés 3ème édition.
Sache que les shadovars ne sont pas tous des "shades", seuls quelques élus ont la chance d'être transformés en shade à leur majorité, 18 ans. (Infos tirés de Lords of darkness, ou de Races of faerûn). Ce n'est pas une question de temps.
La première question que j'ai posé concerne surtout le jdr papier.
La seconde concernant s'ils seront présent dans l'extension est du fait que leur cité se trouve dans l'Anauroch.
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La première question que j'ai posé concerne surtout le jdr papier.
La seconde concernant s'ils seront présent dans l'extension est du fait que leur cité se trouve dans l'Anauroch.
Pour la 1er question je fouille aussi de mon coté (avec RoF en moins et MoF en plus) mais je trouve rien de bien convainquant pour le moment.
Je serais tenté de dire que la "transformation" en shade se fait au contact de la shadow weave (traduction?) et avec la sélection des premiers dons qui y sont liés (Tenacious magic et consort) ou de la classe de prestige Shadow adept ... Une sorte de mini don de Shar quoi.
Hypothèse très personnelle inspirée entre autre par ça (site officiel)
Citation :
The People of Shade
The city is home to approximately 25,000 people, who are called the Shadovar. Most of the people of Shade are normal humans just like those that lived in Netheril thousands of years ago. They are mortal and descend from the original inhabitants of the city from centuries before. A handful -- only 500 or so -- have learned how to infuse their bodies with the energy of the Plane of Shadow, becoming the beings known as shades. These shades are the leaders of the city and the architects of their plans in the Faerûn.
En tout cas il est évident que jouer un shade est réservé a une campagne de très haut niveau ...

Pour la deuxième question il a été établi que SoU se déroulera dans les ruines d'anciennes villes Nether de l'Anauroch ... si ce n'est sûrement pas la cité des shades ( ) il est en tout cas vraisemblable que les shades seront présents (ou alors ils abusent chez bioware).

PS : bouh la honte saif y connais pas LA nouvelle organisation de d&d3 (avec le sang noir quand même)
Bon en vrac ce que j'ai trouvé..

Citation :
The main villains of the Return of the Archwizards trilogy by Troy Denning are the mysterious wizards of Shade. Dating back to the Empire of Netheril, the people of Shade were isolated in another dimension for 1,700 years and have only recently returned to Faerûn. While they were gone, the people of Shade learned the strange magic of shadow, and some of them -- the Shades -- have gained additional power by absorbing the power of shadow into their own bodies.

The History of the City
Back in the last days of Netheril, the flying city of Shade was ruled by a powerful wizard known as Lord Shadow, the man who discovered how to travel to other dimensions (or "planes of existence") and return safely with treasure and magic. One of these places was the Plane of Shadow, which is a strange realm of muted light and darkness inhabited with shadow creatures. While the other people of Netheril eventually welcomed his discovery as a source of slaves and a place to dispose of unwanted things, Lord Shadow saw it as much more than that. He loved the strange realm, its responsiveness to his magic, and the things he could learn from its strange energies. Over time he developed ways to transport more and more material to and from the Plane of Shadow, and he eventually completed a spell to send his entire city to the Plane of Shadow. Unknown to him, he saved his city from destruction, for the day after his city vanished, magic stopped working in Faerûn, causing all of Netheril's flying cities to plummet to the ground. When magic was restored on Faerûn, Lord Shadow transported his city back again, but they found nothing but ruins and the dead.

The people of Shade were horrified and cried for vengeance, assuming that their enemies the phaerimms (a bizarre subterranean race of spellcasting monsters) had caused this destruction. Lord Shadow grieved, but he knew that one flying city was no match for the might of the phaerimms, so he vowed that some day his city would return, avenge the Netherese, and recreate the old empire in its former glory. He then transported the city back to the Plane of Shadow, where (due to unforeseen circumstances) it remained for centuries. In the year 1,372 DR -- last summer -- the city once again returned to Faerûn.

The City of Shade
Like all of Netheril's flying cities, Shade was made from the severed top of a mountain. Lord Shadow carved it free and flipped it over. At the center of its flat surface is a powerful magic item called a mythallar that allows the city to fly and provides magical power to many of the city's magic items. The rest of the city is covered in large and small buildings like most large cities, except that very few places exist for housing large animals. Shade has no large roads suitable for wagon traffic, nor does it have any docks, for from the moment of its creation it was meant to be a flying city and never touched the ground. People had trade goods flown or teleported to and from the city by magic. The entire architecture is archaic and carefully maintained by the residents. Residents do not allow radical change, and much of the city's resources are dedicated to preserving the existing buildings rather than renovating them or building new ones in their place.

The People of Shade
The city is home to approximately 25,000 people, who are called the Shadovar. Most of the people of Shade are normal humans just like those that lived in Netheril thousands of years ago. They are mortal and descend from the original inhabitants of the city from centuries before. A handful -- only 500 or so -- have learned how to infuse their bodies with the energy of the Plane of Shadow, becoming the beings known as shades. These shades are the leaders of the city and the architects of their plans in the Faerûn. Shades in shadow or darkness are more powerful than normal humans. They can heal from mortal wounds, become invisible, see in absolute darkness, shrug off magical attacks, and live much longer than a human. The highest level of the Shade nobility is Lord Shadow himself and his twelve sons. These thirteen men, all shades, are very old and very powerful.

The Shadovar dress in the style of clothing worn in old Netheril, which is a courtly style emulating that of powerful wizards. They favor dark colors such as black, burgundy, charcoal gray, dark green, and midnight blue. Those who can afford it wear a great deal of jewelry. Their patron deity is Shar, the evil goddess of darkness and unrevealed secrets. The Shadovar feel that Shar, who was worshiped back in ancient Netheril, protected them during their long time in the Plane of Shadow. They also believe that the Shadovar will play some key role in her plans to plunge the world into eternal darkness. While their immediate plans are unknown, the Shadovars are making plans to make the world theirs again, and they have the power to accomplish their desires.
La bibliographie ou l'on peut trouver des renseignement à ce sujet
Return of the Archwizards
-The Summoning
-The Seige
-The Sorcerer

Chez WOC
-Netheril, the Archwizards and the return of Shade
-Shadovar, Shades and the City of Shade

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PS : bouh la honte saif y connais pas LA nouvelle organisation de d&d3 (avec le sang noir quand même)

même pas vrai ce qu'il dit le mONNNNsieur
Et cela aussi
Citation :
Netheril, the Archwizards, and the Return of Shade
By: Sean K Reynolds


The main villains of the Return of the Archwizards trilogy by Troy Denning are the mysterious wizards of Shade. These wizards have an ancient legacy in the world of the Forgotten Realms that dates back over five thousand years to the lost empire of Netheril, the greatest human empire ever seen on the face of the world. The story of Netheril is one of discovery, exploration, and terrible destruction. The people of Shade are survivors of Netheril who escaped the catastrophe that obliterated their civilization.

The First Age

Just over 5,200 years ago, the land that is now Anauroch was lush and green, with plains, forests, rivers, and lakes. Several fishing villages along one of these lakes chose to ally for mutual protection and called their new country Netheril. Eventually this young country drove off or eliminated its nearby enemies and turned to expanding its borders, which brought them into contact with elves. The elves taught the humans arcane magic, and the Netherese took to it with an amazing aptitude. Every citizen gained an education in magic and learned at least the basics of spellcasting. Those with a talent for magic, called arcanists, became a powerful political group second only to the nobility, surpassing even the priest class. The people of this time of early magic and learning called it the First Age of Netheril, but the peoples' education was only beginning.

The Nether Age

Three hundred years after the founding of Netheril, an adventurer now known only as Finder discovered the ruin of an older nonhumanoid civilization. Within the ruin he found one hundred scrolls made of flattened gold, each bearing keys to powerful magic, its learning, and its use. He bore these artifacts (which he named the nether scrolls for his homeland) back to Netheril and shared them with the arcanists there, who made their contents available to all citizens. Once again magical research skyrocketed -- this time beyond what most mortal creatures believed could be possible. This period, called the Nether Age, resulted in the creation of many new kinds of magic items and innovative spells. During this time, the Netherese made contact with the dwarven kingdom of Delzoun, and, after several years of negotiations, they developed a profitable and peaceful trade between them.

The Mythallar Era

Perhaps the greatest invention ever to come out of Netheril was the mythallar, a magic device that would forever change the way of life for all people of the empire of magic. First created eight hundred years after Netheril's founding, a mythallar was a brightly glowing crystal 150 feet in diameter that served as a magical battery, drawing huge amounts of power and sending it outward to a radius of one mile. Within this radius, other magic items could draw on the mythallar's power instead of having to tap into the source of magic directly, allowing the creators of these items to make them more quickly, efficiently, and cheaply. Suddenly these quasi-magical items (which did not function away from a mythallar) were as common as jewelry, and even the common people of Netheril had access to powerful and convenient magic that would make their lives easier. With less work to do, the Netherese turned to art and architecture to bring joy into their lives, creating flying sculptures of precious metals and strangely shaped beautiful buildings held up by the sheer power of magic itself.

The most important consequence of the creation of the mythallar was the flying city. The most powerful Netherese arcanists used magic to slice off a mountain peak, turn it over, and affix a mythallar to the center of its flat side, using the power of the mythallar to hold the mass of rock in the air. These arcanists then created buildings on these flying rocks, which became flying cities. Eventually one could see over a dozen of them in the sky, and on a flying city the arcanist that created it held absolute power. These flying cities, or enclaves, were the supreme manifestation of Netheril's power and glory.

The Silver Age

With the great cities darkening the skies, the most powerful Netherese arcanists -- the archwizards -- began to fear that they would eventually crowd themselves out of existence and decided that another wave of expansion was in order. Avoiding their sometime elven allies to the east and the constant battles with orc hordes to the north, they chose to expand westward into the lands of the "barbarian" humans who did not practice arcane magic. The Netherese created several well-guarded outposts along their border with the barbarians, which would allow them to spy on their neighbors and protect trade caravans in that area. Because these outposts were not near a mythallar, the arcanists found themselves forced to develop powerful magic items that would work outside the influence of a mythallar, and some of these powerful items still exist to this day. These outposts laid the foundation for what would be Netheril's greatest era

The Golden Age

Sixteen hundred years after Netheril's founding, enough arcanists were developing advanced magic that a new floating city lifted into the skies every year. On these cities, the common people eventually had less and less say in their government and were taxed and forced to work on projects to further the experiments of the city's archwizard founder. Some archwizards used their cities as staging grounds against old rivals or even as forays into other dimensions ("planes of existence"). Everything on a floating city became secondary to its archwizard's quest for knowledge and power, and dozens of enclaves wandered the skies above Netheril's loose borders.

During the Golden Age, the Netherese began to take an interest in their land-dwelling neighbors. They taught arcane magic to barbarian tribes, helped tribes fight against orc hordes, and did other similar activities of benign intent. Unfortunately many of these plans backfired, with rival tribes attacking their magic-using neighbors and arcanists slaughtered at the hands of devious orc tribes. Meanwhile, many interpersonal conflicts between rival archwizards and acts of rebellion by the common people of Netheril, as well as many arcanists delving into necromancy to preserve their existence by becoming undead creatures, signaled the end of this age and the start of the last.

The Shadowed Age

The landmark event of the last age of Netheril was the birth of Karsus about 3,100 years after the nation's founding. A magically precocious child, he instinctively cast his first spell at the age of two, and at age 22 became the youngest arcanist to ever create his own floating city. Gifted with magic, but lacking the necessary discipline that comes with hard work and research, he founded a school of magic on his enclave and encouraged the attendance of radical thinkers and those interested in taboo projects. One of his students, now known only as Lord Shadow, wrote a treatise on the exploration and exploitation of other planes, such as the Plane of Shadow, which garnered initial criticism but was eventually embraced as the key to an infinite source of shadow-creatures as slave laborers as well as a dumping ground for unwanted garbage.

One non-arcanist earned a name for himself during this time: Olostin, an outcast and sympathizer with the downtrodden nonhumans that were the constant targets of Netherese battles and magical experimentation. It was Olostin who first encountered the strange underground magic creatures known as the phaerimms. In his first meeting with the strange, toothy, four-armed creatures, he was told that some magic on the surface was killing phaerimm young and causing the infirm to die before their time. Olostin advised of the wasteful and decadent magic of Netheril. In gratitude for the information, the creature gave him a powerful magic item and told him of a fortress where he would be safe from Netheril's influence. Olostin eventually gathered followers and earned a reputation as a ruthless murderer of Netherese, having killed over twenty-eight thousand beings in his lifetime. A powerful arcanist eventually killed him, but the information Olostin gave the phaerimm had planted the seeds for Netheril's fall.

The phaerimm developed powerful spells to drain magic from the surface, hoping to cut off the source of Netherese power. Unfortunately, the spells also drained life energy from the surface, creating places of barren wasteland. The Netherese avoided the barrens by moving their flying cities, but as the damage followed the enclaves, they realized something unnatural was afoot. The phaerimms' magic also interfered with the functions of mythallars, causing quasi-magical items to fail but (fortunately) still keeping the enclaves aloft. The arcanists tried to battle the phaerimms, but they had difficulty tracking them with magic and could not discern the location of their underground lairs. As more magical effects in the enclaves began to fail, many archwizards left for other parts of the world, some founding normal cities on the ground and others going into hiding. The common folk panicked as more arcanists and archwizards left, and Karsus feared that a revolt would destroy his people.

Shouldering the responsibility for preserving his civilization, Karsus finished creating a spell he had been developing for years. This spell would steal the power of a deity and transfer it to the archwizard that cast it. Karsus believed that with the power of a deity at his disposal, he could destroy the phaerimms and unite his people. Karsus cast the spell in the 3,520th year of Netheril (just over 1,700 years ago) and chose Mystryl, the goddess of magic, as his target, feeling that she was the most powerful deity and the most appropriate choice for his purposes. His spell worked all too well, and Karsus gained the powers over all magic.

Unfortunately, his choice was a terrible mistake, for one of the responsibilities of the deity of magic was to regulate the flow of magic to and from all beings, spells, and magic items in the world. Lacking the experience to do so properly, magic surged and fluctuated. With her last remaining bit of power, Mystryl sacrificed herself to block Karsus's access to the weave, causing all magic to fail. The flying cities of Netheril plummeted to the earth. The severing of the link also killed Karsus and transformed him into stone, and the last thing he saw was his entire civilization being destroyed because of his actions.

Mystryl's sacrifice saved magic from being completely destroyed, and she was reborn a few moments later as Mystra, a new deity. Her rebirth caused magic to function again, and the three highest-flying cities of Netheril landed safely on the ground. Mystra changed the laws of magic so that such terrible spells could never be worked again. Netheril was destroyed, its lands were now a desert, and its people found themselves forced to relearn how to use magic. Eventually the expanding desert swallowed even the three surviving cities, ending Netheril's legacy. Or so it was thought.

The City of Shade

Lord Shadow saw the Plane of Shadow as more than a source of slaves and a place to dispose of unwanted things. He loved the strange realm of muted light and darkness, its responsiveness to his magic, and the things he could learn from its strange energies. Over time he developed ways to transport more and more material to and from the Plane of Shadow, and he was preparing to test an experiment where he would transport his entire enclave to there and back. A few days before Karsus's doomed spell, he informed the residents of his enclave that they should prepare for the experiment. He cast his spell on the eve of Karsus's casting, and he was pleased to find that his city and its inhabitants suffered no ill effects from the trip. He was surprised to find that he could not transport them back immediately. (Unknown to him, the goddess of magic had died and was reworking the laws of magic at the time, which left interdimensional transport ineffective.) When they did return several weeks later, they found nothing but ruins and the dead.

The people of Shade were horrified and cried for vengeance, assuming that the phaerimms had caused this destruction. Lord Shadow grieved, but he knew that one flying city was no match for the might of the phaerimms, so he vowed that some day his city would return, avenge the Netherese, and recreate the old empire in its former glory. He then transported the city back to the Plane of Shadow, where (due to unforeseen circumstances) it remained for centuries and returned only recently.

Most of the people of Shade are normal humans just like those who lived in Netheril thousands of years ago. They are mortal and are the descendants of the original inhabitants of the city from centuries before. A handful -- only five hundred or so -- have learned how to infuse their bodies with the energy of the Plane of Shadow, becoming the beings known as shades. These shades are the leaders of the city and the architects of their plans in the Forgotten Realms. Shades in shadow or darkness are more powerful than normal humans and can heal from mortal wounds, become invisible, see in absolute darkness, and shrug off magical attacks. The people of Shade are planning to make the world theirs again, and they have the power to accomplish their desires.
EDIT// LES TRADUCTIONS SONT POUR PLUS TARD LA J'AI PAS LE TEMPS
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Je connais ces articles et ils n'apporteront pas la réponse que je cherche.
Bah désoler

Mais bon c'est tout de même intéressant..
Sinon essayes de procurer les livres cités
Rholalalala, la question...

Bon, avant de partir en vacance pour une période prolongée dans le demi-plan de l'Ombre, les reflets étaient complètement normaux. Donc logiquement, la transformation de certains doit être en relation avec la magie du demi-plan.

L'autre possibilité (comme on se farcit à la fois la toile d'ombre et à la fois les reflets, du moins moi je n'ai pas souvenir de ça avant D&D 3), est qu'ils ont un rituel sympathique qui leur permet de se lier à la toile d'ombre pour en obtenir une partie des pouvoirs (comme ça doit faire assez mal, seuls certains peuvent sans doute résister au processus).

Voila pour mes hypothèses sans ouvrir de bouquins (pour celles avec ouverture de bouquin, faudra attendre).

Ce genre de question est plutot du style "Le MD fait comme il veut". C'est comme si je demandais qui est Maître Tigre (voir le supplément sur les ninjas pour les aventures orientales D&D 3). Mais au fait, qui est Maître Tigre ?
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Voila pour mes hypothèses sans ouvrir de bouquins (pour celles avec ouverture de bouquin, faudra attendre).
Je rejoint plutôt ta première idée.
D'autant plus que les Shades font tous plus ou moins partie de l'élite de la ville ... hors dans l'ancienne nether, l'élite c'est essentiellement des arcanistes (mages/sorciers) et le moindre shadovar de haut rang sait lancer des sorts de niveau 0.
Une chose est sure c'est que dans d&d3 aucune réponse n'a été donnée.
Par contre sur les forums un fan a donné cet extrait de Dragon Mag (213)
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"Only a single classed human or demihuman of at least 10th level may become a Shade. A dual-classed or multi-classed character can never become a Shade. A Shade can continue to advance in it's class, but cannot change to any other class under any circumstances..." (A Shade seen in the FRCS seems to indicate this multiclass rule no longer applies.)

"Knowledge of the rare and reclusive Shades is kept secret by the few residents of the Prime Material Worlds who know of their existance..."

"Infusion of gloomy shadowstuff often changes the alignment of a Shade.(generally geared toward neutral and/or evil) Because of this, only 10% of all Shades ever encountered will be of good alignment, 50% will be neutral, and the remaining 40% will be evil. Only a Wish spell can prevent this change..."(This seems to have changed also, as now Shades cannot be any good alignment)

"A Shade may be created in one of two ways. One is the use of the new 9th level wizard spell Create Shade detailed below. The other is alluded to in the Players Handbook, under the ninth level wizard spell Energy Drain, page 194 - A wizard who has his constituiton score reduced to 0 by multiple castings of Energy Drain dies and is 'reborn' as a Wizard-Shade. A Shade created in this manner is immediatly undergoes an alignment change to neutral evil, due to an imbalance caused by tapping the Negative Energy Plane..." (evidence so far suggests this second process no longer works in 3e)

Here is the spell:

Create Shade (Alteration)
Level: 9 Components: V,S,M
Range: Special Casting Time: 1 day
Duration: Permanent Save: None
Area of Effect: 1 creature

"This spell infuses one being with shadowstuff from the Plane of Shadow and transforms him into a Shade. The subject of this spell must be a single classed human or demihuman, (psionicist, priest, thief, warrior, or wizard only) of at least 10th level.
The casting of this spell is a long, delicate, and highly complex procedure. The caster and recipient must not be disturbed at all, or else the spell will fail. The caster must additionally cast Shadow Walk, Lorloveim's Shadowy Transformation, Gate, and Premanency on the subject for the transformation to succeed.
Upon completion of all the castings, the subject must roll a system shock roll. A 25% bonus my be added to this roll if this spell is cast on the Plane of Shadow. A percentile roll less than or equal to the survival chance indictates the subject has been successfully transformed into a Shade. Failure means the subject dissolves away into shadow--lost forever. Any attempt (even a by a Wish ) to return the subject to normal will automatically fail.
It is possible for a character to have his alignment changed by this spell. Roll 1d10 for any changes: 1, alignment stays the same; 2-4, alignment moves one step toward true neutral; 5-7, alignment moves one step toward evil; 8-9, becomes true neutral; 10, becomes neutral evil. A Wish spell may be used to prevent any change in alignment.(seems to have changed in 3e) After the spell is cast, the caster loses 1d6 Constitution points and loses consciousness for 1d8 days, also aging 5 years if a Wish spell was used to prevent alignment change.
If not for the fact that this spell is dangerous to both the caster and the recipient, Shades might be more numerous. Only a free-willed wizard can cast this spell successfully. The material components for this spell are 10,000 gp worth of powdered onyx, 10,000 gp worth of powdered diamond, and an Amulet of the Planes. The powdered onyx and diamond are consumed during the casting of the spell, and the Amulet of the Planes is used to draw forth the necessary of shadowstuff and planar energy from the Plane of Shadow and the Positive and Negative Energy Planes, respectively."
Beaucoup de choses semble avoir changer notamment les restriction de classe et niveau (voir l'exemple en fin de FRCS).
Mais ça fait une base ...
J'ai trouvé ce post, j'allais le posté mais comme tu l'a posté avant cher Darkmore.

Extrait de mon bouquin Lords of Darkness :
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As for those not born Shadovar, the ruling class considers them fit only for servitude and conquest. The only exception is Faerûnian natives whom the arcanists have identified as posessing substantial Netherese ancestry. Telamont has authorized Prince Aglarel to seek out and capture those precious feuw in whose veins the ancient blood of Netheril yet flows. The Prince arranges for the secret abduction of these individuals, bringing them to the City of Shade where they can be examined abd studied in order tod etermine whether they are worthy for induction.
Donc il n'est pas obligé d'être natif de la cité.

Je ne sais pas si cet article peut être pris pour officiel. A t il été écrit par Ed Greenwood ? Je pense qu'il y a des problèmes de validité au niveau de ce sort.

"Wish" ne fait plus vieillir, il me semble dans la 3ème édition. Peut on considérer qu'il peut toujours empêcher le changement d'alignement.

Je connais le sort "Lorloveim's Shadowy Transformation" par la 2ème édition dans le recueil de magie. Quelqu'un l'a t il trouvé dans un des bouquins de la 3ème édition. Si oui, indiquez moi lequel.

Dans Races of Faerûn, il est dit :
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Shadovars do not create shades from characters who are than less 5th level.
Il y a donc un problème quand le sort dit 10ème niv minimum aussi car dans Lords of Darkness :
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Typical Shadovar Captain : NE Shade Ftr 5 / Sor 3.
Shadow adept (NE shade Wiz 5 / Sha 2)
Cleric (NE shade Clrc 5 of Shar)
Captain (NE shade Ftr 5)
Arcanist (NE shade Wiz 5)
Ici on n'a pas donc les 10 niv nécessaires mais apparemment 5 niv sont nécessaires.

Autres infos tirés d'un post sur WOTC d'après un roman :
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Did any one read Realms of Shadow? Salvatore wrote a really nice story in there about Artemis Entreri and Jarlaxle Baenre going to stale this artifact from this guy to give it to this pub-keep. The guy they end-up robbing is a Shade that set them up, so he could get Charon's Claw back--see the Shade was the sword original owner,there for Charon's Claw is a Netherese aftifact. Well, to make a short story even shorter, Entreri ended up using his vampiric-dagger to suck the life force from the Shade and sending to Entreri, he become dizzy and collapsed Jarlaxle propuced a mirror, and informed Entreri of the slit difference in his skin color. All Entreri did was stab someone to became a Shade. And this was writed be R. A. Salvatore.
Ce serait un autre moyen peut être pour devenir un shade en volant la force vitale d'un autre shade et en l'aspirant pour soi.
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Ce serait un autre moyen peut être pour devenir un shade en volant la force vitale d'un autre shade et en l'aspirant pour soi.
C'est l'histoire de la poule qui fait l'oeuf ou de l'oeuf qui fait la poule car il faut bien un Shade "originel" non ?
Les shadovars utilisent peut être quelque chose d'équivalent en "vampirisant" un extérieur du plan de l'ombre ??


PS : Pas de Lorloveim's Shadowy Transformation dans Magic of Faerun.
Tu fais référence à ce passage ?

Not all Shadovars are shades. The princes of Shade decide who is to be given such a blessing, and they are stingy with their favors, careful to only empower those who are sure to be loyal to them and their causes. Prospective candidates are stringently tested for ability, loyalty, and resourcefulness.

A vi, et aussi :

Human Shodovars are never made into shades until after they have reached the age of majority. They are no such things as young shades, and shades who marry produce normal offspring.
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