SHADE

FREQUENCY: Very rare (rare)
FREQUENCY: Uncommon ([Dungeon Level VIII])
FREQUENCY: Uncommon ([Dungeon Level IX])

FREQUENCY: Very rare ([Cold Civilized Mountains], [Cold Civilized Swamp])
FREQUENCY: Very rare ([Cold Civilized Plains], [Cold Civilized Desert])
FREQUENCY: Very rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Very rare ([Cold Wilderness Desert])
FREQUENCY: Very rare ([Temperate Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Very rare ([Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperature Wilderness Swamp])
FREQUENCY: Very rare ([Temperature Wilderness Plains], [Temperature Wilderness Desert]
FREQUENCY: Very rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY: Very rare ([Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp],
FREQUENCY: Very rare ([Tropical Wilderness Plains], [Tropical Wilderness Desert])

NO. APPEARING: Typically 1-2
ARMOR CLASS: As original creature
MOVE: As original creature
HIT DICE: As original class and level
% IN LAIR: Variable
TREASURE TYPE: Variable
NO. OF ATTACKS: As original class and level
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Variable (see below)
INTELLIGENCE: Low to genius
ALIGNMENT: Any (except good)
SIZE: As original creature
PSIONIC ABILITY: As original creature
    Attack/Defense Modes: As original creature
LEVEL/X.P. VALUE: Variable



All knowledgeable authorities agree that shades are,
or were,
normal humans <> who
through arcane magic || dark science
have traded their souls || spirits for the essence of shadowstuff.
While still retaining the shape and abilities of their original species,
they have grown in power by joining with this shadowstuff.
The true native shade is unknown,
and no one knows if shades are connected with the shadow (q.v.), <>
or some substance from The Plane of Shadow. <1>

Any human or demihuman,
if the formula is rediscovered,
can become a shade. <2>
Dwarves, elves, gnomes, half-elves, halflings, humans, and an occasional half-orc,
are known to have forsaken goodness for the dark lure of shadowstuff.
Becoming a shade does not alter species limitations of ability,
class,
or level (except as noted hereafter).
The stuff of shadow most certainly prolongs the life of shades,
for unless they meet with an accident or are killed,
they are undying.
Disease has no effect on them once they enter shadow,
and they may regrow lost body parts lost in combat (save the head) in 1-4 weeks.
This unnatural vitality also manifests itself in the regeneration of HP,
allowing them to regain them at 1 HP per turn.

Because of changing light on the PMP,
shades live in The Plane of Shadow whenever possible (where they are rare).
They do not leave that plane unless sufficiently motivated,
such as by treasure,
enforced servitude,
revenge,
etc.

Shades wield great power in shadows,
but as shadows diminish,
whether from increase in light or darkness,
so to wanes the power of these shadow-beings.
The exact power of a shade in varying light conditions is detailed below:
 
Light Conditions Ability Scores Magic Resistance Hit Points Special Abilities
Bright light; sunlight -2 Standard; saves at -4 -2 per die None
Average light -1 5% per level -1 per die None
Twilight Normal 5% per level Normal Shadow walk
Shadowy light +2 5% per level +1 per die Shadow walk; shadow images
Night/dark +1 5% per level Normal Shadow walk
Complete darkness Normal Standard Normal None

<shadow walk is incorrectly hyphenated in the text : corrected above>
<some work could be done on the shading, above, and throughout the page>

Light Conditions: A shade's power varies according to the amount of shadow available.
They are most vulnerable in cases of total light and total darkness.

Ability Scores: Light affects the ability scores of the shade.
Bonuses will exceed normal species maximums with the exception of strength.
Each +1 adds 10% to 18 [strength],
and STR scores over 18/00 are treated as 19 strength.    <make link>
Penalties lower STR by a full point.
    (an 18/00 strength drops to 17 at -1 and 16 at -2) <alt punctuation>

Magic Resistance: Check the basic ability of the shade to resist spells vs. the light conditions.
Magic resistance of a shade will never exceed 60%.
    (a 13th-level shade [fighter] in twilight <make link> will have a 60% magic resistance, not 65%) <alt punctuation>

Hit Points: Penalties and bonuses are per hit die.
No hit die may be less than 1 point.

Special Abilities: All shades have the following special spell-like abilities,
depending on local light conditions.

Shadow-walk: This is the ability to gather shadows around itself and use them to transport itself to [The Plane of Shadow].
    The transport requires 1 full round. <link to shadow walk spell>

Shadow images: This is the ability to form exact duplicates of itself out of shadow and cause the duplicates to act as if they were living entities.
    A shade can create 2-5 shadow images and can control their actions as long as they remain within 30 feet of their creator.
    They may only be dispelled by altering the lighting conditions around the shade.
    Note that shadow images have no material substance (so they do no damage in their attacks),
    and the shade must draw from surrounding shadow to create them.

Other Abilities: All shades may hide in shadows in conditions of twilight,
shadowy light,
and night/dark.
They hide as a [thief] of the same level. <or, make a direct link to the table>
Shades with thieving ability gain 2% per level in shadowy conditions,
and 5% per level in night/dark conditions.

As mentioned before,
becoming a shade does not change the basic characteristics of the individual.
Those having psionic abilities may have those power enhanced,
but psionic ability may not be gained by becoming a shade.
Shades with psionic ability will lose all mastery in disciplines of invisibility <link> and [etherealness] but will gain 2 levels in dimension walking [link] when in shadows.
Shades with psionic abilities usually gain the ability of shape alteration [make link] (10% chance per year as a shade),
if they do not already have this power.
The psionic strength of gifted shades will alter upon attaining shadehood because ability scores will be changed.
New power and discipline gained by such a shade will operate only on [The Plane of Shadow].

Finally,
it is nearly impossible to detect a shade,
for its appearance does not differ greatly from its mortal form.
A shade's eyes show no white,
however,
just a dark grey || purple iris and pupil,
and its skin tone becomes dusky and grey.
They prefer garb of grey or black and will rarely wear brightly-colored clothes.
The transformation to shade has some evil in it,
for the shade becomes gloomy and brooding.
They are generally solitary due to this fact,
as they cannot trust other shades,
nor can they deal with normal creatures without dominating or exploiting them.
 
 
 
 
Type Occurences
Bright light Bright sunlight on a clear day
Center of [continual light] effect
Light without shadows (as from several sources around the shade)
Average Light Normal daylight with shade or clouds 
Center of a [light] spell 
Outline of a [faerie fire] spell
Twilight Sunset <see if there is a better color pattern>
Average indoor light
Edges of [light] and [continual light] spells
Shadowy light Dimly-lit room or forest
Underground torchlight 
Normal illumination on Plane of Shadow <link>
Night/dark A room with windows at night
A moonless or cloudy night sky <change to partly cloudy?>
Total darkness Pitch black, overcast night sky, 
Unlit, interior room or cavern 
A darkness spell

<1: alt cap. on the The>
<2: any --> this would incl. PCs, no?>

<some work could be done on the shading, above, and throughout the page>