Shadowcasters Dagger

From: Adaptive Cogwheel

Lore: The Shadowcaster’s Dagger is a coveted weapon whispered about in shadowy circles and associated with practitioners of the arcane arts. Crafted by master craftsmen who delved into the mysteries of shadow magic, this finely crafted dagger is a fusion of exquisite design and enchantments that harness the power of shadows. Legends speak of a clandestine order of assassins and shadow-wielders who wielded these daggers as extensions of their own dark powers. It is said that those who possess the Shadowcaster’s Dagger can tap into the essence of shadows, granting them the ability to teleport short distances with an ethereal grace.

Use: The Shadowcaster’s Dagger is specifically designed for quick and precise strikes, making it an ideal weapon for stealthy and agile combatants. Its fine craftsmanship allows for exceptional balance and control, enabling the wielder to strike swiftly and accurately. The blade is imbued with shadowy enchantments, enhancing its effectiveness in combat.

One of the most coveted aspects of the Shadowcaster’s Dagger is its ability to harness the powers of the shadows. With a whispered incantation and a touch of mastery, the wielder can tap into the essence of darkness, allowing them to teleport short distances in a burst of ethereal energy. This shadowy teleportation provides a tactical advantage, enabling the wielder to swiftly reposition themselves, evade attacks, or gain the upper hand in close-quarters combat.

Values:

  • Level: Tier 1
  • Damage: 1d4 piercing
  • Finesse: Can use Dexterity modifier instead of Strength modifier for attack and damage rolls.
  • Weight: 1 lb
  • Skills: None
  • Cost: 300 gold pieces
  • Tags: Weapon, Dagger, Finesse, Shadow, Teleportation, Arcane, Assassination, Precision, Stealth, Dark Magic, Ethereal, Mobility, Ambush, Cloaking, Concealment

The Shadowcaster’s Dagger is highly sought after by those who embrace the clandestine arts or seek to harness the powers of shadows. Its lore and unique abilities make it a symbol of stealth and intrigue. The dagger’s fine craftsmanship and enchantments make it an effective weapon for those who prefer quick and precise strikes, as well as for those who rely on agility and evasion. The ability to harness the shadows for short-range teleportation adds a tactical advantage, allowing the wielder to surprise their enemies, escape tight situations, or position themselves strategically on the battlefield. The Shadowcaster’s Dagger is a valuable asset for assassins, rogues, and any character who thrives in the shadows and seeks to exploit their mystical powers.

In the world of Saṃsāra, the Shadowcaster’s Dagger would likely be found in exclusive and secretive shops that cater to those well-versed in arcane and shadowy arts. These shops would be tucked away in the darkest alleys of bustling cities or hidden in the depths of underground markets. Due to the nature of the item, it would not be openly displayed or advertised. Rather, it would be known only through word of mouth, accessed by those trusted in certain circles or through obscure references in ancient texts.

Types of Shops and Marketplaces:

  • Black Markets in Urban Centers
    • Found in hidden corners of major cities, these markets operate outside the law, frequented by thieves, assassins, and those dabbling in forbidden magic. The dagger could be sold through intermediaries who work in dimly lit, smoky rooms, with buyers often paying extra for anonymity.
    • Cost: 400-500 gold pieces (includes a premium for secrecy and exclusivity).
  • Arcane Emporiums in Floating Cities
    • In floating cities like those of the Zephyrstone Islands, shops specializing in rare and powerful magical items might offer the Shadowcaster’s Dagger to only the most trusted clientele. These emporiums would be run by eccentric collectors or retired arcane practitioners, their shelves lined with enchanted artifacts and arcane curiosities. The dagger would be hidden behind layers of magical wards, its presence known only to those who ask the right questions.
    • Cost: 450 gold pieces (with premium for enchantments and rare materials).
  • Underground Assassin Guilds
    • Some assassin guilds, particularly those with connections to shadow magic, would stock the Shadowcaster’s Dagger as part of their armory, selling it only to their most elite members or trusted clients. Acquiring one from these guilds would often require proof of loyalty or completion of certain missions. The dagger might also be bartered for favors or rare, hard-to-find items.
    • Cost: 300 gold pieces (guild pricing for members or bartered at a higher equivalent).
  • Shadow Crafters’ Guildhouses in Mountain Cities
    • In cities known for their mastery of elemental and shadow magic, the local guild of shadowcrafters may sell the dagger from secret guildhouses. These guilds would require buyers to prove their proficiency in shadow magic before they would sell the weapon, ensuring only worthy wielders come into possession of it.
    • Cost: 350 gold pieces (guildhouse pricing, slightly above market).
  • Traveling Peddlers in Labyrinthine Ruins
    • Some traveling peddlers, skilled in locating magical artifacts from labyrinthine ruins or long-lost cities, may offer the Shadowcaster’s Dagger at temporary stalls set up in remote or lawless regions. These peddlers, driven by profit, would sell to anyone with enough coin, but their prices would fluctuate based on demand and availability.
    • Cost: 500-600 gold pieces (due to the rare and transient nature of the seller).
  • Antique Curio Shops in Remote Towns
    • Occasionally, a Shadowcaster’s Dagger might find its way to an unassuming shop in a remote village or town, often mistaken for a lesser magical item or simply a curious dagger. Such shops are run by eccentric collectors or retired adventurers. Buying here would be a matter of luck and negotiation.
    • Cost: 200-250 gold pieces (due to lack of understanding of its true value).

Each location provides a unique context for how the dagger is bought and sold, with prices reflecting the level of secrecy, demand, and the shop’s access to rare magical goods.

The Shadowcaster’s Dagger serves as a versatile weapon in various environments, with its unique abilities enhancing both defensive and offensive tactics. Its shadowy nature and ability to harness teleportation make it an ideal tool for strategic combatants who rely on stealth, agility, and cunning. The following describes how it could be roleplayed in different environments for both defense and offense.

  • Urban Environments — In the densely packed streets, alleys, and rooftops of cities, the Shadowcaster’s Dagger becomes a tool of precision and mobility.
    • Offense: In an urban setting, the wielder can take advantage of tight alleyways and dark corners, using the dagger’s shadowy teleportation to strike from unexpected angles. As the wielder closes in on a target, they might vanish in a burst of shadow, appearing behind their opponent for a quick, lethal stab to vital points. The dagger’s finesse allows them to weave through crowded streets or slip through narrow openings, making it difficult for enemies to anticipate where the next attack will come from.
      • Example: An assassin waits in the shadow of a market stall, their eyes locked on the target. With a soft incantation, they vanish from sight, reappearing on a nearby rooftop, ready to strike from above.
    • Defense: When overwhelmed or cornered in a city environment, the Shadowcaster’s Dagger offers a quick escape route. The wielder can teleport short distances to evade capture or avoid incoming attacks. By darting through narrow streets or teleporting to rooftops or behind obstacles, they can easily outmaneuver pursuers and hide in the dense urban sprawl.
      • Example: Pursued by guards, the wielder is cornered in an alley. With a swift whisper, they fade into shadow and reappear atop a nearby rooftop, vanishing into the cityscape.
  • Forests and Wilderness — In the dense forests or untamed wilderness, the Shadowcaster’s Dagger becomes a powerful tool for ambushes and evasive maneuvers, blending seamlessly with the natural shadows.
    • Offense: The wielder can use the dagger to launch surprise attacks from the underbrush or from the shadows of towering trees. With its teleportation ability, the wielder might leap between shadowy patches of the forest floor, positioning themselves perfectly to strike at prey or enemies without being seen. The natural environment makes it easier for the wielder to hide, allowing them to stalk targets and strike swiftly with precision.
      • Example: Hidden in the canopy of the trees, the wielder spots a group of enemies. With a flick of their wrist and a murmur of shadow magic, they teleport to the forest floor, stabbing one foe before retreating back into the trees unseen.
    • Defense: When caught in open combat in the wilderness, the dagger allows the wielder to swiftly retreat or reposition through the thick foliage. They can teleport between large rocks, tree trunks, or into the shadows of dense undergrowth, confusing enemies and avoiding being overwhelmed. The ability to quickly vanish into the forest gives them a chance to reassess the battle or flee if outmatched.
      • Example: Surrounded by wild beasts, the wielder is forced back against a cliffside. Using the dagger’s power, they teleport to the shadow of a nearby tree, gaining distance and a moment to recover.
  • Dungeons and Ruins — In the dark, confined spaces of dungeons or ancient ruins, the Shadowcaster’s Dagger allows for creative and dangerous combat strategies.
    • Offense: In narrow hallways or large, dimly lit chambers, the wielder can easily exploit the dark corners and corridors to make sneak attacks. By using the dagger to teleport through shadows or bypass obstacles, the wielder can strike enemies from behind or attack from unexpected angles. In such confined spaces, surprise and quick movement are essential, and the dagger provides the edge needed to navigate traps and outwit foes.
      • Example: As enemies guard the entrance to a treasure room, the wielder uses the shadows cast by the flickering torchlight to teleport behind them, delivering a precise strike before disappearing into another shadowy corner.
    • Defense: In a dungeon, escape routes are often limited, making the dagger’s teleportation a key tool for survival. When ambushed, the wielder can teleport through gaps or to hidden alcoves, making it harder for enemies to pin them down. In combat, they can dodge attacks by slipping between shadowy columns or disappearing into hidden tunnels, giving them time to heal or plan their next move.
      • Example: Surrounded by skeletal warriors, the wielder activates the dagger’s power, slipping into the shadow of a nearby pillar and reappearing on the other side of the chamber, avoiding the blows and preparing for the next strike.
  • Open Fields or Battlefields — In wide-open spaces or battlefields, where there are fewer natural shadows, the Shadowcaster’s Dagger requires more creative use. The wielder must rely on their own positioning and the few available shadows to make the most of its power.
    • Offense: On a battlefield, the wielder can use the dagger to swiftly move between combat zones, targeting key enemies such as mages or archers. While the open terrain might limit the dagger’s teleportation, the wielder can still use small shadowy areas—such as those cast by large rocks, wagons, or even other combatants—to strike from unexpected directions. The dagger’s finesse makes it ideal for precise, quick attacks during the chaos of large-scale combat.
      • Example: During a chaotic battle, the wielder spots an enemy mage casting a spell. Using the brief shadow of a siege tower, they teleport close enough to strike the mage down with a swift, silent blow before retreating into the fray.
    • Defense: In an open field, the lack of cover means the wielder must rely on quick, tactical teleportation to avoid incoming attacks or reposition themselves. By teleporting between patches of shadow, the wielder can evade arrows or spells and keep out of the line of fire. The dagger’s power gives them an edge in quickly adjusting their position on the battlefield, allowing them to escape deadly situations.
      • Example: An archer takes aim at the wielder from across the field. As the arrow flies, the wielder teleports to the shadow of a fallen knight, narrowly avoiding the shot and gaining cover from further attacks.

The wielder of the Shadowcaster’s Dagger is likely to be a character who thrives on surprise, deception, and agility. Roleplaying this character involves constantly assessing the environment for shadows and opportunities to use the dagger’s teleportation to gain the upper hand. Whether in an urban setting, dense forest, or on the battlefield, the wielder must always think ahead, using the dagger to remain elusive and unpredictable, striking with precision before disappearing again.

Perception of Activation: Upon activation of the Shadowcaster’s Dagger, the wielder and those nearby experience a range of sensory and extra-sensory perceptions as the weapon taps into the essence of shadows and teleports the wielder.

  • Sight
    • Wielder: The environment blurs momentarily as shadows seem to stretch and warp, enveloping the dagger and the wielder in dark tendrils of ethereal smoke. The edges of the world dim as vision sharpens, focusing on the intended destination. For a split second, the world becomes a grayscale tunnel of darkness, lit only by faint, shimmering strands of shadow leading to the teleportation point.
    • Observers: Onlookers perceive the wielder as fading into shadow, their form dissolving into swirling dark mist. The dagger itself seems to ripple with black energy, drawing all nearby light toward it before the wielder vanishes from sight in a flash of shadowy distortion. After teleportation, only a slight distortion in the air and a lingering misty trail are left behind.
    • Positives:
      • The wielder’s vision becomes hyper-focused, enhancing precision.
      • The shadowy distortion hides movement and makes tracking difficult.
    • Negatives:
      • Visual disorientation upon sudden movement, causing brief dizziness or a sense of vertigo for the wielder.
      • Observers may briefly see the point of departure, making it possible to track skilled enemies if they are perceptive.
  • Sound
    • Wielder: The activation is accompanied by a faint, low hum, like a distant echo in a cavern. It starts subtly and swells, reaching a crescendo just before teleportation, then fades into an almost imperceptible silence, as though the surrounding air itself is muffled.
    • Observers: Those nearby hear a soft “whoosh” as the shadows form around the wielder. The sound is like a gust of wind blowing through an empty room or the crackling of distant thunder. The disappearance and reappearance create a barely audible pop or hiss, akin to air being displaced.
    • Positives:
      • The teleportation sound is muted, enhancing stealth for the wielder.
      • The transition noise can confuse listeners, making it hard to determine the exact location.
    • Negatives:
      • The brief hum could alert keen listeners if in close proximity.
      • The faint sound during reappearance may give away the wielder’s location if the environment is quiet.
  • Touch
    • Wielder: As shadows envelop the wielder, there is a sensation of weightlessness, as if being lifted on a cool breeze. The air around the dagger feels dense yet fluid, like water, and the skin tingles with a subtle electric charge. Upon reappearing, there is a brief but jarring sensation, as though the body is re-anchoring to reality.
    • Observers: They feel an abrupt drop in temperature around where the teleportation occurs, with the air becoming notably colder, as if a chill has passed through the area.
    • Positives:
      • The weightlessness gives the wielder a sense of agility and freedom during activation.
      • The cool air can sharpen the wielder’s senses and reduce fatigue.
    • Negatives:
      • The brief jolt upon reappearing may throw off balance momentarily.
      • The drop in temperature may alert enemies sensitive to environmental changes.
  • Smell
    • Wielder: Activation brings a subtle, ozone-like scent, akin to the air after a lightning strike, mixed with the earthy smell of damp stone. This smell is brief but potent, lingering only for a second.
    • Observers: A faint trace of burning or singed air can be detected, as though the shadows themselves leave a residue of burnt material behind. This smell fades rapidly but could be noticeable in confined spaces.
    • Positives:
      • The fleeting nature of the scent makes it unlikely to be traced unless closely observed.
    • Negatives:
      • In confined or small environments, the unusual scent may draw attention, particularly to sensitive noses or creatures.
  • Taste
    • Wielder: There is a brief metallic tang on the tongue, similar to the taste of cold iron or blood, hinting at the dagger’s arcane connection to darker forces. This taste fades as soon as the teleportation completes.
    • Observers: None.
    • Positives:
      • The metallic taste serves as a warning to the wielder, indicating successful activation.
    • Negatives:
      • The taste can be unsettling and might momentarily distract the wielder during battle.
  • Extra-Sensory Perceptions
    • Wielder: The activation of the dagger causes a faint, disorienting pulse through the mind, as though the wielder is temporarily connected to a realm outside of normal perception. A subtle sense of being watched or followed by unseen eyes may arise, as if the shadows themselves are sentient and observing the wielder’s every move. In moments of deep concentration, the wielder might even “sense” their surroundings beyond sight—an intuitive understanding of where to teleport or what threats lie just beyond the corner.
    • Observers: Nearby individuals sensitive to magic may feel a brief wave of unsettling energy, like the feeling of walking through a dense fog. There is also an odd sensation, like the shadows themselves are alive, shifting unnaturally at the edges of their perception.
    • Positives:
      • The wielder gains a heightened awareness of the shadows around them, almost like a sixth sense for danger or advantageous movement.
      • Teleportation can provide an uncanny intuition about the right place to reappear.
    • Negatives:
      • The sense of being watched or monitored may become overwhelming over time, causing paranoia or unease in the wielder.
      • The unsettling energy might attract the attention of those attuned to magic, risking discovery in magical environments.
  • Comprehensive Positives:
    • Enhanced agility and stealth, allowing for swift and silent movement through shadows.
    • Heightened sensory perception that aids in combat and positioning, particularly in dimly lit or shadowy environments.
    • Teleportation creates tactical advantages, enabling sudden strikes, escapes, and disorienting movement.
    • Extra-sensory connection to shadow magic improves awareness and battlefield control.
  • Comprehensive Negatives:
    • Brief sensory disorientation, such as dizziness or a jarring sense of re-entry into reality after teleportation, can hinder combat effectiveness momentarily.
    • Distinct auditory or sensory cues, such as subtle sounds and drops in temperature, can give away the wielder’s presence in certain environments.
    • The unsettling feeling of being watched or manipulated by shadows may wear on the wielder’s mental state, causing long-term unease or paranoia.
    • Creatures or characters sensitive to magic or shifts in the environment may pick up on the dagger’s activation, compromising stealth if not used carefully.

Crafting Recipe: Shadowcaster’s Dagger

  • Materials Needed:
    • Blackened Steel Ingot (2 lbs) – Specially forged in moonlight, infused with shadow magic to give the blade its ethereal shimmer and strength.
    • Nightshade Oil (1 vial) – Extracted from nightshade plants, this oil is used to coat the blade during forging, enhancing its connection to shadow magic.
    • Shadow Silk (1 yard) – A rare fabric made from spider silk harvested in dark caverns, used to wrap the hilt for extra finesse and stealth.
    • Obsidian Dust (1 pouch) – Finely ground obsidian dust is required to engrave the arcane symbols on the dagger.
    • Ectoplasm (1 vial) – Collected from a shadowy spirit, this ethereal substance is key to imbuing the dagger with its teleportation ability.
    • Smoky Quartz Gemstone (1 small gem) – Set in the pommel, this gem amplifies the shadow magic and helps stabilize the teleportation effect.
    • Leather Strips (2 feet) – High-quality, enchanted leather for securing the hilt and wrapping the dagger in shadow magic.
  • Tools Required:
    • Arcane Forge – A forge capable of heating materials with magical fire, required to properly infuse the blade with shadow magic.
    • Enchanter’s Hammer – A magical hammer used for shaping the blackened steel and channeling the enchantments into the blade.
    • Engraving Chisel – Used for carving arcane symbols and runes into the blade, made of enchanted silver for precise detailing.
    • Shadow Binding Needle – A needle crafted from dark iron, used to sew and bind shadow silk and leather strips, ensuring the magic holds.
    • Alchemy Kit – Necessary for creating the nightshade oil and mixing the ectoplasm into the dagger’s enchantment.
    • Spirit Containment Flask – Used to safely handle and store the ectoplasm needed to enchant the dagger.
  • Skill Requirements:
    • Blacksmithing (Advanced) – Required to forge the blackened steel into the finely crafted blade, shaping it to perfection.
    • Enchanting (Expert) – Necessary for binding the shadow magic into the blade, empowering the dagger’s teleportation ability and shadow-based enhancements.
    • Alchemy (Intermediate) – Needed to prepare and apply the nightshade oil, as well as to properly handle the ectoplasm for magical infusion.
    • Runesmithing (Intermediate) – For engraving the intricate arcane symbols into the dagger that stabilize and channel the shadow magic.
    • Leatherworking (Basic) – Required to skillfully wrap the hilt in shadow silk and leather strips, providing a secure and functional grip.
  • Crafting Steps:
    • Forge the Blade
      • Heat the Blackened Steel Ingot in the Arcane Forge, ensuring the flame is fueled by shadow essence or similar magical energy.
      • Using the Enchanter’s Hammer, shape the steel into a sleek, narrow, slightly curved blade, ensuring it remains light and balanced for finesse-based combat.
      • Once the blade is shaped, apply a thin coating of Nightshade Oil to infuse it with shadow magic, enhancing its connection to the darkness.
    • Engrave the Blade
      • Use the Engraving Chisel and Obsidian Dust to carefully carve arcane symbols and runes along the blade’s length. These runes will stabilize the shadow magic and enhance the dagger’s teleportation ability.
      • After engraving, heat the blade again briefly in the Arcane Forge to bond the symbols with the steel.
    • Infuse the Blade with Ectoplasm
      • Using the Alchemy Kit, carefully mix the Ectoplasm with any remaining Nightshade Oil and pour the mixture into a shallow dish.
      • Submerge the blade in the mixture for several hours under moonlight, allowing the ectoplasm to permeate the steel and grant the dagger its teleportation ability.
    • Attach the Hilt
      • Craft the hilt from Leather Strips and Shadow Silk using the Shadow Binding Needle. The hilt should be wrapped tightly, with the Smoky Quartz Gemstone set into the pommel to amplify the shadow magic.
      • Bind the hilt to the blade using both the leather strips and magical incantations to ensure a perfect, secure fit.
    • Final Enchantment
      • Place the completed dagger on an altar or in a magical circle drawn with Obsidian Dust. Perform an enchanting ritual, focusing on stabilizing the teleportation effect and enhancing the dagger’s finesse.
      • Channel your Enchanting skill to bind the magic to the dagger, ensuring that the shadow teleportation and stealth effects are fully active.
    • Test and Calibrate
      • Test the dagger by activating its shadow teleportation ability, ensuring that it works as intended. Fine-tune the magic if necessary, repeating steps of the enchanting process to correct any flaws in the teleportation range or shadow binding.
  • Crafting Time: 3-5 days depending on proficiency in required skills and access to proper tools and materials.

Once completed, the Shadowcaster’s Dagger will be a finely balanced, magically infused weapon capable of striking with precision and allowing the wielder to teleport short distances using the power of shadows.

Tale of the Lost Night Blade

Long ago, before the sun knew its place and the moon hid in shame, there was a dagger forged in the deep places where no light had ever tread. In this time, when all was shadow and whispers, the blade came into being, not by mortal hands but by the hands of a nameless one, an ancient crafter whose face was never seen. This blade was called The Lost Night Blade, though its true name was forgotten even by those who first carried it.

It is said that the Lost Night Blade was made from darkness itself, from the sigh of a dying star and the last breath of a fading shadow. When the blade was birthed, it did not shine like steel or gleam like silver, but it absorbed light, drank it deep, and left only cold behind. Those who dared touch it spoke of whispers from the edge of hearing, voices that echoed from unseen places, calling to distant lands where time forgot itself.

The first to wield the Lost Night Blade was not a king, nor a warrior, but a wanderer—a soul who knew not their own name. This wanderer had been lost in the lands where night stretched eternal, their footsteps swallowed by the silence of the world. The blade came to them, as if summoned by their longing to be unseen. In their hand, the dagger was light as smoke and as sharp as the edge of a dream. They learned that with a mere thought, they could move through shadow, appearing where the light could not reach.

The wanderer passed through many lands unseen, their presence a whisper on the wind. Some said they were a ghost, others said they were nothing but a shadow’s trick. Wherever they went, no door could bar them, no eye could find them, for the blade carried them beyond the sight of the living. But with each step through the dark, the wanderer felt a heaviness grow. The blade drank not only light but also the soul of the one who held it, feeding on the very life it promised to protect.

It was told that the wanderer, though never seen, was feared by all. They became a hunter of kings, a thief of forgotten treasures, but never did they keep what they took. Each thing stolen was cast back into the darkness from whence they came, for the wanderer had no desire, no need, only the endless journey from shadow to shadow.

One day, the wanderer entered a kingdom ruled by a wise but prideful king. This king, hearing of the unseen wanderer, commanded all his guards to stand watch, to let no shadow pass unchallenged. Yet, still, the wanderer slipped through the castle gates, unseen, unheard. They reached the king’s chamber, where the king, with a sword of light, stood waiting.

“Show yourself!” the king demanded, his voice shaking with both fear and fury.

But the wanderer, tired from years of endless wandering, said nothing. Instead, they moved toward the king, blade in hand. In that moment, the king, knowing his sword of light would be useless, spoke a single word—a word lost to time but known to the shadows. The blade faltered, and for the first time, the wanderer was seen. In the king’s eyes, they saw themselves, a hollow figure whose face was no longer their own, and whose steps had no end.

The blade, sensing the truth of the word spoken, shattered into fragments, each piece scattering into the shadows, never to be whole again. The wanderer, free from its grasp, faded into the light of dawn, their name forgotten, their story carried only by the winds.

Moral of the Story: That which hides from light cannot flee forever, for even shadows have a place where they must rest. Power taken without understanding brings nothing but emptiness.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Item: Shadowcaster’s Dagger

  • Damage: 1d4 + 1 (piercing)
  • Special Ability: Shadow Step – The wielder may teleport up to 10 feet into an adjacent shadow. Roll POW (Power) vs. Difficulty (Hard, ½ POW). On a success, the wielder instantly moves without triggering attacks of opportunity. This ability can only be used once per day unless a successful CON check is made, with subsequent uses causing 1d4 Sanity loss per use.
  • Fumble Consequences: A failed roll results in temporary blindness for 1d4 rounds as the wielder is briefly caught between realms.
  • Mythos Connection: The dagger is rumored to have been used in ritual sacrifices to Nyarlathotep, drawing its power from ancient and forbidden sorcery.
  • Cost: N/A (Artifact, requires discovery).

Blades in the Dark

Item: Shadowcaster’s Dagger

  • Fine Weapon: A lightweight, finely balanced dagger with an ethereal quality that allows for stealth and precise strikes. It grants potency on Finesse rolls in combat or Prowl when sneaking or attacking from the shadows.
  • Special Ability: Cloak of Shadows – As an action, the wielder can use 2 stress to teleport to any location within a close range as long as they are in shadow. This action increases effect when used for ambush or escape.
  • Harm: 3-segment wound clock (cuts deeply and avoids armor).
  • Recharge: Once per job, unless replenished by special rituals involving shadow magic or dark arcane sources.
  • Devil’s Bargain: Every time the teleportation ability is used, roll a 1d6. On a 1-3, shadowy figures from the ghost field take an interest, potentially leading to future complications.

Dungeons & Dragons (5th Edition)

Shadowcaster’s Dagger

  • Weapon (dagger), rare (requires attunement)
  • Weapon Type: Dagger (Finesse, Light, Thrown, Range 20/60)
  • Damage: 1d4 + Dexterity modifier (piercing)
  • Properties: Finesse, Light, Thrown (Range 20/60)
  • Special Ability: Shadow Step – Once per short rest, as a bonus action, the wielder can teleport up to 30 feet to an unoccupied space they can see that is in dim light or darkness. After teleporting, they gain advantage on the next attack made before the end of their turn.
  • Curse: While attuned to the Shadowcaster’s Dagger, the wielder has disadvantage on saving throws against spells that involve light or radiant damage.
  • Attunement: Requires attunement by a rogue, monk, or warlock.
  • Sentience: The dagger is semi-sentient, whispering to its wielder during combat, urging them to hide in the shadows.

Knave

Shadowcaster’s Dagger

  • Weapon: Shadowcaster’s Dagger
  • Damage: 1d6 (piercing)
  • Weight: 1 slot
  • Special Ability: Slip into Shadow – Once per day, the wielder can teleport up to 20 feet to any area in dim light or darkness. This teleportation is instantaneous and leaves no trace, allowing the wielder to escape or reposition without drawing attention.
  • Drawback: After using the ability, the wielder’s skin takes on a slightly shadowy hue, making them appear eerie and unsettling to others, imposing disadvantage on reaction rolls for the next hour.
  • Price: 250 coins (if found in a shop; typically acquired through shady dealers or dark magic).

Fate Core

Shadowcaster’s Dagger

  • Aspects: “Forged from Shadows,” “Tool of Assassins,” “Teleport through Darkness”
  • Skill Boost: Grants a +2 bonus to Stealth rolls when used in dim light or darkness.
  • Stunt: Shadow Step – Once per scene, the wielder can spend 1 Fate Point to teleport up to 2 zones away, provided the destination is in shadows or darkness. This movement ignores obstacles and cannot be blocked.
  • Drawback: Each time the wielder uses the teleportation ability, they must overcome a mental stress of 1 shift, as the shadows whisper unsettling truths during the movement.
  • Refresh Cost: 1 refresh to acquire.

Numenera & Cypher System

Artifact: Shadowcaster’s Dagger

  • Level: 5
  • Form: Dagger
  • Effect: Deals 2 points of Speed damage, ignoring 1 point of Armor. The wielder can activate the teleportation ability once per hour (or with a depletion roll) to teleport up to a short distance (immediate range) to any location in dim light or darkness.
  • Depletion: 1 in 1d20 (rolling a 1 causes the artifact to deplete).
  • Special Effect: The wielder may immediately become hidden after teleporting, requiring an Intellect task with a difficulty of 3 to detect them.
  • Cost: 300 shins, though typically only found through ancient discoveries or in shadowy markets.

Pathfinder (2nd Edition)

Item: Shadowcaster’s Dagger

  • Item Type: Magic Weapon, Rare, +1 Striking
  • Damage: 1d4 + Dexterity modifier (piercing)
  • Traits: Agile, Finesse, Light, Thrown (Range 20 feet)
  • Shadow Step (Teleportation):
  • Activation: Single Action (Concentrate)
  • Effect: Once per day, the wielder can teleport up to 30 feet to an unoccupied space they can see that is in dim light or darkness. After teleporting, they become Concealed until the start of their next turn.
  • Recharge: This ability refreshes after the wielder spends 10 minutes in meditation or rest in darkness.
  • Curse: The wielder becomes sensitive to light, suffering a -2 penalty on saving throws against light-based spells or effects.
  • Price: 500 gold pieces (often only available from black market dealers or dark magic users).

Savage Worlds

Item: Shadowcaster’s Dagger

  • Weapon: Dagger
  • Damage: Str + d4
  • Range: 3/6/12
  • Traits: Finesse, Light, Thrown
  • Special Ability: Shadow Step – Once per encounter, the wielder may teleport up to 12″ (30 feet) to any space within line of sight that is in shadow or dim light. This teleportation is an action and allows the wielder to avoid attacks of opportunity.
  • Stealth Boost: Gain +2 to Stealth rolls when moving through shadows or attempting to hide.
  • Edge Requirement: Requires the Arcane Background (Magic) Edge to fully utilize the dagger’s teleportation ability. Without this, the wielder can only use the dagger as a standard magical weapon with no teleportation power.
  • Drawback: Each time the wielder teleports, they must succeed on a Spirit check (TN 4) or become Shaken due to the disorienting nature of moving through shadows.
  • Cost: 200 silver (artifact-level item, likely only found through quests or deals with shadowy figures).

Shadowrun (6th Edition)

Item: Shadowcaster’s Dagger

  • Category: Melee Weapon
  • Damage: (STR + 1)P
  • Accuracy: 6
  • AP: -2
  • Special Ability: Shadow Step – Once per combat encounter, the wielder may spend a Minor Action and roll their Magic (if Awakened) or Willpower (if Mundane) vs. a Threshold of 3 to teleport up to 10 meters to an area in dim light or complete darkness. This ability does not provoke attacks of opportunity, but repeated use without rest incurs a -1 penalty per subsequent use.
  • Concealability: +2 due to the blade’s shadowy nature, making it harder to detect.
  • Availability: 10R (restricted, often found through underground dealings or shadow magic practitioners).
  • Cost: 12,000¥

Starfinder

Item: Shadowcaster’s Dagger

  • Level: 6
  • Damage: 1d4 P
  • Critical: Bleed (1d4)
  • Range: Melee (Thrown 10 feet)
  • Bulk: L
  • Special Ability: Shadow Slip – Once per day, as a move action, the wielder can teleport up to 30 feet to a space in dim light or darkness. After teleporting, they gain a +2 bonus to AC against attacks of opportunity until the start of their next turn.
  • Curse: Each time the teleportation is used, the wielder must succeed at a DC 18 Will saving throw or be disoriented, suffering a -1 penalty to attack rolls for 1 minute.
  • Price: 4,500 credits
  • Slots: None (counts as a melee weapon).
  • Traits: Analog, Operative

Traveller (Mongoose 2nd Edition)

Item: Shadowcaster’s Dagger

  • Weapon Type: Melee (Blade)
  • Damage: 2D + Effect (Piercing)
  • Range: Melee (Thrown Range 5m)
  • Special Ability: Shadow Shift – Once per hour, the wielder can teleport up to 6 meters to a nearby shadowed area. This ability takes one action and may be used defensively to avoid an attack, granting an automatic success on an Evade roll for the turn.
  • Traits: Stealthy (+1 DM to all Stealth checks made while in shadow).
  • Cost: 20,000 credits (considered a rare artifact).
  • Availability: Extremely Rare, typically found through illicit dealers or remnants of ancient shadow technology.

Warhammer Fantasy Roleplay (4th Edition)

Item: Shadowcaster’s Dagger

  • Weapon Type: Dagger
  • Damage: 1d10 + Strength Bonus
  • Qualities: Fast, Undetectable, Accurate
  • Special Ability: Shadow Leap – Once per session, the wielder may teleport up to 12 yards to a point they can see that is within a shadow. This counts as a Move action and gives the wielder advantage (+10) on their next melee attack following the teleportation.
  • Corruption: Each time the teleport is used, roll for Corruption (TN 50). On failure, the wielder gains 1 Corruption point as the dark magic seeps into their soul.
  • Encumbrance: 0
  • Price: 150 gold crowns (usually found in the possession of assassins or cultists).
  • Rarity: Very Rare