lsfreak
2010-05-28, 02:00 PM
Here's some new mysteries I've come up with. They are meant to be a mix of buffing, debuffing, and pure offense; I haven't gotten around to getting the pure utility mysteries yet. Any comments are welcome, especially related to balance.
Ebon Vigor
1 - Thickened Blood: Use shadows to heal wounds or cause weakness
2 - Nightdancer: Boosts AC and Reflexes of the subject
3 - Alacrity: Enhances subject's offensive speed
Weary Soul
1 - Creeping Chill: Tendrils of cold shadow damage and weaken an enemy
2 - Leaping Shadow: A bolt of darkness blinds those it strikes
3 - Nightshade: Inflicts negative levels and possibly sickens an enemy
Feral Shades
4 - Twilight Hunters: Summon forth shadowy predators
5 - Ravenous Dark: Darkness attacks the mind and body of those who enter
6 - Dark Flight: Gives the subjects shadowy wings
Shadowed Garrison
4 - Ephemeral Blade: Make a weapon target flat-footed or touch AC
5 - Shadow Into Metal: Create yourself armor, of enhance existing armor with shadow
6 - Living Armory: Cause weapons and armor to attack their owners
Eclipse of Life
7 - Stillborn Night: Make an area silent and deathly cold
8 - Shadowflow: Shadows rip life energies from foes and impart them on allies
9 - Nightfall: The ruined Plane is made manifest, subjecting everything to the decay of time
Ebon Vigor
Thickened Blood
Apprentice, Ebon Vigor
Level/School: 1st/Necromancy
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
Tendrils of shadow thicken the air around the subject, running along the skin and seeping into veins.
You heal the target 1d6 points of damage per caster level (max 5d6). Alternatively, the target takes 1d6 points of nonlethal damage per caster level (max 5d6).
Nightdancer
Apprentice, Ebon Vigor
Level/School: 2nd/Transmutation
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject's shadow seems to push back, helping them twirl out of harm's way.
The target gains a +1 dodge bonus to AC and a +1 bonus to all saves, and an additional +1 bonus for every 6 caster levels (maximum +4 at 18th level). For the duration of the effect, the subject's shadow moves as if it is subtly pushing them out of harm's way, which can be noticed with a DC20 Spot check.
Alacrity
Apprentice, Ebon Vigor
Level/School: 3rd/Transmutation
Range: Close
Target: 1 creature, plus an addition creature per 5 levels, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Darkness seeps into the target's muscles, dripping like sweat.
The subjects' bodies are infused with shadow, allowing them to move with great speed. The subjects gain a 30-foot enhancement bonus to speed, and an additional attack when taking a full attack action (which does not stack with haste or similar effects). At 8th level, the subjects can make up to 2 attacks on a charge or spring attack. At 15th level, they can make up to 3 attacks on a charge or spring attack.
Weary Soul
Creeping Chill
Apprentice, Weary Soul
Level/School: 1st/Evocation [Cold]
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A bolt of shadow flies through the air, twisting a chilling around your target.
If your attack hits, the target takes 1d4 points of cold damage per level (max 5d4) and takes a -2 penalty to Dexterity for 1 round/level. A successful Fortitude removes the Dexterity penalty.
Leaping Shadow
Apprentice, Weary Soul
Level/School: 2nd/Evocation [Darkness]
Range: Medium
Target: One or more creatures; see text
Duration: Permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
A bolt of darkness leaps from your finger and finds its way into your subject's eyes, a swirling darkness behind the pupils.
The target must make a Will save or be permanently blinded. On a successful save, the target instead suffers 20% miss chance for 1 round. For every 5 caster levels beyond 3rd, the bolt leaps to another target within 15 feet, but as the bolt jumps from target to target, they do not all need to be within 15 feet of each other.
Nightshade
Apprentice, Weary Soul
Level/School: 3rd/Necromancy
Range: Touch
Target: One creature touched
Duration: 1 minute/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
The touched creature takes 1d4 negative levels and is sickened. Both of these effects last 1 minute/level. A successful Fortitude save halves the negative levels and negates the sickness. An undead creature instead gains 1d4x5 temporary hit points, which last 10 minutes.
Feral Shades
Twilight Hunters
Initiate, Stalkers of Night
Level/School: 4th/Conjuration (Summoning)
Range: Close
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
From the empty shadows of trees and rocks come forth lithe, feline shapes.
This mystery functions are summon monster I, except as noted here. You can summon 1 dark tiger, 2 dark lions, or 4 dark leopards.
Ravenous Dark
Level/School: 5th/Illusion (Phantasm) [Fear, Mind-Affecting]
Range: Medium
Area: 20-foot-radius emanation, centered on a point in space
Duration: 1 minute/level
Saving Throw: Will partial; see text
Spell Resistance: No
A cloud of darkness erupts from the ground, billowing out. When fear begins to overwhelm those within, hungry maws coalesce; their own fear tears flesh to shreds.
The area is covered as a darkness spell. Any creature within or moving through the area affected by this mystery takes 5d6 damage. In addition, they must make a Will save or take 2 points of Constitution damage and be immobilized for 1 round.
Dark Flight
Initiate, Stalkers of Night
Level/School: 6th/Transmutation
Range: Touch
Target: One creature/3 levels
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Enormous black wings, like those of some unearthly bird of prey, erupt from the target's back.
The subjects can fly at a speed of 60 feet (40 feet in medium or heavy armor, or if carrying a medium or heavy load). They can ascend at half speed and descend at double speed, and their maneuverability is good. The subjects of this mystery can charge but not run while flying, and cannot carry aloft more than their maximum load plus any armor they wears.
Should the mystery duration expire while a subject is still aloft, the subject is wrapped in shadow and floats downwards at 120 feet per round for 1d6 rounds. If it does not reach the ground in that time, it falls the rest of the distance. If this mystery is dispelled, subjects fall in such a manner, but not if negated by an antimagic field.
Shaded Garrison
Ephemeral Blade
Level/School: 4th/Illusion (shadow)
Range: Touch
Target: One weapon or up to 50 projectiles
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Shadows pour from the blade. It's hard to tell if there's even metal underneath.
The first attack each round with the weapon is either made as a touch attack, or the target is flat-footed against the attack (chosen upon casting the mystery).
Shadow Into Metal
Level/School: 5th/Abjuration
Range: Personal or touch; see text
Target: You or touched suit of armor; see text
Duration: 10 minutes/level (D)
Shadows bend and weave together, and soon you are coated in what appears the finest of mithril plate. Shadows pour from the seams, constantly obscuring any perceived weaknesses in the armor.
Shadow harness grants you a +8 armor bonus and a +4 shield bonus to AC , but without weight, armor check penalty, arcane spell failure, or speed reduction. You also gain concealment while this mystery is in effect. If you instead cast this mystery on a piece of armor, the item's enhancement bonus to AC is increased by +1 for every 4 caster levels, the wearer gains concealment, and optionally the armor takes on the look of shadowy full plate.
Living Armory
Initiate, Shaded Garrison
Level/School: 6th/Transmutation
Range: Medium
Target: Up to one creature/level, no two of which can be more than 30 feet apart
Duration: 1 round/2 levels
Saving Throw: Will partial; see text
Spell Resistance: Yes
This spell has three separate but concurrent effects. The spell allows two saves, one for the armor's effects and one for the weapon's effects.
First, all nonmagical weapons and armor carried by the subjects of this spell immediately disintegrate into nothing (no save), though those hidden in extradimensional spaces are immune.
Secondly, magical armor is given semblance of life. It twists and contorts, imposing a penalty to AC equal to the armor bonus it gives. Twice a round, the armor attempts to pin its wearer (who must then break the grapple to act). The armor's grapple modifier is equal to your caster level + your Charisma modifier + any enhancement bonus to AC the armor has. A successful Will save negates the grappling, but not the penalty to AC.
Finally, magic weapon lurch from their owner's grasp and attack their owners twice a round. The weapons make attack rolls using your caster level + your Charisma modifier + any enhancements on the weapon, and damage as weapon damage + your Charisma modifier + any enhancements on the weapon. If the subject makes his Will save, his weapon instead becomes nonmagical for the duration of the mystery.
Eclipse of Life
Stillborn Night
Master, Eclipse of Life
Level/School: 7th/Transmutation [Cold, Darkness]
Range: Close
Area: 40-foot-radius emanation, 40 feet high, centered on a point in space
Duration: 1 minute/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
The area darkens and drops to temperatures far below freezing, sending those within into uncontrollable shivering. Even more unsettling is the absolute silence within.
All light in the area is dropped by one category, and any spells of the Light descriptor of 6th level or lower are suppressed while in the area of this mystery. The entire area is also silenced, as the spell. All creatures in or passing through the area take 4d6 points of cold damage per round. Any target that takes damage from the mystery has their movement speed halved and takes a -4 penalty to AC, saves, attack rolls, weapon damage rolls, skill checks, and ability checks while in the area and 1d4 rounds after they leave. A successful Fortitude save halves the damage and penalties for that round. Targets must make additional saves each round as long as they remain in the area.
Shadowflow
Master, Eclipse of Life
Level/School: 8th/Necromancy
Range: 30 feet
Target: Enemies up to 1 creature/2 levels, and allies up to 1 creature/2 levels, all of whom must be within 20 feet of you; see text
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
Waves of shadow ripple off your foes and and flow like a dozen streams of shadow into your allies.
This mystery does 1d6 points of damage/level to those you target as enemies. They are entitled to a Will save for half damage, and spell resistance applies to this damage. Half the total hit points drained in this way (not including any hit points beyond that which killed a creature) are then split evenly among your targeted allies as healing, with excess becoming temporary hit points that last 1 hour before dissipating. No single person can receive more than 4 point of combined healing and temporary hit points per caster level. If an ally has negative levels, they are removed first at a rate of 25 healing per negative level.
Nightfall
Master, Eclipse of Life
Level/School: 9th/Necromancy
Range: Close
Area: 30-foot-radius emanation, 30 feet high, centered on a point in space
Duration: 1 round/2 levels
Saving Throw: Fortitude half or Will half; see text
Spell Resistance: Yes
Shadows darken and grow, filling the entire area. The shadowstuff is so thick that the lives of those within are in peril of joining the ruins of the Plane forever.
All living creatures within or moving through the area take a number of negative levels equal to half your caster level (Fortitude halves). All non-living creatures take 2d6 points of damage per caster level (Will halves). Within one round, plants in the area die and wither; by the 5th round, trees become nothing but lifeless monuments and even such things as wagons and buildings take on aged, worn appearances.
EDIT: A few minor changes or clarifications
EDIT2: Updated through post #6
Ebon Vigor
1 - Thickened Blood: Use shadows to heal wounds or cause weakness
2 - Nightdancer: Boosts AC and Reflexes of the subject
3 - Alacrity: Enhances subject's offensive speed
Weary Soul
1 - Creeping Chill: Tendrils of cold shadow damage and weaken an enemy
2 - Leaping Shadow: A bolt of darkness blinds those it strikes
3 - Nightshade: Inflicts negative levels and possibly sickens an enemy
Feral Shades
4 - Twilight Hunters: Summon forth shadowy predators
5 - Ravenous Dark: Darkness attacks the mind and body of those who enter
6 - Dark Flight: Gives the subjects shadowy wings
Shadowed Garrison
4 - Ephemeral Blade: Make a weapon target flat-footed or touch AC
5 - Shadow Into Metal: Create yourself armor, of enhance existing armor with shadow
6 - Living Armory: Cause weapons and armor to attack their owners
Eclipse of Life
7 - Stillborn Night: Make an area silent and deathly cold
8 - Shadowflow: Shadows rip life energies from foes and impart them on allies
9 - Nightfall: The ruined Plane is made manifest, subjecting everything to the decay of time
Ebon Vigor
Thickened Blood
Apprentice, Ebon Vigor
Level/School: 1st/Necromancy
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
Tendrils of shadow thicken the air around the subject, running along the skin and seeping into veins.
You heal the target 1d6 points of damage per caster level (max 5d6). Alternatively, the target takes 1d6 points of nonlethal damage per caster level (max 5d6).
Nightdancer
Apprentice, Ebon Vigor
Level/School: 2nd/Transmutation
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject's shadow seems to push back, helping them twirl out of harm's way.
The target gains a +1 dodge bonus to AC and a +1 bonus to all saves, and an additional +1 bonus for every 6 caster levels (maximum +4 at 18th level). For the duration of the effect, the subject's shadow moves as if it is subtly pushing them out of harm's way, which can be noticed with a DC20 Spot check.
Alacrity
Apprentice, Ebon Vigor
Level/School: 3rd/Transmutation
Range: Close
Target: 1 creature, plus an addition creature per 5 levels, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Darkness seeps into the target's muscles, dripping like sweat.
The subjects' bodies are infused with shadow, allowing them to move with great speed. The subjects gain a 30-foot enhancement bonus to speed, and an additional attack when taking a full attack action (which does not stack with haste or similar effects). At 8th level, the subjects can make up to 2 attacks on a charge or spring attack. At 15th level, they can make up to 3 attacks on a charge or spring attack.
Weary Soul
Creeping Chill
Apprentice, Weary Soul
Level/School: 1st/Evocation [Cold]
Range: Medium
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A bolt of shadow flies through the air, twisting a chilling around your target.
If your attack hits, the target takes 1d4 points of cold damage per level (max 5d4) and takes a -2 penalty to Dexterity for 1 round/level. A successful Fortitude removes the Dexterity penalty.
Leaping Shadow
Apprentice, Weary Soul
Level/School: 2nd/Evocation [Darkness]
Range: Medium
Target: One or more creatures; see text
Duration: Permanent; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
A bolt of darkness leaps from your finger and finds its way into your subject's eyes, a swirling darkness behind the pupils.
The target must make a Will save or be permanently blinded. On a successful save, the target instead suffers 20% miss chance for 1 round. For every 5 caster levels beyond 3rd, the bolt leaps to another target within 15 feet, but as the bolt jumps from target to target, they do not all need to be within 15 feet of each other.
Nightshade
Apprentice, Weary Soul
Level/School: 3rd/Necromancy
Range: Touch
Target: One creature touched
Duration: 1 minute/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
The touched creature takes 1d4 negative levels and is sickened. Both of these effects last 1 minute/level. A successful Fortitude save halves the negative levels and negates the sickness. An undead creature instead gains 1d4x5 temporary hit points, which last 10 minutes.
Feral Shades
Twilight Hunters
Initiate, Stalkers of Night
Level/School: 4th/Conjuration (Summoning)
Range: Close
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
From the empty shadows of trees and rocks come forth lithe, feline shapes.
This mystery functions are summon monster I, except as noted here. You can summon 1 dark tiger, 2 dark lions, or 4 dark leopards.
Ravenous Dark
Level/School: 5th/Illusion (Phantasm) [Fear, Mind-Affecting]
Range: Medium
Area: 20-foot-radius emanation, centered on a point in space
Duration: 1 minute/level
Saving Throw: Will partial; see text
Spell Resistance: No
A cloud of darkness erupts from the ground, billowing out. When fear begins to overwhelm those within, hungry maws coalesce; their own fear tears flesh to shreds.
The area is covered as a darkness spell. Any creature within or moving through the area affected by this mystery takes 5d6 damage. In addition, they must make a Will save or take 2 points of Constitution damage and be immobilized for 1 round.
Dark Flight
Initiate, Stalkers of Night
Level/School: 6th/Transmutation
Range: Touch
Target: One creature/3 levels
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Enormous black wings, like those of some unearthly bird of prey, erupt from the target's back.
The subjects can fly at a speed of 60 feet (40 feet in medium or heavy armor, or if carrying a medium or heavy load). They can ascend at half speed and descend at double speed, and their maneuverability is good. The subjects of this mystery can charge but not run while flying, and cannot carry aloft more than their maximum load plus any armor they wears.
Should the mystery duration expire while a subject is still aloft, the subject is wrapped in shadow and floats downwards at 120 feet per round for 1d6 rounds. If it does not reach the ground in that time, it falls the rest of the distance. If this mystery is dispelled, subjects fall in such a manner, but not if negated by an antimagic field.
Shaded Garrison
Ephemeral Blade
Level/School: 4th/Illusion (shadow)
Range: Touch
Target: One weapon or up to 50 projectiles
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Shadows pour from the blade. It's hard to tell if there's even metal underneath.
The first attack each round with the weapon is either made as a touch attack, or the target is flat-footed against the attack (chosen upon casting the mystery).
Shadow Into Metal
Level/School: 5th/Abjuration
Range: Personal or touch; see text
Target: You or touched suit of armor; see text
Duration: 10 minutes/level (D)
Shadows bend and weave together, and soon you are coated in what appears the finest of mithril plate. Shadows pour from the seams, constantly obscuring any perceived weaknesses in the armor.
Shadow harness grants you a +8 armor bonus and a +4 shield bonus to AC , but without weight, armor check penalty, arcane spell failure, or speed reduction. You also gain concealment while this mystery is in effect. If you instead cast this mystery on a piece of armor, the item's enhancement bonus to AC is increased by +1 for every 4 caster levels, the wearer gains concealment, and optionally the armor takes on the look of shadowy full plate.
Living Armory
Initiate, Shaded Garrison
Level/School: 6th/Transmutation
Range: Medium
Target: Up to one creature/level, no two of which can be more than 30 feet apart
Duration: 1 round/2 levels
Saving Throw: Will partial; see text
Spell Resistance: Yes
This spell has three separate but concurrent effects. The spell allows two saves, one for the armor's effects and one for the weapon's effects.
First, all nonmagical weapons and armor carried by the subjects of this spell immediately disintegrate into nothing (no save), though those hidden in extradimensional spaces are immune.
Secondly, magical armor is given semblance of life. It twists and contorts, imposing a penalty to AC equal to the armor bonus it gives. Twice a round, the armor attempts to pin its wearer (who must then break the grapple to act). The armor's grapple modifier is equal to your caster level + your Charisma modifier + any enhancement bonus to AC the armor has. A successful Will save negates the grappling, but not the penalty to AC.
Finally, magic weapon lurch from their owner's grasp and attack their owners twice a round. The weapons make attack rolls using your caster level + your Charisma modifier + any enhancements on the weapon, and damage as weapon damage + your Charisma modifier + any enhancements on the weapon. If the subject makes his Will save, his weapon instead becomes nonmagical for the duration of the mystery.
Eclipse of Life
Stillborn Night
Master, Eclipse of Life
Level/School: 7th/Transmutation [Cold, Darkness]
Range: Close
Area: 40-foot-radius emanation, 40 feet high, centered on a point in space
Duration: 1 minute/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
The area darkens and drops to temperatures far below freezing, sending those within into uncontrollable shivering. Even more unsettling is the absolute silence within.
All light in the area is dropped by one category, and any spells of the Light descriptor of 6th level or lower are suppressed while in the area of this mystery. The entire area is also silenced, as the spell. All creatures in or passing through the area take 4d6 points of cold damage per round. Any target that takes damage from the mystery has their movement speed halved and takes a -4 penalty to AC, saves, attack rolls, weapon damage rolls, skill checks, and ability checks while in the area and 1d4 rounds after they leave. A successful Fortitude save halves the damage and penalties for that round. Targets must make additional saves each round as long as they remain in the area.
Shadowflow
Master, Eclipse of Life
Level/School: 8th/Necromancy
Range: 30 feet
Target: Enemies up to 1 creature/2 levels, and allies up to 1 creature/2 levels, all of whom must be within 20 feet of you; see text
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
Waves of shadow ripple off your foes and and flow like a dozen streams of shadow into your allies.
This mystery does 1d6 points of damage/level to those you target as enemies. They are entitled to a Will save for half damage, and spell resistance applies to this damage. Half the total hit points drained in this way (not including any hit points beyond that which killed a creature) are then split evenly among your targeted allies as healing, with excess becoming temporary hit points that last 1 hour before dissipating. No single person can receive more than 4 point of combined healing and temporary hit points per caster level. If an ally has negative levels, they are removed first at a rate of 25 healing per negative level.
Nightfall
Master, Eclipse of Life
Level/School: 9th/Necromancy
Range: Close
Area: 30-foot-radius emanation, 30 feet high, centered on a point in space
Duration: 1 round/2 levels
Saving Throw: Fortitude half or Will half; see text
Spell Resistance: Yes
Shadows darken and grow, filling the entire area. The shadowstuff is so thick that the lives of those within are in peril of joining the ruins of the Plane forever.
All living creatures within or moving through the area take a number of negative levels equal to half your caster level (Fortitude halves). All non-living creatures take 2d6 points of damage per caster level (Will halves). Within one round, plants in the area die and wither; by the 5th round, trees become nothing but lifeless monuments and even such things as wagons and buildings take on aged, worn appearances.
EDIT: A few minor changes or clarifications
EDIT2: Updated through post #6