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View Full Version : The darkness is eternal . . . and now so am I. Shadow Magic that seizes the night.



Aldurin
2013-11-14, 09:33 AM
Special thanks to Menarker for advice and feedback during the initial writing of this!

So the Tome of Magic is my favorite sourcebook . . . in terms of fluff. Mechanically some of it is good but of the three magic systems introduced, only Pact Magic is actually viable. Truenaming is a mess that's been addressed but Shadow Magic gets its own little corner of obscurity. It's not bad enough to be laughable, but not good enough to be seriously considered. It's not just the class or a few feats, but almost the entire chapter is disappointment. Mouseferatu, one of the original people behind the Shadowcaster proposed a fix, but it was a weak effort on a system that needed major work. Looking around the homebrew world wasn't reassuring, either. Every fix I've seen has either been ineffective or abandons the fluff and the direction that the original authors intended to make this magic system stand out.

Thus this will be a full mechanical rewrite of the Shadow Magic chapter. I'm doing what I think will be capturing the original vision for this class, the little details to set it apart from other magic, while making sure to only compromise when needed.

The Shadowcaster

GAME RULE INFORMATION
Shadowcasters have the following game statistics.
Abilities: Intelligence and Charisma are the most important abilities, as Intelligence determines your ability to cast mysteries and bonus uses per day, and Charisma determines DCs of mysteries and fundamentals and increases the intensity of certain effects. Strength and Dexterity are useful depending on how the Shadowcaster chooses to attack, and Constitution grants more hitpoints, which the Shadowcaster needs with his small hit dice.
Alignment: Any
Hit Die: d6
Starting Age: As wizard.
Starting Gold: 3d4x10 (75 gp).

Class Skills
The Shadowcaster's class skills (and the key ability for each skill) are: Bluff, Concentration, Craft, Disguise, Hide, Intimdate, Knowledge (Arcana), Knowledge (The Planes), Move Silently, Profession, Sleight of Hand, Spellcraft, Spot, Use Magic Device.

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Shadowcaster


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fundamentals
Mysteries


1st
+0
+2
+0
+2
Fundamentals of Shadow, Apprentice Mysteries
3
1


2nd
+1
+3
+0
+3
Umbral Sight (Darkvision and Low-Light Vision)
3
3


3rd
+1
+3
+1
+3

4
4


4th
+2
+4
+1
+4
Sustaining Shadow (No need to eat, fast ability healing)
4
5


5th
+2
+4
+1
+4
Bonus Feat
5
7


6th
+3
+5
+2
+5

5
8


7th
+3
+5
+2
+5
Initiate Mysteries, Umbral Sight (See in Darkness 30 ft)
6
9


8th
+4
+6
+2
+6

6
11


9th
+4
+6
+3
+6
Sustaining Shadow (Sleep 1/hour day, improved negative level healing)
7
12


10th
+5
+7
+3
+7
Bonus Feat
7
13


11th
+5
+7
+3
+7
True Fundamentals
8
15


12th
+6
+8
+4
+8
Umbral Sight (Blindsight)
8
16


13th
+6
+8
+4
+8
Master Mysteries
9
17


14th
+7
+9
+4
+9
Sustaining Shadow (Immune to Disease and Poison, no sleep, improved breath holding and faster ability/level healing.)
9
19


15th
+7
+9
+5
+9
Bonus Feat
10
20


16th
+8
+10
+5
+10

10
21


17th
+8
+10
+5
+10
Umbral Sight (Improved Blindsight, Darkvision and See In Darkness)
11
23


18th
+9
+11
+6
+11
Endless Fundamentals
11
24


19th
+9
+11
+6
+11
Sustaining Shadow (No need to breathe, immune to ability damage and negative levels, heal from ability drain.)
12
25


20th
+10
+12
+6
+12
Shadow Master, Bonus Feat
12
27



Class Features
All of the following are class features of the Shadowcaster.

Weapon and Armor Proficiencies: The Shadowcaster is proficient with simple weapons and light armor.

Fundamentals of Shadow (Su):
As a shadowcaster, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable three times per day, and cast as a move action if not faster. You begin play with 3 minor fundamentals and gain an additional fundamental at 3rd level and every two levels after. Whenever you gain a new fundamental you also increase an already known fundamental to its major version, and beginning at level 11 you can increase major fundamentals to their true versions with this upgrade. At fourth level and every two levels after, all fundamentals you know gain an additional use, as do fundamentals you learn later on. At level 18, all fundamentals are usable at will. The save DC of any fundamental is equal to 10 + 1/2 of your caster level + your CHA modifier.

Mysteries, Paths and Enigmas:
You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know 1 mystery at first level and gain another mystery at each class level, except for second level and every three levels after at which you gain two mysteries. You can choose mysteries from any spell level that a wizard of your level would have access to (so at 3rd and every two levels after, you can access the next spell level of mysteries). Up to 6th level, you can only choose Apprentice Mysteries. At 7th level, you gain access to Initiate Mysteries and at 13th level you can choose Master Mysteries.
Shadow magic falls into groupings or Paths, in which three similar mysteries of a category reside. While you can freely choose mysteries from any path without being restricted to a specific progression, it is wise to complete some paths. When you learn all three mysteries of a path, you gain access to the path's Enigma. This represents a new understanding into the aspect of shadow magic represented by the path, either as a passive ability that usually enhances the mysteries within the path or as active abilities, usable a set number of times per day. Activatable Enigmas are treated as having a spell level equal to the highest level mystery in their path, functioning as a spell, spell-like ability or supernatural ability based on the mysteries in their path, and cannot be modified like mysteries, such as with metashadow feats.
Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As you progress, however, your connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. When you are capable of only casting Apprentice mysteries, you cast them as if they were arcane spells. They all have somatic components, armor-based spell failure chance and are subject to interruption (but they do not require material components, foci or verbal components). Whenever you cast a mystery as an arcane spell, observers can make a DC 15 spot check to note that your shadow is making different gestures from the ones you make when you cast the mystery (see Detecting Mysteries).
At 7th level, when you become capable of casting initiate mysteries (whether or not you choose to learn any), your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and no longer require somatic components. Your new initiate mysteries (when you learn them) function as arcane spells and follow the rules as described above.
When you reach 13th level and become capable of casting master mysteries, another change occurs. Your master mysteries function as arcane spells, and your initiate mysteries function as spell-like abilities.Your apprentice mysteries become supernatural abilities (See page 139 of Tome of Magic for rules governing supernatural abilities) though they retain spell level and original DCs.
You can learn a mystery more than once. Each time you relearn a mystery, you gain another set of uses per day for that mystery.
You can use each mystery you know a certain number of times per day, based on whether you cast it as a spell (twice), a spell-like ability (three times) or a supernatural ability (four times). The allotments are given on the table below, but only apply if you are able to cast mysteries of the level indicated. Although you do not prepare spells, you must rest for 8 hours and meditate for 15 minutes to regain use of your mysteries. You gain bonus uses per day for a high Intelligence score in the same manner that a wizard gains bonus spells, and each use must be assigned to a known mystery of its level during your daily meditation.
In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your CHA modifier. Even though shadowcasters do not "cast spells" in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.

Uses per Mystery per Day


Class Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
2
-
-
-
-
-
-
-
-


2nd
2
-
-
-
-
-
-
-
-


3rd
2
2
-
-
-
-
-
-
-


4th
2
2
-
-
-
-
-
-
-


5th
2
2
2
-
-
-
-
-
-


6th
2
2
2
-
-
-
-
-
-


7th
3
3
3
2
-
-
-
-
-


8th
3
3
3
2
-
-
-
-
-


9th
3
3
3
2
2
-
-
-
-


10th
3
3
3
2
2
-
-
-
-


11th
3
3
3
2
2
2
-
-
-


12th
3
3
3
2
2
2
-
-
-


13th
4
4
4
3
3
3
2
-
-


14th
4
4
4
3
3
3
2
-
-


15th
4
4
4
3
3
3
2
2
-


16th
4
4
4
3
3
3
2
2
-


17th
4
4
4
3
3
3
2
2
2


18th
4
4
4
3
3
3
2
2
2


19th
4
4
4
3
3
3
2
2
2


20th
4
4
4
4
4
4
3
3
3



Umbral Sight (Su):
When you reach second level, your vision extends slightly into the Plane of Shadow. You gain darkvision out to 60 feet, or extend your existing darkvision by 30 feet. You also gain low-light vision if you don't already have it. At 7th level, you gain See in Darkness out to 30 feet, and extend your darkvision by 30 feet. At 12th level, you extend See in Darkness and Darkvision by 30 feet, and gain Blindsight out to 10 feet. At 17th level, See in Darkness and Darkvision extend by 30 feet, your blindsight extends by 20 feet and all benefits of this ability become extraordinary abilities.

Sustaining Shadow (Ex):
When you reach 4th level, your bond to the Plane of Shadow allows you to absorb dark energies, mitigating certain biological needs and bolstering your body's ability to maintain itself. You do not need to eat to sustain yourself, and you restore ability damage at 1 point per hour instead of 1 point per day. At 9th level, you only need to sleep for 1 hour each day, and you make saves against negative levels every four hours instead of once a day, and you do not permanently lose levels on failed saves. At 14th level, you become immune to poison and disease, even magical ones, and you do not need to sleep (though you must still rest 8 hours to restore mysteries). Additionally, ability damage heals at 1 point every 10 minutes, negative levels are saved against at every hour, and you can hold your breath for three times as long before suffocating (for example, a medium Shadowcaster could survive in a Portable Hole for 30 minutes instead of 10 minutes). At 19th level, you become immune to ability damage and negative levels, no longer need to breathe, and ability drain restores at 1 point per hour.

Bonus Feat:
At 5th, 10th, 15th, and 20th levels, you gain an additional feat. This feat must be from any of the feats described below, and you must meet the prerequisites.

Shadow Master:
At 20th level, your connection with the Plane of Shadows intensifies, fully atttuning you to shadow magic. Your initiate mysteries become usable as supernatural abilities, your master abilities as spell-like abilities. You no longer age (you keep current bonuses and penalties from age but do not gain new ones) and your type changes to Outsider native to the Plane of Shadow with the Augmented subtype, unless you are undead or a construct in which case you gain the Extraplanar subtype when outside of the Plane of Shadow.

Fundamentals

Fundamentals are the basics of manipulating Shadow Magic, made to excersize a Shadowcasters ability to evoke more power from the same amount of shadow energy. Fundamentals come in three stages: Minor, Major and True. All Shadowcasters are faced with the choice of whether to focus on a few fundamentals and master them, or whether to diversify and learn more of them.

Summarized list of Fundamentals
Arrow of Dusk:
Minor: Ray attack for 2d6 nonlethal damage with x3 crit modifier.
Major: Ray attack for 3d8 nonlethal damage with 19-20/x3 crit mod.
True: AoE attack for 4d10 nonlethal damage with 18-20/x4 crit mod, or single-target ray attack for 3d8 damage with 18-20/x4 crit mod.

Black Candle:
Minor: Darkness or Light
Major: Blacklight or Daylight
True: Celestial Brilliance or Deeper Darkness with Blacklight effect and CL hours duration.

Caul of Shadow:
Minor: +1 deflection bonus to AC
Major: +3 deflection bonus to AC
True: +5 deflection bonus to AC

Mystic Reflections:
Minor: Detect Magic
Major: Arcane Sight
True: Greater Arcane Sight

Shadow Hood:
Minor: -2 to attack rolls and skill checks on a failed will save, -1 on successful save.
Major: -4 to attack rolls and skill checks, -2 AC on a failed will save, half on successful save.
True: -6 to attack rolls and skill checks, and -4 to AC on failed will save, half on successful.

Shadow Weaponry (Adapted from Descent of Shadows' Shadow's Weaponry):
Minor: Gain proficiency with one martial weapon for 1 hour/level but it only does nonlethal damage
Major: Gain proficiency with one martial weapon for 1 hour/level or one exotic weapon for 1 minute/level
True: Gain proficiency with one martial or exotic weapon for 1 hour/level or one exotic weapon for 1 minute/level, and chosen weapon is treated as having been made from antichrome.

Shadowstep (Adapted from Descent of Shadows):
Minor: Ignore difficult terrain on the round you cast this spell.
Major: Ignore difficult terrain on the round you cast this spell, and gain +10 movement speed on regular terrain for that time.
True: Ignore difficult terrain on the round you cast this spell, gain +10 movement speed on regular terrain and delay slows and immobilization for that time.

Sight Obscured:
Minor: +4 Hide and Sleight of Hand
Major: +8 Hide and Sleight of Hand.
True: +12 Hide and Sleight of Hand.

Skeleton Key (Adapted from Descent of Shadows):
Minor: Create a key that eventually opens one lock, relocking it once the key is used.
Major: Create a key that opens one lock relatively quickly, relocking it once the key is used.
True: Create a key that opens one lock within moments, relocking it once the key is used if the caster desires.

Umbral Hand:
Minor: Mage Hand, but 5 lbs per CL.
Major: Mage Hand, but 10 lbs per CL and functions as Spectral hand.
True: Mage Hand, but 15 lbs per CL, swift action to concentrate and functions as Spectral Hand.

Unbidden Strike (Adapted from Descent of Shadows):
Minor: Designate an unattended weapon to attack the first person to come within range.
Major: Designate an unattended weapon to attack the first person to come within range, the weapon uses your Charisma modifier in place of strength and dexterity for attack and damage rolls.
True: Designate an unattended weapon to attack the first person to come within range or only for a specific type or alignment of creature. The weapon uses your charisma modifier in place of strength and dexterity for attack and damage rolls.

Whispers of Darkness (Adapted from Descent of Shadows' Olden Tales):
Minor: Gain a +2 bonus to knowledge checks, and expend to make an untrained knowledge check with this bonus.
Major: Gain a +5 bonus to knowledge checks, and you may make one untrained check for each knowledge skill you don't have ranks in.
True: Gain a +10 bonus to knowledge checks, and you may make untrained knowledge checks with this bonus.

Fundamentals Descriptions:
Arrow of Dusk:
Minor
Range: Medium
Target: One creature
Spell Resistance: No

You shoot an arrow of shadow which drains the energy of the target it hits. Make a ranged touch attack, dealing 2d6 nonlethal damage. The attack can threaten a critical hit on a natural 20, dealing x3 damage if successful.

Major
Range: Medium
Target: One creature
Spell Resistance: No

Your shoot a stronger, larger arrow of shadow energy. As the minor version, except the nonlethal damage is 3d8 and the critical range is 19-20/x3.

True
Range: Long
Target: One creature or a 15-foot radius area
Save: Reflex half or none (see text)
Spell Resistance: no

Your Arrow of Dusk becomes a powerful missile, exploding in a powerful burst that drains opponents or focusing on one creature to do life-threatening damage. You choose to either use the Area of Effect version or the focused version at the time of casting. The AoE version does 4d10 nonlethal damage to targets in the area (half on a successful reflex save), and rolls attack rolls for each target for the purpose of attempting to crit, its range is 18-20/x4. The focused version does 3d8 untyped damage on a single target on a successful touch attack, with a 18-20/x4 crit range

Black Candle:
Minor

You generate darkness or light on an object you touch. This fundamental functions as either the Light spell or the Darkness spell.

Major
Range: Touch
Duration: 10 minutes/level

The illumination or shadows that you imbue objects with intensifies. This fundamental functions as either the Daylight spell or the Blacklight spell, except as noted above.

True

Your touch now binds the very essence of light or darkness to an object in a strong and enduring form. This fundamental functions as either the spell Celestial Brilliance (Book of Exalted Deeds page 94) without the damage to undead and evil outsiders, or as the spell Deeper Darkness with the total darkness effect of the Blacklight spell.

Caul of Shadow
Minor
Range: Personal
Target: You
Duration: 1 minute/level

Some wisps of shadow lazily flow around you, providing some small defense against attacks. You gain a +1 deflection bonus to your Armor Class.

Major
Range: Personal
Target: You
Duration: 1 minute/level

The wisps of shadow are now slightly thicker and swirl around you at a decent pace. You gain a +3 deflection bonus to AC.

True
Range: Personal
Target: You
Duration: 1 minute/level

You fully power the shadowy wisps protecting you, and they thickly swarm and move in intricate, unpredictable patterns as they deflect attacks. You gain a +5 deflection bonus to AC.

Mystic Reflections:
Minor

You emanate a faint amount of shadow energy which causes magical auras to cast shadows that you can see. This functions as the spell Detect Magic.

Major

The shadows you emanate intensify and become easier to maintain. This functions as the spell Arcane Sight

True

Your emanations don't just cast the shadows of magical auras, but actually split and reveal more information on the magic in your vicinity. This functions as the spell Greater Arcane Sight

Shadow Hood:
Minor
Range: Close
Target: One creature
Duration: 1 round/level
Save: Will partial; see text
Spell Resistance: No

You send shadows to obscure a person's vision and interfere with their actions. The target takes a -2 penalty to attack rolls and skill checks. This effect is halved on a successful will save.

Major
Casting Time: Swift Action
Range: Close
Target: One Creature
Duration: 1 round/level
Save: Will partial; see text
Spell Resistance: No

The shadows harass your target more effectively, hampering their ability to fight and perform. The target takes a -4 penalty to attack rolls and skill checks and a -2 penalty to Armor Class. This effect is halved on a successful will save.

True
Casting Time: Swift action
Range: Medium
Target: One Creature
Duration: 1 round/level
Save: Will partial; see text
Spell Resistance: No

Darkness severly debilitates your target's actions. The target takes a -6 penalty to attack rolls and skill checks and a -4 penalty to Armor Class. This effect is halved on a successful will save.

Shadow Weaponry:
Minor
Range: Personal
Target: Held martial weapon
Duration: 1 hour/level
Save: None (harmless)
Spell Resistance: No (harmless)

As you grasp the weapon in your hands it feels . . . dark, you can't really explain the feeling but it seems more comfortable in your hands when you use it. You gain proficiency with the weapon for one hour per caster level, and with other identical weapons, though any attacks with such weapons deal nonlethal damage. You can only have one instance of this effect on at once, and casting Shadow Weaponry on a different weapon dispels the current effect.

Major
Target: Held martial or exotic weapon
Duration: 1 hour/level or 1 minute/level

You feel an uncanny familiarity with the weapon you hold, and can faintly hear dark whispers from nowhere guiding you on its usage as the weapon appears to be visibly darker as if constantly in a shadow. You gain proficiency with the weapon for one hour per caster level (or one minute per level if the weapon is exotic), and with other identical weapons. You can only have one instance of this effect on at once, and casting Shadow Weaponry on a different weapon dispels the current effect.

True

Your weapon turns pitch black in your hand as you feel it bond with you, somehow appearing shiny only when in darkness. You gain proficiency with the weapon for one hour per caster level (or one minute per caster level if the weapon is exotic), and with other identical weapons. Additionally when you hold a weapon designated by this fundamental it is treated as having the benefits of antichrome (see the Equipment section), but reverts to normal one round after you stop holding it. You can only have one instance of this effect on at once, and casting Shadow Weaponry on a different weapon dispels the current effect.

Shadowstep:
Minor
Range: Personal
Duration: 1 round
Save: Will negates (harmless)
Spell Resistance: No (harmless)

You feet are guided by wisps of shadow that briefly help you traverse an area. You ignore difficult terrain for the duration of this fundamental.

Major
Casting time: Swift action

The shadows guide your movements even more, granting you speed when not assisting you on uneven ground. This functions as the minor version of the fundamental, except as noted above and your movement speed is treated as 10 feet faster on regular terrain for the duration of the fundamental.

True
Casting time: Immediate action

Darkness swells around you, assisting your movement and keeping negative effects from stopping you. This functions as the major version of the fundamental, except as noted above. Additionally, if any effect that Freedom of Movement negates is applied to you while this fundamental is active, such effects are delayed until the fundamental ends, at which point they resume if the effect is still valid (if you're outside of someone's grapple range or solid fog, for example, you are unaffected). This does not affect any of those effects that are already active before the fundamental is cast and multiple castings of this fundamental won't chain the delay (effects delayed by the first casting won't be delayed by the second casting). This fundamental may be cast in response to being targeted by such an effect, which is then subject to the delay.

Sight Obscured:
Minor
Range: Touch
Target: Creature touched
Duration: 1 round/level
Save: Will negates (harmless)
Spell Resistance: No (harmless)

The shadows make subtle efforts to assist the target in hiding their actions and presence. The subject gains a +4 circumstance bonus to Hide and Sleight of Hand checks.

Major
Range: Touch
Target: Creature touched
Duration: 1 round/level
Save: Will negates (harmless)
Spell Resistance: No (harmless)

The shadow energies hide the target more effectively. The subject gains a +8 circumstance bonus to Hide and Sleight of Hand checks.

True
Range: Touch
Target: Creature touched
Duration: 1 round/level
Save: Will negates (harmless)
Spell Resistance: No (harmless)

The darkness intensifies around the target, making them very hard to notice. The subject gains a +12 bonus to Hide and Sleight of Hand checks.

Skeleton Key:
Minor
Range: Personal
Duration: Instantaneous

You create a dark, amorphous key from the darkness which slowly changes form over time. You create a key that can be used on one lock. The lock takes 1 minute per 5 points of the lock's Open Lock DC (rounded up) to be unlocked with this method, and cannot be interacted with by anything else. Once the lock is open it stays unlocked until the key is removed or the caster let's go of the key, at which point the key vanishes and the lock reengages. Interrupted attempts at unlocking a door can be resumed and do not use up the key. Unused keys remain intact so long as they remain in the caster's possesion, until the caster refreshes his spells/mysteries for the day.

Major:

You create a more unstable key of shadow energy that morphs much more quickly to fit the lock. This functions as the minor version of the fundamental, except that it only takes half a minute per five points of the Open Lock DC to unlock.

True:

The key is now a barely stable mass of shadow energy, but rapidly takes on the shape of a key when put into a lock. This functions as the minor version of the fundamental, except that it only takes one round for every five points of the Open Lock DC to unlock, and you can choose for the lock to remain unlocked once the key disappears.

Umbral Hand:
Minor

You merely point or gesture at an object and the shadows move it for you. This functions as the spell Mage Hand, except the weight limit is 5 lbs per caster level and you can concentrate on this spell as a move action (moving the hand with the same action).

Major

The shadows you command to move objects also transfer magic for you. This functions as the spell Mage Hand, except the weight limit is 10 lbs per caster level, you can concentrate on this spell as a move action (moving the hand with the same action) and you can deliver touch spells/mysteries with this fundamental as the spell Spectral Hand, but without the vulnerabilities.

True

The darkness almost acts as an extra limb for you, moving objects of varying size or transferring magic with little effort. This functions as the spell Mage Hand, except the weight limit is 15 lbs per caster level, you can concentrate on this spell as a swift aciton (moving the hand with the same action) and you can deliver touch spells/mysteries with this fundamental as the spell Spectral Hand, but without the vulnerabilities.

Unbidden Strike:
Minor
Range: Touch
Target: Touched weapon
Duration: 1 hour/level or until expended

You imbue a weapon with enough energy for it to strike the first person who comes too close to it. Whenever a creature comes within range of the affected weapon (5 feet for melee weapons and half of the range increment for ranged weapons) the weapon suddenly comes to life and makes a signle attack at the creature, using your base attack bonus for attacks but no strength or dexterity modifiers for attack or damage. The weapon must be unattended and unsheathed, and ranged weapons that use ammunition must have it on hand. The fundamental ends immediately after the attack is resolved, and a weapon affected by this mystery will not trigger against its own caster.

Major

The affected weapon is imbued with even more energy, attacking its target more effectively. This functions as the minor version of this fundamental, except that the triggering range is doubled and the weapon adds your charisma modifier to the attack and damage rolls for the strike (your Charisma at the time of casting).

True

The weapon is not just rigged with dark power, but also capable of cunning and patience. This functions as the major version of the fundamental, except an alignment or creature type can be specified, making the weapon only trigger when a matching creature comes into range.

Whispers of Darkness:
Minor
Range: Personal
Target: Self
Duration: 1 hour or until expended

You hear faint, shadowy voices from within your head, saying random bits of information that is somewhat relevant to what you're thinking about, though unfamiliar subjects strain these voices. You gain a +2 bonus on knowledge checks. You can end this mystery early by making an untrained knowledge check, which also gains the benefit of the bonus.

Major

The voices are consistently relevant to the subject matter, and are more lenient about focusing on unfamiliar topics. You gain a +5 bonus on knowledge checks, additionally you may make one untrained knowledge check for each knowledge skill you don't have ranks in while this fundamental is in effect, using the bonus of this fundamental.

True

The whispers in your mind have grown to like you more, and are very informative on any subject. You gain a +10 bonus on knowledge checks, and you can make checks with any untrained knowledge skills with this bonus.

Aldurin
2013-11-14, 09:34 AM
Apprentice Mysteries:

Your good ol' low-level magic, but different for the Shadowcaster. There is a significant amount of Charimsa-based modulation to be found within the effects of these mysteries, whose power and duration are meant to compensate for the limited selection and usage that the Shadowcaster has. Remember that if your Charisma modifier is lower than 1, all Charisma modulation bottoms out at +1 modifier, so such effects can't be zero or a negative.

Paths:
Cloak of Shadows:
1st: Shadow Skin: Gain DR/- equal to Cha for CL minutes.
2nd: Steel Shadows: +Cha armor bonus and shield bonus for 10 min/cl
3rd: Sharp Shadows: All melee attacks against you inflict retaliation damage for CL minutes.
Enigma: Undying Shadows: 1/day gain Fast Healing 1 for Cha minutes. Each extra completed path increases the fast healing by 1.

Dark Terrain:
1st: Carpet of Shadows; 5 ft squared per CL of difficult terrain and fog cloud for CL minutes. Can target airborne squares.
2nd: Black Fire: 5 ft squared per CL is filled with black fire for CL rounds. Does 1d6/level +CHA cold damage to people who pass through or end turn in it (reflex halves). Can be designated on airborne squares.
3rd: Clinging Darkness: 20-foot radius immobilize enemies on failed reflex save for CL minutes.
Enigma: Umbral Landscape: Carpet of Shadows' Fog Cloud effect cannot be dispersed by wind, and all three mysteries can be treated as having the Grease spell in its area, except the balance check DC is 10+CHA and flying targets caught in a midair portion of Carpet of Shadows or Black Fire must make a reflex save or fall.

Ebon Whispers:
1st: Voice of Shadow: As command, or with constructs and undead daze for 1 round on failed save. On successful save it takes -CHA to mental ability scores on turns where it does not follow your commands (if using the command effect of the mystery).
2nd: Exhale of the Night: Gust of Wind and Shatter.
3rd: Congress of Shadows: Sending, but CHAx15 word restriction, cross-plane contact allowed within darkness and capable of concealing your identity to recipient.
Enigma: Utter within the Dark: 1/day Darkness, but everyone who enters must make a will save of be subject to a round/level suggestion set at the time of casting (must be the same order for all victims.)

Eyes of Darkness:
1st: Bend Perspective: Cl minutes of altered perspective relative to caster, can move perspective anywhere within range as a swift action.
2nd: Piercing Sight: CL minutes of See Invisibility, and gain/add 10 ft/CHA darkvision and half of that distance as See In Darkness.
3rd: Killing Shadows: 30 ft cone of 1d8/level+CHA damage. Will save for half.
Enigma: The Darkness Always Watches: You can no longer be flanked while in an area of darkness. Piercing Sight's bonus range on See in Darkness doubles. While using Bend Perspective, you may use your altered perspective as the point of origin for mysteries that have a range/area of effect larger than touch or self, but if you do then the perspective's location is revealed as two eye-shaped shadows until your next turn.

Night's Long Fingers (Cityscape update):
1st: Quicker than the Eye: CL minutes +CHA per 5 CL bonus to sleight of hand and +CHA to attack rolls and +1/2 CHA extra to critical hit confirmation. sleight of hand is usable through umbral hand.
2nd: Trail of Haze: 10 minutes/CL target leaves trail only you can see, and you gain total concealment from the target when you stand within the trail.
3rd: Umbral Fist: CL minutes, make standard action for distant bull rush, disarm or trip. Use INT or CHA instead of str.
Enigma: Crowded Darkness: 1/day, as mirror image and disguise self, except that the mirror images and your disguise automatically matches the local people of your current location, 3xCHA images are produced and they can be set to either act normally or slowly disperse. Cannot be cast within direct sunlight, but the illusions persist if they are exposed to it afterwards.

Speed of the Night:
1st: Swift as the Shadows: For CL minutes, ignore diffuclt terrain, gain a +10 bonus to all movement speeds plus another 10 per four caster levels, and add CHA to jump, balance, climb, tumble and move silently checks.
2nd: Midnight Flight: Gain a fly speed at good maneuverability at a speed of 5 ft/CL (capped by 2xCHA) for 10 minutes/CL.
3rd: Flicker: Immediate action self dimension door for 10 ft/CHA for CL rounds. 50% miss chance on you if used in response to an attack.
Enigma: Strike with the Shadows: When attacking on the same round where you move at least 10 feet with a movement mode currently provided/buffed by a mystery from this path, except for Flicker, you add your charisma to damage for every 10 feet traveled. If making a charge, you only count distance up to the speed of the movement mode you're charging with for bonus damage. If you use Flicker's effect on your turn, you do not lose the ability to take other actions afterwards.

Touch of Twilight:
1st: Life Fades: Touch attack 1d6+1/2CHA nonlethal damage per CL. Fatigued for CL rounds on failed fort save.
2nd: Flesh Fails: Touch Attack, deal 1d4 Str or Dex ability damage or 1d2 Con, and for CHA turns roll that same damage on a failed fort save. A successful fortitude save prevents the damage on that turn, but does not end the effect early.
3rd: Umbral Touch: For CL minutes gain touch attack, 5d6 damage per successful attack and slow on a failed fort save. Treated as armed while this is in effect.
Enigma: Shadow Skirmish: You don't provoke attacks of opportunity for entering squares threatened by an opponent you attack on the same turn. You also add your Cha mod to attack rolls to land touch attacks with any of the mysteries from this path.

Umbral Mind:
1st: Mesmerizing Shade: A number of targets equal to your caster level (but no higher than your Cha mod) must make a will save or be dazed for 1 round. Targets that make a successful save take a penalty to attack rolls, saves and skill checks equal to CHA for 1 round.
2nd: Thoughts of Shadow: As either of the spells, Fox's Cunning, Owl's Wisdom or Eagle's Splendor.
3rd: Afraid of the Dark: 1d6 +1/4 cl wisdom damage, or a -CHA penalty to saves against fear on a successful save.
Enigma: Mind Eclipse: Your mysteries that use will saves increase their DC by another half of your charisma modifier when the target is not in direct sunlight or magical effect that produces similar light. Mesmerizing Shade stuns targets that fail their save by 5 or more instead of dazing them, and Afraid of the Dark's wisdom damage die is maximized if the target fails their save by 5 or more.

Descriptions:
Afraid of the Dark:
Apprentice, Umbral Mind
Level/School: 3rd/Illusion (Mind-affecting, Shadow)
Range: Medium
Target: One living creature
Duration: Instantaneous/ 1 round/level
Save: Will partial, see text.
Spell Resistance: Yes

The target takes 1d6 Wisdom damage, +1 for every four caster levels. A successful will save instead inflicts a penalty to saves against fear equal to your charisma modifier for CL rounds.

Bend Perspective:
Apprentice, Eyes of Darkness
Level/School: 1st/Divination
Range: 10ft/CHA
Target: Self
Duration: 1 minute/level
Save: None (harmless)
Spell Resistance: No

Your eyes dissappate into wisps of shadow, and you gain the ability to see from various locations around you. You gain the ability to see omnidirectionally from any point within this range that you have line of effect to. You designate a location for this new perspective as a swift action, and can return it to your normal eyesight as a free action. The perspective remains stationary regardless of your movement, until you move out of range or break line of effect in which case your original sight is automatically restored. Due to the awkward nature of moving in third person, this altered pesperctive does not provide any combat bonuses such as flanking immunity.

Black Fire:
Apprentice, Dark Terrain
Level/School: 2nd/Conjuration
Range: Short
Target: 5 square feet/level
Duration: 1 round/level
Save: Reflex half
Spell Resistance: No

Creates black fire that damages creatures within it. Any creature that passes through this black fire or ends their round in it takes 1d6/level + CHA cold damage, halved on a successful reflex save.

Carpet of Shadow:
Apprentice, Dark Terrain
Level/School: 1st/Conjuration
Range: Medium
Target: 5 square feet/level
Duration: 1 minute/level
Save: None
Spell Resistance: No

Surfaces twist and contort, and the area fills with a dark mist. The affected area of the spell is treated as difficult terrain and the fog cloud spell. The caster is immune to his own casting of this mystery.

Clinging Darkness:
Apprentice, Dark Terrain
Level/School: 3rd/Conjuration
Range: Medium
Target: 20 ft radius sphere centered on a single point in space
Duration: 1 minute/level
Save: Reflex negates
Spell Resistance: Yes

Shadow seep out of everything within the area, attempting to cling to anyone within reach. Anyone within the area must make a reflex save or be immobilized. Each round a new save can be made, and a succesful save allows the subject to move freely within the spell's effect during their next turn.

Congress of Shadows:
Apprentice, Ebon Whispers
Level/School: 3rd/Divination
Range: 1 mile/level
Target: One living creature whose location you are aware of, or one creature you know of within darkness.
Duration: Instantaneous
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)

You mentally send a message to a distant person. The message can consist up to 15 words per point of charisma modifier you have. The message functions as normal speech, unable to trigger voice-based effects at the target. If the subject is where you believe it to be, or is within darkness, the message is received. The subject recognizes the sender's identity if it knows you, unless you choose to remain anonymous in which case the message comes across as hundreds of mysterious whispers speaking in unison. The creature can then reply, using the same number of words. This works across planes if the recipient is within an area of darkness.

Exhale of the Night:
Apprentice, Ebon Whispers
Level/School: 2nd/Evocation
Save: Fortitude negates
Spell Resistance: See text.

The make an exhaling motion, sending forth a small storm of shadow energy that simulates powerful wind and loudly destroys objects it collides with. This functions as the spell Gust of Wind, except that the affected area is subject to the Shatter spell's area-targeted function at the time of casting, objects that enter this effect later are unaffected. The caster can choose to focus the Shatter effect, instead targeting a single object or crystalline creature within the spell's effect, subjecting it to the targeted effect of Shatter.

Flesh Fails
Apprentice, Touch of Twilight
Level/School: 2nd/Necromancy
Target: One living creature touched.
Duration: 1 round/CHA and instantaneous; see text
Save: See text
Spell Resistance: Yes

You touch a living creature, slowly converting his very form into shadow in order to debilitate him. When you touch a living creature with this spell, you choose to either inflict 1d4 Strength damage, 1d4 Dexterity damage or 1d2 Constitution damage. For a number of rounds after equal to your Charisma modifier, the target must make a fortitude save or take another roll of ability damage on that turn. A successful save does not end this effect early.

Flicker
Apprentice, Speed of the Night
Level/School: 3rd/Conjuration
Range: 10 ft/CHA
Target: Self
Duration: 1 round/CL
Save: None (Harmless)
Spell Resistance: No (Harmless)

Your very form seems to shimmer with a slight amount of darkness, and you can instantly teleport at a short range, leaving behind some shadowy wisps in both locations. Once per round as an immediate action, you teleport to a nearby location within 10 feet per point of charisma modifier. If this ability is used in response to an attack, the attack gains 50% miss chance against you.

Killing Shadows:
Apprentice, Eyes of Darkness
Level/School: 3rd/Necromancy
Range: 30 ft cone
Duration: Instantaneous
Save: Will for half.
Spell Resistance: Yes

You emit a cone of shadow energy from your eyes, draining life from those caught in it. Anyone within this effect takes 1d8/level +CHA damage, halved on a successful will save.

Life Fades:
Apprentice, Touch of Twilight
Level/School: 1st/Necromancy
Target: One living creature touched.
Duration: Instantaneous and 1 round/level; see text
Save: See text
Spell Resistance: Yes

You touch a person, overcoming their life force with darkness. The touched person takes nonlethal damage equal to 1d6 plus half your Charisma modifier per caster level, and they become fatigued for a number of rounds equal to your caster level if they fail a fortitude save.

Mesmerizing Shade:
Apprentice, Umbral Mind
Level/School: 1st/Enchantment
Range: Short
Target: 1 living creature/level, max equal to CHA.
Duration: 1 round
Save: Will partial
Spell Resistance: Yes

You emit a small wave of darkness that attempts to cloud the minds of others for a brief moment. You select a number of targets up to your caster level but no higher than your charisma modifier. They then must make a will save or be dazed for 1 round. If they make a successful save, they take a -1 penalty to attack rolls, saves and skill checks for 1 round.

Midnight Flight
Apprentice, Speed of the Night
Level/School: 2nd/Transmutation
Range: Personal
Duration: 10 minutes/level
Save: None (harmless)
Spell Resistance: No (harmless)

Shadows coalesce around you and lift you, leaving a smoke-like trail a couple feet behind yourself when you fly. You gain a fly speed equal to 5 feet per caster level (capped at 10xCHA ft) at good maneuverability.

Piercing Sight
Apprentice, Eyes of Darkness
Level/School: 2nd/Divination
Range: Personal
Duration: 1 minute/level
Save: No
Spell Resistance: No

Your eyes appear to dark as the energy of shadow swirls inside of them. You gain the effects of See Invisibility, gain 10xCHA ft of darkvision or add that to existing darkvision, and 5xCHA ft of See in Darkness.

Quicker than the Eye
Apprentice, Night's Long Fingers
Level/School: 1st/Transmuation
Range: Personal
Duration: 1 minute/level
Save: No (harmless)
Spell Resistance: No (harmless)

Your movements begin appearing strange, as if they vanish into darkness and reappear at their destination instantly. You add your Charisma modifier to Sleight of Hand and add it again every five caster levels. You also add your Charisma modifier to attack rolls and another half of your Charisma modifier to critical confirmation rolls. Sleight of Hand is also usable through the Umbral Hand fundamental.

Shadow Skin
Apprentice, Cloak of Shadows
Level/School: 1st/Abjuration
Range: Personal
Duration: 1 minute/level
Save: No (harmless)
Spell Resistance: No (harmless)

You skin darkens, similar to that of a Shadow creature, but with a distinct resilience to it. You gain DR /- equal to your Charisma modifier, this stacks with other DR /-.

Sharp Shadows
Apprentice, Cloak of Shadows
Level/School: 3rd/Abjuration
Range: Personal
Duration: 1 minute/level
Save: No
Spell Resistance: No

Darkness starts to cover your form and begin to take shape, forming into something reminiscient of both raven feathers and pitch black crystals, and they break off and fly at whoever strikes at you. Whenever someone makes an attack against you in melee, regardless of whether or not it hits, they take 1d2+CHA untyped damage. The die size increases every two caster levels, in the progression of 1d4 1d6 1d8 1d10 1d12 2d6 2d8 3d6 and finally 3d8 at level 20.

Steel Shadows
Apprentice, Cloak of Shadows
Level/School: 2nd/Abjuration
Range: Personal
Duration: 10 minutes/level
Save: No (harmless)
Spell Resistance: No (harmless)

Your clothing transforms into a material akin to both obsidian and shadow dragon scales, emittting faint whisps of shadows when moving or in wind, these whisps feed a transparent gray sphere that swirls around you. You gain an armor bonus and a shield bonus equal to your Charisma modifier.

Swift as the Shadows
Apprentice, Speed of the Night
Level/School: 1st/Transmutation
Range: Personal
Duration: 1 minute/level
Save: No (harmless)
Spell Resistance: No (harmless)

You feel faster and lighter, able to move faster and navigate obstacles more quickly, and in the darkness wisps of shadows disperse with every step you make. You ignore difficult terrain and gain a +10 bonus to all movement speeds with another 10 at every four caster levels, and you add your Charisma modifier to jump, balance, climb tumble and move silently checks.

Thoughts of Shadow
Apprentice, Umbral Mind
Level/School: 2nd/Transmutation
Range: Personal

Shadowy forces resonate with your mind, enhancing your mental faculties. You gain the effect of either Fox's Cunning, Owl's Wisdom or Eagle's Splendor, at your choosing.

Trail of Haze
Apprentice, Night's Long Fingers
Level/School: 2nd/Illusion
Range: Short
Target: One Creature
Duration: 10 minutes/level
Save: Will partial; See text
Spell Resistance: Yes

One person unknowingly leaves darkness in their wake, allowing you to follow and hide from your target. The creature you target leaves a trail of light wispy shadows that only you can see, which persists until the mystery ends. You also gain total concealment against the target when you stand inside the trail, should the target fail their will save. If they succeed, they still see your normally when you're inside their trail for the duration of the mystery.

Umbral Fist
Apprentice, Night's Long Fingers
Level/School: 3rd/Transmutation
Range: Personal
Target: You
Duration: 1 round/level

Your hand turns black and leaks wisps of shadow, commanding some outside force when you move it. While this mystery is active, you can make a special attack against someone within medium range that you have line of sight to. You can make any one of the following special attacks: bull rush, disarm, or trip. For purposes of adjudicating these attacks, make your touch attack as normal, if one is necessary. When actually resolving the opposed roll, however, substitute your caster level for your base attack bonus and either your Intelligence or Charisma modifier (your choice) for your Strength. Because the attack is made at a distance, it does not draw an attack of opportunity that such an attack would draw under normal circumstances, nor can your foe attempt to perform the same maneuver on you in turn, even if such is normally allowed.

Umbral Touch
Apprentice, Touch of Twilight
Level/School: 3rd/Conjuration
Range: Touch
Target: Creature or creatures touched.
Duration: 1 minute/level
Save: Fortitude Partial; See text
Spell Resistance: Yes

Darkness coalesces around your hand, infusing it with enough shadow eneergy to serve as a weapon. You can make melee touch attacks with your hand, dealing 5d6 damage on a successful hit and forcing the target to succeed a fortitude save or be slowed. You are treated as armed and can make attacks of opportunity with Umbral Touch. The mystery completely occupies one of your hands as if you were holding something. You can still cast other mysteries and spells if you have a free hand, even those with a range of touch. You cannot make a touch attack with Umbral Touch and deliver a touch-range spell or mystery in the same round.

Voice of Shadow
Apprentice, Ebon Whispers
Level/School: 1st/Enchantment
Range: Close
Target: 1 creature
Duration: 1 round
Save: Will partial/negates; See text
Spell Resistance: Yes

You speak through the energies of the Plane of Shadow, delivering a command that pierces the mind of its target. This mystery functions like the spell Command, except that even on a successful save the target takes a penalty to mental ability scores equal to your Charisma modifier if they refuse to or are unable to obey your command. If used on undead or constructs, the target must make a will save or be dazed for 1 round.

Initiate Mysteries

This is where Shadowcasters begin to distinquish between themselves more strongly as their choice of paths and mysteries have a stronger influence on their role and how they handle a fight.

Paths:
Black Magic:
4th: Warp Spell: Counterspell, gain extra apprentice use if successful. Extra use can be expended during the same casting.
5th: Echo Spell: Copy spell used in previous round. Capped at 4th-level.
6th: Flood of Shadows: for 10 minutes/CL create 10xCHA radius area. Non-shadow magic requires spellcraft check, mysteries and shadow subschool get empowered for free.
Enigma: Darken Magic: As the Ring of Spell-battle's effect.

Body and Soul:
4th: Bolster: Target gains CHA temp hp for each of their HD for 10 minutes/CL.
5th: Languor: Hold Monster, but apply Slow if they succeed on the initial will save.
6th: Shadow Guidance: As Haste and 1/2 Cha to attack rolls for Cl rounds.
Enigma: Contagious Shadow: You gain the benefit of Bolster when you apply it to someone else, Shadow Guidance has doubled area, and Languor can target 1/2CHA creatures within the mystery's range.

Dark Reflections:
4th: Shadow Evocation: As the spell, but only spells up to 4th level. 40% real when will save is made.
5th: Shadow Conjuration: As the spell, but only spells up to 5th level. 50% real when will save is made.
6th: Deceptive Shadows: As Mislead, except the illusory double lasts for concentration plus cl rounds and the caster can move the image as a free action without having to concentrate on it.
Enigma: Reflective Strength: You can use the Shadow Evocation and Shadow Conjuration mysteries to create higher-level spells of their schools, by expending a use of the Shadow Evocation/Conjuration mystery and then a use of a mystery at the spell level you want to recreate. Conjuration/Evocation spells created in this manner are consider to be 10% real per level of the higher-level mystery expended, at a maximum of 90%.

Ebon Roads:
4th: Step into Shadow: Dimension Door
5th: Pass into Shadow: Plane Shift. Shifting from the Plane of Shadow doesn't expend uses of this mystery.
6th: Voyage into Shadow: Shadow Walk, but 100 mph and can make a DC 30 Know: Planes check to ignore shunting effect. Each hour spent in this effect restores hitpoints equal to a full day's worth of rest.
Enigma: Eclipsing Arrival: When you exit any of the Ebon Roads mysteries you can choose to become invisible as Greater Invisibility for CHA rounds and/or make a free use of the darkness effect of the Black Candle fundamental line (use the minor effect if you don't know it).

Elemental Shadows:
4th: Aura of Shade: Endure Elements, Protection from Cold+1 other energy type and add 1d6+CHA cold damage on weapons and natural weapons for CL minutes. Targets 1 creature/Cl within 30 ft radius.
5th: Dark Tempest: Control Winds, Air Walk, Control Water and Water Walk. Control Water can change between either version as a move action, and as a full-round action you can freeze a section of water equal to half of the spell's normal target volume for CHA rounds (creatures frozen within this effect are immobile, and take 1d10 cold damage and 1d6 suffocation damage per round until the effect ends, at which point they break out of the ice). When the Control Winds effect is used, the affected area blocks direct sunlight due to created cloud cover. No penalties from strong weather conditions you control while inside.
6th: Shadow Storm: Chain Lightning, but half of the damage is cold damage and creatures that take damage from it must make a fort save or be blinded for CHA rounds.
Enigma: Chilling Darkness: Cold damage dealt by these mysteries treats cold resistance as CHA points lower (and cold immunity as cold resistance 10). The freeze effect of Dark Tempest can be used as a standard action in the full volume of Control Water, and the damage die of Aura of Shade and Shadow Storm's damage increases to d8.

Unbinding Shade:
4th: Shadows Fade: Dispel Magic
5th: Unravel Dweomer: Break Enchantment but standard action.
6th: Greater Shadows Fade: Greater Dispel Magic
Enigma: Shadow Abjuration: 1/day as the Shadow Evocation mystery, except for arcane spells of the abjuration school, (CHAx10)% real (max spell level x 10%) and up to CHA spell level, but no higher than the highest-level mystery that you can cast.

Veil of Shadows:
4th: Shadow Vision: CHA-based debuff on subject and you have total concealment from him for Cl minutes.
5th: Curtain of Shadows: Wall of shadows that blocks line of sight and deals cold damage to those who pass through or stand near it.
6th: Unveil: Remove a ailments from a really large list, and negate several mysteries and curse.
Enigma: Shademantle Aura: 1/day, for 5 min/cl, become impervious to non-magical attacks. Such weapons and projectiles are transformed into wisps of shadow and are destroyed. Magical attacks and projectiles only inflict half damage if the caster succeeds on a reflex save with a DC equal to the attack roll against him (magical effects with no attack roll cannot be reduced). The halving effect of the reflex save is not subject to evasion or similar effects.

Darkened Alleys (Cityscape bonus):
4th: Fearful Gloom: As the Darkness of Black Candle and makes creatures frightened on a failed will save, or panicked if they have less HD than your CHA mod. Successful saves result in the fear stage below what would normally be inflected.
5th: Sickening Shadow: As the Darkness of Black Candle and makes creatures sickened or nauseated on a failed fort save.
6th: Deadly Shade: As the Darkness of Black Candle and with one of two effects. Either grant DR CHA/- and CHA resistance to all energy types (stacking with other resistance and DR X/-) to everyone inside, or cause creatures to make a fortitude against a negative level each time they take damage inside the effect (does not affect caster).
Enigma: Dark Pandemonium: As the Darkness effect of Black Candle, but double the area and include the effects of Fearful Gloom, Sickening Shadow and either effect of Deadly Shade.

Descriptions:
Aura of Shade:
Initiate, Elemental Shadows
Level/School: 4th/Abjuration (Cold)
Range: 30 ft
Target: 1 creature/level
Duration: 1 minute/level
Save: No (harmless)
Spell Resistance: No (harmless)

Shadows embrace subjects as a faint aura, making the environment comfortable for them and imbuing their attacks with cold. Creatures targeted by this spell gain the effects of Endure Elements, Protection from Cold and one other energy type of your choosing (make one choice for all targets), and weapon and natural weapon attacks deal an additional 1d6+CHA cold damage.

Bolster:
Initiate, Body and Soul
Level/School: 4th/Transmutation
Range: Touch
Target: Creature touched.
Duration: 10 minutes/level
Save: No (harmless)
Spell Resistance: No (harmless)

While no change is immediate, the subject expels shadows from its wounds instead of blood to a limited capacity. The target is granted temporary hitpoints equal to your CHA for every Hit Die they have.

Curtain of Shadows:
Initiate, Veil of Shadows
Level/School: 5th/Transmutation
Range: Medium
Effect: Shadowy wall whos area is up to 10 ft/cl
Duration: 1 minute/cl
Save: None
Spell Resistance: No

A wall of darkness springs forth, chilling everything nearby and blocking sight. You create a shadowy wall that deals 1d6/level damage to those who make contact with it, and 1d6/CHA damage to those nearby. The wall blocks line of sight, but not line of effect.

Dark Tempest:
Initiate, Elemental Shadows
Level/School: 5th/Evocation(Cold)
Range: Personal
Save: No
Spell Resistance: No

You command dark wisps that control the air and water around you. You gain the effects of Air Walk, Water Walk, Control Air and Control Water but with the following changes. Control Water can be switched between lowering and raising the water as a move action. As a full round action you can designate an amount of water equal to half of the area you can target with control water, freezing it solid for CHA rounds, and afterwards you must wait another CHA rounds to use it again. Anyone trapped inside the ice takes 1d10 cold damage and 1d6 damage from suffocation each round until the effect ends, at which point they break out of the ice. Direct sunlight is also blocked from the area you affect with Control Winds, and you are immune to negative effects from strong weather conditions while you are inside the area.

Deadly Shade:
Initiate, Darkened Alleys
Level/School: 6th/Necromancy (Darkness)
Range: Close
Target: See text
Duration: 1 round/level
Save: Fortitude
Spell Resistance: No

Darkness fills the area, either fortifying everyone within or infesting their wounds as soon as they open. This functions as the Darkness effect of the Black Candle fundamental (use the minor version if you don't know this fundamental) except as noted above, in addition you choose to add one of two effects. The first effect gives DR /- and resistance to all energy types equal to your charisma modifier to all creatures within this darkness, stacking with existing DR /- and energy resistance. The second effect causes any creature within the darkness except yourself to make a fortitude save against a negative level every time they take damage. These negative levels fade away after 1 hour/level and don't cause permanent negative level loss.

Deceptive Shadows:
Initiate, Dark Reflections
Level/School: 6th/Illusion (Figment, Glamer)

As Mislead, except you can make the illusory double move as a free action regardless of concentraiton, and the illusory double's duration is Concentraion+CL rounds.

Echo Spell:
Initiate, Black Magic
Level/School: 5th/Universal
Range: Close
Effect: Repeats a previously cast spell or mystery
Duration: see text
Save: see text
Spell Resistance: see text

You pull the reflection of a recent spell from the Plane of Shadow, using it to your advantage. You "echo" a mystery or spell cast by someone during the previous round, given that the caster and the effect are still in range. You make all choices for the reflected spell or mystery, including its target. The spell/mystery uses your caster level and save DCs, and you cannot echo a spell or mystery higher than 4th level.

Fearful Gloom:
Initiate, Darkened Alleys
Level/School: 4th/Necromancy (Darkness, Fear, Mind-affecting)
Range: Close
Target: See text
Duration: 1 round/level
Save: Will partial; see text
Spell Resistance: No

Darkness fills the area, and attempts to fill the minds of those within it. This functions as the Darkness effect of the Black Candle fundamental (use the minor version if you don't know this fundamental) except as noted above, in addtion anyone within the darkness must make a will save against fear. On failed saves, subjects become panicked if their HD is less than or equal to your Charisma Modifier, and frightened if their HD is higher. On a successful save, subjects instead gain a fear effect one stage lower than they would normally get. You are immune to the fear effect within your own casting of this mystery.

Flood of Shadows:
Initiate, Black Magic
Level/School: 6th/Abjuration
Range: Close
Target: CHAx10 ft radius emanation from of fixed location
Duration: 10 minutes/level
Save: No
Spell Resistance: No

You make an area fill with shadow energy, boosting shadow magic and interfering with all other magic. Any spell without the shadow subschool cannot be cast within this area without succeeding on a spellcraft check (DC 15 + spell level) or the spell is lost with no effect. Mysteries and spells of the shadow subschool are not hampered by this effect, instead gaining the effect of the Empower Spell metamagic without increasing spell level.

Languor:
Initiate, Body and Soul
Level/School: 5th/Transmutation
Range: Medium
Target: 1 living creature
Duration: See text
Save: Will partial; see text
Spell Resistance: Yes

You direct shadows to constrain and stop your opponent. This functions as the spell Hold Monster, except that if the target succeeds their will save they are instead subject to the Slow spell with no save.

Pass into Shadow:
Initiate, Ebon Roads
Level/School: 5th/Conjuration (Teleportation)

As the spell Plane Shift, except that shifting from the Plane of Shadow does not expend uses of this mystery.

Shadow Conjuration:
Initiate, Dark Reflections
Level/School: 5th/Illusion

As the spell Shadow Conjuration, but up to 5th level and 50% real on a successful will save.

Shadow Evocation:
Initiate, Dark Reflections
Level/School: 4th/Illusion

As the spell Shadow Evocation, but up to 4th level and 40% real on a successful will save.

Shadows Fade:
Initiate, Unbinding Shade
Level/School: 4th/Abjuration

As the spell Dispel Magic.

Shadows Fade, Greater:
Initiate, Unbinding Shade
Level/School: 6th/Abjuration

As the spell Greater Dispel Magic

Shadow Guidance:
Initiate, Body and Soul
Level/School: 6th/Transmutation

Shadows swarm around you and your allies, pushing along your movements and attacks. This mystery functions as the spell Haste, but with the following changes. All creatures benefitting from this mystery do not gain the standard +1 attack bonus, but instead add 1/2 your CHA to attack rolls as a competence bonus.

Shadow Storm:
Initiate, Shadow Storm
Level/School: 6th/Evocation (Electric, Cold)
Save: Fort, Reflex partial; see text
Spell Resistance: Yes

You shoot a gray bolt of lightning that damages and disrupts the vision of its victims. As the spell Chain Lightning, but with the following changes. Half of the damage dealt is cold damage, and anyone that the spell damages must make a fortitude save or be blinded. The blindness lasts for a number of rounds equal to your charisma modifier.

Shadow Vision:
Initiate, Veil of Shadows
Level/School: 4th/Transmutation
Range: Medium
Target: One creature of at least 3 intelligence
Duration: 1 round/level
Save: Will partial
Spell Resistance: Yes

Darkness assaults the senses of your target, disrupting them and hiding you from their vision. The target must make a will save or take a penalty to attack rolls, saves, ability checks and skill checks equal to your charisma modifier. In addition you have total concealment in regards to your target. If the subject succeeds on their save, the penalty is halved (round down) and you only have regular concealment in regards to them.

Sickening Shadow:
Initiate, Darkned Alleys
Level/School: 5th/Necromancy
Range: Close
Target: See text
Duration: 1 round/level
Save: Fortitude partial; see text
Spell Resistance: No

You summon darkness that inflicts queasiness on those that enter. This mystery functions as the Darkness effect of the Black Candle fundamental (use the minor version if you don't know it) except as noted above, in addition anyone inside must make a fortitude save or become nauseated, on a failed save they become sickened. A new save must be made each round they're within the effect. Once they leave the effect, the nauseated effect lasts for 1d4 rounds and the sickened effect lasts for 2d6 rounds.

Step into Shadow:
Initiate, Ebon Roads
Level/School: 4th/Conjuration

This mystery functions as the spell Dimension Door.

Unravel Dweomer:
Initiate, Unbinding Shade
Level/School: 5th/Abjuration
Casting Time: 1 standard action

This mystery functions like the spell Break Enchantment, except as noted above.

Unveil:
Initiate, Veil of Shadows
Level/School: 6th/Divination
Range: Touch
Target: Creature touched.
Duration: Instantaneous
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)

You reach into a person's shadow, removing various ailments by grabbing them through their shadow. This mystery immediately ends any of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, immobilize, insanity, nauseated, sickened, stunned and poisoned. In addition, the effects of Mesmerizing Shade and Shadow Hood are negated and curse is canceled as the spell Remove Curse.

Voyage into Shadow
Initiate, Ebon Roads
Level/School: 6th

You drag yourselves and your allies to the edge of the Material Plane or Plane of Shadow, transporting them rapidly along the twisted environment as the energy of the Plane of Shadow nurtures everyone. This functions as the spell Shadow Walk, except you can move up to 100 miles per hour, you can make a Knowledge: The Planes check DC 30 to arrive at a precise location when you end the effect and every hour spent inside this effect heals everyone as if they rested for a full day.

Warp Spell:
Initiate, Black Magic
Level/School: 4th/Abjuration
Range: Close
Target: Spell or mystery cast by someone else.
Duration: Instantaneous
Save: None
Spell Resistance: No

As someone else attempts to cast, you throw forth a cluster of shadows that catch and corrupt the spell, returning the power to you for your own use. You cast this mystery as an immediate action to warp another caster's spell or mystery. In this case, Warp Spell must be used at the moment of the other caster's casting. To be successful, you must beat the other caster on an opposed caster level check. If you don't succeed, you fail to take control of the spell or mystery, and it manifests normally. If you succeed on the opposed check, the other caster's mystery or spell is countered, as if you used the counterspell action successfully, and you gain one additional use of an apprentice mystery that you know (chosen at the time you successfully cast Warp Spell). You can keep this additional use for up to 1 hour before it is lost. You can also combine the activation of the additional mystery with the immediate action required for casting Warp Spell, allowing you to cast the mystery out of turn.

Aldurin
2013-11-14, 09:35 AM
Master Mysteries

Shadowcasters find their place in their enemies' fear when years of study finally brings them to mysteries of the Master level. At this point they rarely bother to draw weapons, as they now merely need to will their lesser abilties into existence, and the true power of the Plane of Shadow is only a few gestures away. For those encountering a Shadowcaster at this point, you can try to kill him immediately or escape, assuming it's not already too late for either option . . .

Paths:
Breath of Twilight:
7th: Life Vanishes: Life Fades, but as 1d6+1/2CHA untyped damage or 1d12+CHA nonlethal damage per CL. On failed fort save target becomes stunned for CHA rounds, or dazed if they are normally immune to stunning.
8th: Flesh Withers: Flesh fails, but on multiple targets and add CHA to ability damage (1/2 on CON damage).
9th: Ephemeral Storm: Fort save or die on multiple creatures in 5ft/CHA radius. CHAd6 damage on successful save.
Enigma: Indiscriminate Dark: 1/2 CHA times per day, you can make a mystery from this path bypass all immunities that would normally stop its effects.

Dark Metamorphosis:
7th: Ephemeral Image: Project Image, and image gains concealment in non-sunlight.
8th: Umbral Body: Gain ability to switch in or out of incorporeal subtype as a swift action for CL rounds.
9th: Shadow Time: Time Stop
Enigma: Become the Darkness: 1/day gain the Umbral Creature template for CL rounds with some minor changes.

Ebon Walls:
7th: Encroaching Shadows: Target creature makes an opposed charisma check. If he succeeds, all vision forms and hearing are limited within a range equal to 10 times the amount that he beat the check for CL minutes. If he fails, he loses all forms of vision and hearing for that duration. The former blocks the user's divination outside of that range, and the latter cancels any divination effects they attempt to use.
8th: Tomb of Night: Trap subject who takes CHAd6 cold damage per round and negative levels on failed escape attempts.
9th: Consume Essence: Kill creature on failed will save, creature comes back to life with dark template for CL rounds and becomes under your control to mentally command as a free action. On successful save, target takes CHAd6 damage and then half of your charisma modifier as damage to all stats.
Enigma: Eclipse the Soul: Creatures afflicted by the full effect of Encroaching Shadows take a -CHA penalty to their saves against other mysteries that affect them for the duation. Tomb of Night turns targets it kills into Huge Shadow Elementals under your control for CHA hours before they revert to the original body. Consume Essence applies the Shadow Creature template along with the Dark Creature template to targets that are killed (HD granted abilities are automatically assigned by caster).

Eyes of the Night Sky:
7th: Truth Revealed: True Seeing, dismiss bypassed magic with CL check and discover personal details of subject after study.
8th: Far Sight: Greater Scrying, except your target takes a -CHA penalty to his save if you or your target is in the Plane of Shadow. A different mystery can then be used on the target at his location, but this ends the effect and the subject gains a +5 bonus to his save against the mystery.
9th: Reflections of Things to Come: Gain +10 init, +CHA insight to AC, and Improved Uncanny Dodge for 10 minutes/CL. Once per round you may add half your caster level as a deflection bonus to AC, or an untyped bonus to one save as an immediate action in response to an attack or effect that forces a save. The bonus ends as soon as the attack/effect is resolved.
Enigma: Umbra Cloak: You gain SR 10+HD against divination effects (or +CHA to existing spell resistance when resisting divination) and are aware of any divination magic within 100ft/CHA, able to make a spellcraft check to identify the magic. In addition, Truth Revealed instantly discovers all details of the target available through study, and Far Sight remains active after using a mystery through it for CHA rounds, allowing you to manipulate effects of the mystery you cast (such as commanding a creature that you dominated/summoned that is currently near the scrying target).

Heart and Soul:
7th: Dark Soul: Each round can use move action to force nearby creature to attack the nearest creature on failed will save. On successful save they lose a move action.
8th: Soul Puppet: Dominate Monster.
9th: Shadow Surge: Dominate Monster, but 1/2 CHA rounds and on CL creatures in CHAx10 ft radius.
Enigma: Will of the Darkness: The Dominate Monster effect of 8 and 9 does not allow extra saves against commands that are against their nature. Commands can be self-destructive and work across planes. Creatures that fail their save against Dark Soul add your Charisma modifier to their attack and damage rolls for the attack that the mystery forces them to make.

Shadow Calling:
7th: Summon Umbral Servant: Summon shadow elementals up to one Huge.
8th: Shadow Plague: Incendiary Cloud, but with CHAd8 cold damage.
9th: Army of Shadow: Summon shadow elementals up to one Elder.
Enigma: Shadow of the Colossus: 1/day Summon Elemental Monolith, but no material component, no concentration requirement and only Shadow Elemental Monolith (stats shown later in homebrew). Additionally, all summoned Shadow Elementals are not treated as summoned for the purposes of effects that banish or wink out summoned creatures (such as anti-magic fields or Dismissal), but the mystery duration still applies.

Shadowscape (Cityscape bonus):
7th: Grasping Shadows: Stronger Black Tentacles but inflicts permanent blindness on failed fort save.
8th: Resonate Darkness: As Sympathy or Antipathy, but you can choose to specify vulnerable creatures by type or subtype instead of naming specific creatures.
9th: Black Labyrinth: Crippling debuff to perception and movement within a mile for 1 day/2CL. You are immune to your own effects, and can guide allies, granting them your CHA to saves against the movement-based effects.
Engima: Rift of the Void: You can choose (at the time of casting) for Grasping Shadows on a successfully grappled creature and Black Labyrinth upon creatures within the area when it expires to be deposited in the Plane of Shadow and be subject to Dimensional Anchor for CHA hours. You can also choose for creatures who fail their save against Resonate Darkness by 5 or more to become mesmerized or panicked based on which effect is chosen.

Descriptions:
Army of Shadow
Master, Shadow Calling
Level/School: 9th/Conjuration (Summoning)
Duration: 2 rounds/level

As the spell Summon Monster IX, except that your options are one elder, two greater, three huge or six large shadow elementals.

Black Labyrinth:
Master, Shadowscape
Level/School: 9th/Conjuration (Creation)
Range: Long
Target: 1 mile radius spread, centered on a point in space
Duration: 1 day/2 levels
Save: Will partial; see text
Spell Resistance: No

Darkness grows and the very world begins to twist and contort as the Plane of Shadow is dragged into a collision with the Material Plane. Black Labyrinth causes substantial disorientation in its area, causing the following effects within it:
-All attacks have 50% miss chance.
-Area effects with a source or target have a 20% chance of improper placement. The effect is moved 1d4 x 5 feet in a random direction from the intended location. Refer to PHB rules of a missed splash weapon to determine direction.
-All Search and Spot checks take a -10 penalty.
-All movement occurs in a random direction, whether it's a five-foot step or a full run. Use missed splash weapon rules to determine direction, and reroll if creature would be placed in an "illegal" space that it can't occupy. Mishaps such as ledges are allowable. A successful will save negates this effect, but the save must be made each round that movement is made.
-Any teleportation effects with a destination inside the Black Labyrinth deposit their passengers 1d100 x 5 feet away from the intended destination. If this places the passengers inside a solid object, treat it as a teleport mishap. If this would send them outside of the mystery's area, roll again. Teleporting from within the Black Labyrinth to a location outside requires a successful will save, failure indicates that the subject teleports to a random location with the Black Labyrinth.
When within your own Black Labyrinth, you are immune to the last three effects (skill penalties, movement and teleportation) but not the others. You may attempt to guide your companions through the Black Labyrinth, granting your Charisma modifier as a bonus to their will saves to resist the movement and teleportation effects.

Consume Essence:
Master, Ebon Walls
Level/School: 9th/Necromancy (Death)
Range: Touch
Target: One living creature
Duration: Instantaneous, then 1 round/level; see text.
Save: Will negates
Spell Resistance: Yes

You reach out and rip a subject's shadow directly from their soul, giving it its own twisted life as you force the shadow to possess its owner's body. The target of this mystery must succeed a will save or die. If the creature dies to this mystery, it immediately returns to life with the Dark Creature template and remains under your control (command as a free action). The creature maintains this state for 1 round/level and dies again.

Dark Soul:
Master, Heart and Soul
Level/School: 7th/Enchantment (Compulsion, Mind-affecting)
Range: Personal
Target: You
Duration: 1 round/level
Save: Will partial; see text
Spell Resistance: Yes; see text

You draw the dark energy of the Plane of Shadow upon other creatures, driving them to act dangerously and erratically. While this effect is active, you can use a move action to force this energy on a creature within 30 ft of you once per round. The creature must succeed on a will save or immediately make an attack at the closest target within range of their current weapon. If no creature is in range, they make a move action toward the nearest creature and attack afterwards. On a successful save the target instead loses a move action as it resists the effects of your mystery.

Encroaching Shadows:
Master, Ebon Walls
Level/School: 7th/Conjuration (Creation)
Range: Medium
Target: 1 creature
Duration: 1 minute/level
Save: None; see text
Spell Resistance: No

You draw the power of the Plane of Shadow and make it surround and eclipse a person, blocking all perception beyond it for them. A creature you target must make an opposed Charisma check. If they exceed your check by a postive result, all of their forms of perception (sight, hearing, scent, tremorsense, blindsense, divination, etc.) are limited within a range of 10 feet x the amount they exceed your charisma check. If the opposed charisma check does not exceed yours, the target is unable to sense anything around him except through touch, not even divination magic will help them sense what is beyond. Casting while under this full effect requires a concentration check that exceeds the DC for this mystery or the attempted casting is disrupted and lost.

Ephemeral Image:
Master, Dark Metamophosis
Level/School: 7th/Illusion (Shadow)
Effect: One shadow duplicate
Duration: 1 minute/level
Save: None
Spell Resistance: No

You detach your shadow and animate it with the energy of the Plane of Shadow, creating a hazy duplicate of yourself. This mystery functions as the spell Project Image, except as noted above. In addition, directing the image is a free action instead of a move action, you can use both your senses and the image's sense without penalty and you are not required to maintain line of effect to the image.

Ephemeral Storm:
Master, Breath of Twilight
Level/School: 9th/Evocation
Range: Close
Target: 1 living creature/2 levels
Duration: Insantaneous
Save: Fortitude Partial
Spell Resistance: Yes

An explosion of shadowy tendrils shoots out and tears through the shadows of your targets, attempting to kill them throught their shadows. Targets of Ephemeral Storm must make a fortitude save or die. Targets who succeed take CHAd6 points of damage.

Far Sight:
Master, Eyes of the Night Sky
Level/School: 8th/Divination (Scrying)
Range: See text
Effect: Magical Sensor
Duration: 1 minute/level
Save: Will negates
Spell Resistance: Yes

You open a rift using the energy of the Plane of Shadow, allowing you to look through upon your target, and even send the power of a mystery to them. This mystery acts as the spell Greater Scrying, with the ability to discern details of the person you're targeting as the mystery Truth Revealed. The target takes a penalty to their will save against the scrying equal to your Charisma modifier if you or your target is on the Plane of Shadow. In addition, you can target the creature you're scrying with a mystery with a range greater than touch, though this immediately ends the Far Sight mystery and the subject gains a +5 bonus to their save against the mystery you target them with.

Flesh Withers:
Master, Breath of Twilight
Level/School: 8th/Necromancy
Range: Close
Target: 1 creature/level

You emit a wave of shadow energy that corrupts and weakens the flesh of your targets. This functions as the mystery Flesh Fails, except as noted above. In addition, you add your Charisma modifier to the first round of ability damage (half if you choose Constitution damage). All targets are affected with the same ability damage you choose, you cannot choose to damage different ability on a specific target in the same casting.

Grasping Shadows:
Master, Shadowscape
Level/School: 7th/Conjuration (Creation)
Range: Medium
Target: CHAx10 ft radius spread
Duration: 1 round/level
Save: See text
Spell Resistance: No

The ground turns pitch black and erupts with tentacles formed out of wisps of shadow, grappling those who enter and debilitating them. This functions as the spell Black Tentacles, except as noted above and with the following changes. The tentacles will grapple targets above it, up to a height equal to the radius of the spell. The tentacles are treated as Gargantuan creatures that use your caster level as their base attack bonus and have a strength score of 20 plus your Charisma modifier. Grappled opponents take (0.5xCHA)d6 plus the tentacle's Strength modifier in bludgeoning damage and cold damage equal to twice your charisma modifier each round. Finally, grappled targets must make a will save or become blind. This save is made each time they are successfully grappled by a tentacle in this mystery, and the blindness is permanent until magically cured. You are immune to your own casting of this myster.

Life Vanishes
Master, Breath of Twilight
Level/School: 7th/Necromancy
Range: Touch
Target: Creature touched
Duration: See text
Save: Fortitude partial; see text
Spell Resistance: Yes

As you touch your target, you shift a massive portion of a person's life force to the Plane of Shadow. The target takes 1d6+1/2CHA untyped damage per caster level or 1d12+CHA nonlethal damage per caster level, chosen at the time of casting. If the target must then make a fortitude save or be stunned for a number of rounds equal to your Charisma modifier, or dazed if the target is immune to stunning.

Reflections of Things to Come
Master, Eyes of the Night Sky
Level/School: 9th/Divinaton
Range: Personal
Target: You
Duration: 10 minutes/level

You use the power of the Plane of Shadow to see the reflections and shadows of events yet to come. You gain the benefits of Improved Uncanny Dodge, +10 insight bonus to initiative (you always act in surprise rounds), and an insight bonus to your Armor Class equal to your Charisma modifier. In addition, once per round as an immediate action in response to an attack or effect that requires a saving throw, you may add half of your caster level as a deflection bonus to your armor class or as an untyped bonus to one of your saving throws. This immediate action bonus ends as soon as the attack/effect is resolved.

Resonate Darkness:
Master, Shadowscape
Level/School: 8th/Enchantment (Compulsion, Mind-affecting)
Range: Medium
Target: One location (up to a 10-foot cube) or one object.
Duration: 2 hours/level
Save: Will Partial; see text
Spell Resistance: No

You infuse a space or object with the energy of the Plane of Shadow, emitting empathic power that draws or repels certain creatures. This works as either the spell Sympathy or Antipathy, except as noted above and with the following changes. Affected creatures can also be specified by race, subtype or Hit Die under a certain amount, though you can only choose one detail to filter targets per casting. Saves against the Sympathy effect must be rerolled every 10 minute. If a target saves against the Antipathy effect and stays within the area of the object then they take a penalty to Dexterity, Intelligence and Wisdom equal to your Charisma modifier.

Shadow Plague:
Master, Shadow Calling
Level/School: 8th/Conjuration (Creation, Shadow)
Range: Long
Effect: Cloud spreads in CHAx10 ft radius, CHAx10 ft high
Duration: 1 minute/level
Save: Fortitude Half
Spell Resistance: No

A supernatural cloud drawn from the Plane of Shadow erupts around you, slowly spreading outward as it chills everything it touches. This functions as the spell Incendiary Cloud, except as noted above and with the additional changes. The damage dealt is CHAd8 cold damage, halved by a successful fortitude save. In additon, the cloud spreads outward in all directions, cannot be dispersed by wind effects such as Gust of Wind and can be cast underwater.

Shadow Surge:
Master, Heart and Soul
Level/School: 9th/Enchantment (Compulsion, Mind-affecting)
Range: CHAx10 feet radius area centered on yourself
Target: 1 creature/level
Duration: Instantaneous; 1/2 CHA rounds (round down, minimum 1). See text
Save: Will Negates
Spell Resistance: Yes

The area around you darkens as you attempt to corrupt the willpower of those around you. This acts as the spell Dominate Monster, except it affects all valid specified creatures in the area at the time of casting, and lasts for a number of rounds equal to half of your Charisma modifier.

Shadow Time
Master, Umbral Metamorphosis
Level/School: 9th/Transmutation

For a brief moment you see the world as the darkness sees it, a mere speck within the infinite expanse of nonexistence, subject to time that will eventually end it. This functions as the spell Time Stop.

Soul Puppet:
Master, Heart and Soul
Level/School: 8th/Enchantment (Compulsion, Mind-Affecting)

You seize the shadow of someone, using it as the doorway to their mind. This functions as the spell Dominate Monster, with the addition that anyone observing your or the target with True Seeing sees your shadow manipulating small tendrils of darkness like a puppet master, which fade into nothing, and sees the target's shadow as recieving tendrils of darkness which appear from nowhwere.

Summon Umbral Servant:
Master, Shadow Calling
Level/School: 7th/Conjuration (Summoning)
Duration: 2 rounds/level

This functions as the spell Summon Monster VII, except that you can only choose one Huge, two Large, four Medium or six Small Shadow Elementals.

Tomb of Night:
Master, Ebon Walls
Level/School: 8th/Conjuration (Creation)
Range: Close
Target: One Huge creature or smaller
Duration: 1 round/level
Save: Fortitude negates, see text
Spell Resistance: Yes

You fom a solid prison of darkness out of extraplanar shadow energy. The target is immobilized in a prison that blocks line of sight and line of effect. Each round the target takes CHAd6 cold damage and may take a standard action to make a fortitude save to attempt to escape, ending the mystery if successful. On a failed save, the target receives a negative level and remains trapped.

Truth Revealed:
Master, Eyes of the Night Sky
Level/School: 7th/Divination
Range: Personal
Target: You
Duration: 1 minute/level

You see both the world you're in and the reflection of it in the shadow simultanesouly, seeing through all illusions and even noticing details about those you see. This functions as the mystery True Seeing, with the following additional effects. Magical effects you bypass with True Seeing maybe be dismissed as a swift action by succeeding on an opposed caster level check. You also gain details on creatures you observe with this mystery by concentrating on them, with the information you get depending on the number of rounds you study the target.
-1 round: Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Thoughts, Discern Lies
-2 rounds: Learn subject's greatest fear, greatest love and name.
-3 rounds: Determine subject's recent actions up to CL minutes into the past.
Each person you study gets to make a will save against having any of their details detected. If successful, you cannot study them for personal details with this casting of Truth Reveal. If failed, you may study them and learn details as normal.

Umbral Body:
Master, Dark Metamorphosis
Level/School: 8th/Transmutation
Range: Personal
Target: You
Duration: 1 round/level

Your body becomes a form solidified by the power of shadows, allowing you to become wisps of darkness with a single thought. As a swift action you gain the Incorporeal Subtype (see Tome of Magic page 164 for details), and can switch back to your regular corporeal form with a swift action. This ability remains for the duration of the mystery, leaving you corporeal when it ends. If you end this mystery while incorporeal inside of a solid object, you are treated as if you had a teleport mishap.

Enigmas:

When a Shadowcaster learns three mysteries that work with similar forces, they discover an Enigma. This may be a revelation on how to better use their mysteries from that path, or an ability that is difficult to create but very rewarding. Enigmas come in passive effects, usually modifying how mysteries from its path work, and active effects which are similar to mysteries, but have limited casting and powerful effects. Enigmas are not subject to effects, feats and abilities that modify spells and mysteries, and active abilities are always cast in the same way as the mysteries in their paths. Your caster level for casting mysteries is your casting level for casting active enigmas, and your enigmas refresh when you refresh your mysteries through meditation.

Descriptions:
Become the Darkness:
Enigma, Dark Metamorphosis
Type/Uses: Active, 1/day
Range: Personal
Target: You
Duration: 1 round/level

The darkness coalesces around you, becoming liquid as it encompasses your body and turning you into a creature of pure darkness. You gain the Umbral Creature template (Savage Species page 134) with the following modifications.
-Your Hit Die and maximum hitpoints remain unchanged, you instead gain temporary hitpoints equal to three times your Hit Die that disappear when the enigma ends.
-You gain +2 Intelligence instead of taking a -4 penalty.
-The Create Spawn ability turns creatures you kill with strength damage into Umbral Creatures the round after they die. These Umbral Creatures are under your control for 1 minute per level, after that point they turn back into their original corpse. If you release an Umbral Creature from your control early then it immediately turns back into its corpse.
-While you are treated as having Undead Traits, you cannot be turned or rebuked, are healed by positive and negative energy and can still be resurrected normally if you die in this form.

Chilling Darkness:
Enigma, Elemental Shadows
Type/Uses: Passive, constant

Your shadows even chill the ice and controlling the elements becomes easier for you. Cold damage dealt by the mysteries from your Elemental Shadows path bypasses a certain amount of cold resistance and cold immunity now. Cold Resistance is reduced to a maximum of 15, and then subtract your Charisma modifier from it when calculating cold damage dealt by these mysteries. Cold Immunity is treated as Cold Resistance 15 against these mysteries, with no further reduction. The ability to freeze water from the Dark Tempest mystery now only requires a standard action and works on the full targetable area of Control Water. Finally, the damage die of Aura of Shade's bonus cold damage and the damage die of Shadow Storm increase to d8.

Contagious Shadow:
Enigma, Body and Soul
Type/Uses: Passive, Constant

The shadows from your mysteries spread more easily, conducting through the bodies of their targets and leaving extra energy behind for use. When you cast the Bolster mystery on someone else, you also gain the benefits of that mystery. Languor can target a number of creatures in its range equal to half of your Charisma modifier (round down, minimum of 1). Finally, when casting Shadow Guidance the area of the spell doubles.

Crowded Darkness:
Enigma, Night's Long Fingers
Type/Uses: Active, 1/day
Range: Personal/Close; See text
Target: You
Duration: 1 minute/level
Save: Will disbelief (if interacted with)
Spell Resistance: No

From within the darkness, you take on the appearance of a local, with a group of illusions that look similar appearing and hiding your actions. This functions as the spells Disguise Self and Mirror Image except as noted above and with the following changes. Your disguise automatically matches the generic look of the local people (or nearest local settlement if you are not in a civilized area). A number of illusions equal to three times your Charisma modifier appear near you, taking on slightly different versions of the standard local appearance, and either remain in a crowd that follows you or slowly disperse as you direct them. This enigma cannot be cast in direct sunlight, but the effects persist if you or the illusions are exposed to it after casting.

Dark Pandemonium:
Enigma, Darkened Alleys
Type/Uses: Active, 1/day

You summon a massive field of darkness, assaulting the fears, stomachs and bodies of the creatures caught within. This functions as the mystery Deadly Shade, except the mystery's radius doubles and the effects of Fearful Gloom and Sickening Shadow are included.

Darken Magic:
Enigma, Black Magic
Type/Uses: Passive & Active, 1/day; see text

Your mastery of impeding and controlling others' magic has made you acutely aware of the flow of magic, and even giving you the opportunity to interfere with magic you sense. This functions as if you were constantly wearing the Ring of Spell-Battle (Magic Item Compendium page 127), with the 1/day ability refreshing when you meditate on your mysteries.

Eclipse the Soul:
Enigma, Ebon Walls
Type/Uses: Passive, constant

You discover that it is surprisingly easy to wrap a person in darkness, whether they're alive or dead. When casting the Encroaching Shadows mystery, creatures that are subject to its full effect (failing their opposed Charisma check) take a penalty to their saves againts other mysteries equal to your Charisma modifier for the duration of the mystery. When you kill someone with the Tomb of the Night mystery, they turn into a Huge Shadow Elemental under your control for a number of hours equal to your Charisma modifier, reverting to the original corpse when killed or when the duration expires. Finally, the Consume Essence mystery grants the Shadow Creature template (Lords of Madness pg 167) in addition to the Dark Creature template to targets that it kills, with HD-granted abilities chosen by the caster at the time of the successful casting.

Eclipsing Arrival:
Enigma, Ebon Roads
Type/Uses: Passive, constant

When you travel through the planar barrier of the Plane of Shadow, you drag its energies with you to you destination. Whenever you use the Step into Shadow and Pass into Shadow mysteries, and end the Voyage into Shadow mystery, you choose to either gain the effect of Greater Invisibility for a number of rounds equal to your Charisma modifier, or to immediately make a free use of the Darkness effect of the Black Candle fundamental (use the minor version if you don't know it).

Indiscriminate Dark:
Enigma, Breath of Twilight
Type/Uses: Active, 1/2 CHA times per day

You understand the deeper effects that the shadows have on all of existence, and how they ultimately yield to nothing. When casting a mystery from the Breath of Twilight path, you may expend a use of this enigma to make the mystery bypass all effects that would normally stop it. For example, this enigma makes undead and constructs vulnerable to Flesh Withers and Life Vanishes. Creatures that lack a certain ability score still cannot take damage to that ability score (can't deal constitution damage to undead and such).

Mind Eclipse:
Enigma, Umbral Mind
Type/Uses: Passive, Constant

People's minds weaken in the darkness inherently, and you discover how to take advanatage of that. Your mysteries that use will saves increase the DCs of those saves by half of your Charisma modifier when the target is not in direct sunlight or a daylight spell. When you cast Mesmerizing Shade, creatures that fail their save by five or more are stunned instead of dazed. When you cast Afraid of the Dark, creatures that fail their save by five or more are affected as if the mystery was Maximized, taking 6 + 1/4CL Wisdom damage.

Reflective Strength:
Enigma, Dark Reflections
Type/Uses: Active, see text

You how to imitate stronger manifestations of matter and energy by feeding more shadow energy to your mysteries. When casting Shadow Evocation or Shadow Conjuration, you can expend a use of a higher-level mystery to increase the maximum spell level you can create, up to 9th-level and 90% real, but no higher than the level of the higher-level mystery you expend for this effect.

Rift into the Void
Enigma, Shadowscape
Type/Uses: Passive, constant

As you create larger portals to draw energy from the Plane of Shadow, you learn to draw a little bit more energy and how to send your victims back through. When casting the Grapsing Shadows mystery, you can choose whether or not creatures grappled by the mystery at the time of the mystery ending are deposited into the Plane of Shadow. With Black Labyrinth, you can choose if creatures within it are deposited into the Plane of Shadow when the mystery ends. For both effects you can choose to exclude yourself and your allies, and creatures deposited into the Plane of Shadow this way are subject to the Dimensional Anchor effect for a number of hours equal to your Charisma modifier. Finally, when casting Resonate Darkness you can choose to modify the effects of failed saves, additionally panicking creatures when using the Antipathy effect or mesmerizing creatures after they get as close as possible to the target if you use the Empathy effect.

Shademantle Aura:
Enigma, Veil of Shadows
Type/Uses: Active, 1/day
Range: Personal
Target: You
Duration: 10 minutes/level
Save: No
Spell Resistance: No

You surround yourself in shadows that don't just protect you, but aggressively defend you. You become impervious to nonmagical attacks, and mundane weapons/projectiles used against you are turned into wisps of shadow and destroyed. Magical attacks and projectiles only deal half damage if you succeed on a reflex save with a DC equal to the attack roll against you (magical damaging effects with no attack roll cannot be reduced). The halving effect of the reflex save is not subject to evasion and similar effects.

Shadow Abjuration:
Enigma, Unbinding Shade
Type/Uses: Active, 1/day

Your expertise with forming shadow into ways to deconstruct magic grants you insight into creating more complex defenses. This functions as the spell Shadow Evocation, except you can only replicate Abjuration spells up to the highest level mystery you can cast. The spell you replicate is treated as fully real unless those interacting with it succeed on a will save, treating it as (Spell level x 10)% real.

Shadow of the Colossus:
Enigma, Shadow Calling
Type/Uses: Active, 1/day
Duration: 1 round/level

You form the energy of darkness into an elemental of legendary power that responds to your commands for its brief existence. This functions as Summon Elemental Monolith, except as noted above and you can only summon a Shadow Elemental Monolith (detailed further down). You do not need to concentrate on this enigma to maintain it, unlike the spell line it imitates.

Shadow Skirmish:
Enigma, Touch of Twilight
Type/Uses: Passive, Constant

You become an expert at approaching your enemies and debilitating them with your touch. You do not provoke an attack of opportunity from an enemy from moving within their range as long as you attack them in the same round. Additionally, you add your Charisma modifier to attack rolls to land touch attacks for mysteries from the Touch of Twilight path.

Strike with the Shadows:
Enigma, Speed of the Night
Type/Uses: Passive, constant

As you move with the aid of the darkness, it builds up on your weapons and discharges on your attacks. When you attack on the same round after you move at least 10 feet with a movement speed provided/buffed by Swift as the Shadows or Midnight Flight, you add your Charisma modifier to the damage of your next attack. This bonuses adds half of your Charisma modifier again for each 20 feet further you move. Finally, when you use the teleportation effect of Flicker during your turn, you do not lose the ability to take any more actions.

The Darkness Always Watches:
Enigma, Eyes of Darkness
Type/Uses: Passive, constant

The darkness welcomes your perception more easily. You can no longer be flanked when in an area of darkness. When casting the Piercing Sight mystery, your See in Darkness distance granted by the mystery doubles. When using Bend Perspective, you can use your point of altered perspective as the point of origin for mysteries with a range greater than personal, though this reveals your perspective as two floating eyes formed of darkness energy until the beginning of your next turn.

Umbra Cloak:
Enigma, Eyes of the Night Sky
Type/Uses: Passive, Constant

The shadows are your keeper, hiding you from others prying eyes while making you aware of more around you. You gain Spell Restance equal to 10+HD against all divination effects (even those that don't normally allow spell resistance), or you add your Charisma modifier to existing spell resistance when it comes to divination effects. You are aware of all divination magic cast with 100 ft/CHA and can make a spellcraft check to identify the magic. The Truth Revealed mystery instantly provides details on a target if they fail their save. Finally, the Far Sight mystery remains active after you cast a mystery through it, allowing you to manipulate the magic you sent to the destination (such as commanding a dominated scrying target or a creature you summoned at the scrying target's location), though you cannot send any more mysteries through for that casting.

Umbral Landscape:
Enigma, Dark Terrain
Type/Uses: Passive, constant

The shadows that you use to modify terrain become more persistent, actively seeking to trip those within. The Fog Cloud effect from Carpet of Shadows cannot be dispersed by wind. Additionally, every mystery of the Dark Terrain path is treated as having the Grease spell in its area, but with a balance DC of 10 + CHA. Flying targets caught within these mysteries must make a reflex save DC 10 + CHA or fall for each turn they're within the effect.

Undying Shadows:
Enigma, Cloak of Shadows
Type/Uses: Active, 1/day
Range: Personal
Target: You
Duration: CHA minutes

Shadows swarm around you, imbuing their energy into your wounds. You gain fast healing 1 for a number of minutes equal to your Charisma modifier. Each path you complete besides Cloak of Shadows increases this fast healing by 1.

Utter Within the Dark:
Enigma, Ebon Whispers
Type/Uses: Active, 1/day
Save: Will negates
Spell Resistance: Yes

You create a field of darkness imbued with whispers you never spoke. This functions as the Darkness effect of the Black Candle fundamental (use the minor version if you don't know it), but any creature that enters must make a will save or be subject to a command as the spell Suggestion. The command must be set at the time of casting and is the same for all creatures that are affected by it.

Will of the Darkness:
Enigma, Heart and Soul
Type/Uses: Passive, constant

Your shadows show no mercy to the willpower of their victims. Creatures subject to your castings of Soul Puppet or Shadow Surge are not allowed extra saves against commands that go against their nature. Additionally, commands may be self-destructive and work across different planes.

Aldurin
2013-11-14, 09:36 AM
Feats
See the feats section of Tome of Magic page 136 for details of unchanged and slightly modified feats.

General Feats:
Favored Mystery: Unchanged.

Nocturnal Caster: As original, except that for mysteries you apply the benefit to all Apprentice mysteries you know. The second time you take this feat, it applies to all Initiate mysteries you know, and Master mysteries with the third application of this feat. This does not affect enigmas.

Path Focus: As original, in addition this affects the Path's enigma.

Path Focus, Greater: As original, in addition your Charisma modifier counts as 1 point higher for mysteries and the enigma of the chosen path.

Reposed Shadowcaster:
Requirements: Shadowcaster level 1st.
Benefit: Some that learn shadow magic don't require extensive study or force of personality to use shadow magic, they take a calm understanding to either drawing shadow energy or shaping it. You either use your Wisdom to determine bonus mystery uses and ability to cast mysteries instead of Intelligence, or you use your Wisdom modifier for mystery, fundamental and enigma DCs and in mysteries/enigmas for effects normally determined by your Charisma modifier. The choice is made at the time of taking this feat and cannot be changed.
Normal: Intelligence determines bonus uses and ability to cast mysteries, and Charisma is still used for mystery DCs and modulated effects.
Special: This feat can only be taken once.

Shadow Cast: Unchanged.

Shadow Familiar: As original, but without the special entry regarding gaining alternate familiars (see Improved Shadow Familiar for new rules on alternate familiars for Shadowcaster).

Shadow Familiar, Improved:
You gain a new familiar, empowering it through your bond with the Plane of Shadow.
Prerequisite: Shadow Familiar, compatible alignment and caster level for new familiar chosen.
Benefit: You replace your Shadow Familiar with a new creature, chosen from the creatures made available by the Improved Familiar feat (SRD and Complete Warrior pg. 100 versions), Dragon Familiar (Draconomicon pg 104, must speak Draconic) and Planar Familiar (Planar Handbook pg 41, must have 5 ranks of Knowledge: The Planes). Unlike regular Shadow Familiars, the new familiar you choose has the Shadow Creature template (Lords of Madness pg 167), even if the creature is an Outsider. You choose the abilities that the template grants based on Hit Die, and should the creature ever stop being your familiar (such as when a Dragon familiar loses its connection from aging) it loses the benefits of this template.

Shadow Reflection: As original, except prerequisites are changed to "Shadowcaster 3rd, ability to cast the Clinging Darkness or Swift as the Shadows mysteries." due to original requirements being inconsistent between text and table and including mysteries that no longer exist.

Shadow Vision: As original, except this feat can be taken multiple times to double the previous range and reduce the required action. The second application of this feat reduces the required action to a swift action. The third application reduces it to a free action. Example range over four applications of the feat: 20 feet, 40 feet, 80 feet, 160 feet.

Metashadow Feats:
Coming soon.

Removed feats:
Unseen Arrow due to changes with the class feature it affects, already integrating the benefits of the feat.

Equipment

Weapon Enhancements:

Shadow Striking: Unchanged from original.

Materials:

Antichrome:

A peculiar metal only found on the Plane of Shadow, it almost seems to reflect like a mirror in the dark but in strong light the sheen fades. Weapons made from antichrome have an affinity to darkness, adding a +1 bonus to attack rolls made with it when in areas of shadowy illumination or darker, and a +2 bonus to damage rolls when used in areas of complete darkness. Shields made from antichrome provide and extra +1 bonus in shadowy illumination or darker. Armor made from antichrome allows the wearer to make will saves to be unaffected by effects with the [Light] descriptor, on a successful save damaging light effects don't deal damage and normally illuminating light effects don't reveal the wearer. A will save must be remade if the wearer leaves and reenters the same effect. Items made from antichrome otherwise have the same properties as steel.

Pricing: Antichrome can only be used with weapons, shields and armor that are are made from metal.
Weapons: +750 gp
Shields: +600 gp
Light Armor: +700 gp
Medium Armor: +1400 gp
Heavy Armor: +2100 gp

Shadow Silk: Unchanged from original.

Aldurin
2013-11-14, 09:37 AM
Original Prestige Classes

Child of Night:
ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 8 ranks, Knowledge (The Planes) 8 ranks
Shadowcasting Spellcasting: Ability to cast spells with the darkness descriptor or shadow subschool, or ability to cast mysteries.
Special: Must have visited the Plane of Shadow

Class Skills
The Class Name's class skills are Concentration, Craft, Hide, Intimidate, Knowledge (Arcana), Knowledge (The Planes), Move Silently, Profession, Sense Motive, Spellcraft, Spot
Skills Points at Each Level: 4 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mysteries/Spellcasting

1st|
+0|
+0|
+0|
+2|Cloak of Shadows, Sustaining Shadows, Cold Resistance 5|
2nd|
+1|
+0|
+0|
+3|Cloak of Shadows (Blur 1/day)|+1 level of existing casting class
3rd|
+1|
+1|
+1|
+3|Swift Shadows 1/day|+1 level of existing casting class
4th|
+2|
+1|
+1|
+4|Cloak of Shadows (Blur 2/day)|+1 level of existing casting class
5th|
+2|
+1|
+1|
+4|Cold Resistance 15|+1 level of existing casting class
6th|
+3|
+2|
+2|
+5|Cloak of Shadows (Blur 3/day, Displacement 1/day)|+1 level of existing casting class
7th|
+3|
+2|
+2|
+5|Swift Shadows 2/day|+1 level of existing casting class
8th|
+4|
+2|
+2|
+6|Cloak of Shadows (Constant Blur, Displacement 2/day)|+1 level of existing casting class
9th|
+4|
+3|
+3|
+6|Immunity to Cold|+1 level of existing casting class
10th|
+5|
+3|
+3|
+7|Cloak of Shadows (Shadow Blend), Night Form|+1 level of existing casting class[/table]

Class Features

Mysteries/Spellcasting: At every level after first, you gain new mysteries or spells per day and an increase in caster level (and mysteries or spells known, if applicable) as if you gained a level in a casting class to which you belonged before entering this prestige class. If you had multiple spellcasting classes, choose which class to add each level for the purpose of determining mysteries or spells per day, caster level and mysteries or spells known.

Cloak of Shadows (Su): At first level you gain a bonus to Hide checks equal to your Child of Night level.
At 2nd level, you can once per day gain the effects of the Blur spell as a swift action for a number of minutes equal to your Child of Night level.
At fourth level, you can activate the Blur effect twice per day.
At 6th level, you gain a third daily use of the Blur ability, and additionally you can gain the benefits of Displacement once per day for a number of minutes equal to your Child of Night level, also as a swift action.
At 8th level you permanently gain the benefits of the Blur effect and can use the Displacement ability twice per day.
At 10th level you gain the Shadow Blend (http://www.d20srd.org/srd/monsters/shadowMastiff.htm) ability.

Sustaining Shadows (Ex): You gain the benefits of Sustaining Shadow (see the Shadowcaster class features for details) at a faster rate. You gain the level 5 benefit at first level, and advance to the next stage of the class feature at 4th, 7th and 10th level.

Cold Resistance (Ex): At first level you gain Cold Resistance 5. This increases to 15 at fifth level and becomes Cold Immunity at 9th level.

Swift Shadows (Su): At third level, you can cast a mystery from the Speed of the Night path as a supernatural ability once per day with a caster level equal to your class level plus your levels in any other mystery-casting class.
At seventh level, you can use this ability twice per day.

Night Form (Su): For a number of minutes per day equal to half of your Hit Die (round down), you can become incorporeal as a standard action. You gain all of the benefits of the Incorporeal subtype and a fly speed of 40 feet with perfect maneuverability. You can divide the duration of the ability over multiple uses in a day, though each session counts as a minimum of 1 minute against the duration.

Notes on changes:
So the idea of this class is of someone that attunes to shadow magic for more intensely than other creatures, using abilities that increase stealth and scouting ability to gain a degree of free reign on the battlefield that other people are hard-pressed to gain. It does make an effort to capture this concept, but falls short in ways that make it not necessarily worthwhile.

This prestige class screams gaining the Shadow Blend ability, which in its own way acts as a situational constant displacement. Since Dancing Shadows doesn't exist in this version of Shadow Magic, the ability is replaced with being able to golf-bag the new movement-based path to give something useful for scouting. Cold resistance is changed to have stronger scaling ending at outright Immunity and Night Form gets a duration buff. Sustaining Shadow is stronger in this form, but it still gets an early ending from the prestige class, though slightly more spread out.

Master of Shadow:
ENTRY REQUIREMENTS
Skills: Knowledge (Arcana) 5 ranks, Knowledge (The Planes) 8 ranks
Feats: Shadow Familiar
Mysteries/Spellcasting: Caster level 5th

Class Skills
The Class Name's class skills are.... Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), Profession, Sense Motive, Spellcraft, Spot
Skills Points at Each Level: 2 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Mysteries/Spellcasting

1st|
+0|
+2|
+0|
+2|Shadow Servant, Master's Bidding
2nd|
+1|
+3|
+0|
+3|Cold Resistance 5|+1 level of existing casting class
3rd|
+1|
+3|
+1|
+3|Master's Bidding (Move Action)|+1 level of existing casting class
4th|
+2|
+4|
+1|
+4|Rapid Shadow (4 hours)|+1 level of existing casting class
5th|
+2|
+4|
+1|
+4|Master's Bidding (Double Augmentation), Cold Resistance 15|+1 level of existing casting class
6th|
+3|
+5|
+2|
+5|Rapid Shadow (1 hour)|+1 level of existing casting class
7th|
+3|
+5|
+2|
+5|Immune to Cold|+1 level of existing casting class
8th|
+4|
+6|
+2|
+6|Master's Bidding (Swift action)|+1 level of existing casting class
9th|
+4|
+6|
+3|
+6|Rapid Shadow (10 minutes)|+1 level of existing casting class
10th|
+5|
+7|
+3|
+7|Shadow Commander, Master's Bidding (Triple Augmentation)|[/table]

Shadow Servant (Su):
At 1st level, your familiar permanently transforms into a Medium Shadow Elemental. It loses all familiar traits, but gains new abilities as your shadow servant (see Shadow Servant Details). Should your shadow servant die, you can summon a replacement after 24 hours. Your shadow servant cannot travel farther from you than 40 feet + 20 feet per Master of Shadow level (60 ft at 1st level and 240 ft at 10th level). Should your shadow servant be forcibly placed outside of this range, it loses its current augments, the ability to be augmented and takes 15 damage per round until it dies or comes back into range.

Master's Bidding (Su):
As a standard action you can augment your shadow servant, granting it a special ability for 1 round per Master of Shadow level. The abilities available are described in the Shadow Servant Details section. At 3rd level you can perform this augmentation as a move action. At 5th level you can have two augmentations at once on a shadow servant, though you must grant each augment in a separate action. At 8th level you can augment your shadow servant as a swift action (you can still use move actions in order to add multiple augments in the same turn). At 10th level, your shadow servant can have three augmentations at once.

Cold Resistance (Ex):
At 2nd level you gain cold resistance 5.
At 5th level this becomes cold resistance 15.
At 7th level you become completely immune to cold.

Rapid Shadow (Su):
At 4th level you only need to wait 4 hours in order to summon a replacement shadow servant.
At 6th level you only need to wait 1 hour to summon a replacement shadow servant.
At 9th level you only need to wait 10 minutes to summon a replacement shadow servant.

Shadow Commander (Su):
At 10th level your control over the shadows hits its peak. You gain a second second shadow servant. Both shadow servants can be augmented during the same action if they receive the same augmentation. Additionally, once per day your can merge your two shadow servants, turning them into a Shadow Elemental Monolith for one minute. The shadow elemental monolith cannot be augmented and the effect will end early if it ends up entirely outside of your control range.

Shadow Servant Details:
The shadow servant functions as a regular medium shadow elemental at first level. You can command the shadow servant mentally as a free action. Use the base statistics of a medium shadow elemental except as noted below.

Shadow Servant Progression
{table=head]Level|Bonus HD|Dexterity Adj.|Special|Master's Bidding
1st|+0|||Interact with Corporeal, Fast Healing 1, Extra Attack, Cold Damage, Reach, Damage Reduction, Speed
2nd|+1|+2|Cold Immunity|
3rd|+2|+2|Increase size to Large|Cold Damage +2d8
4th|+3|+2||Speed +40 feet
5th|+4|+4|Deliver Touch Spells|Fast Healing 2
6th|+5|+4||Extra Attack (2)
7th|+6|+4||Cold Damage +3d8, Reach +10 feet
8th|+7|+6|Increase size to Huge|Speed +60 feet
9th|+8|+6||Damage Reduction 10/-
10th|+9|+8|Spell Resistance|Fast Healing 4, Cold Damage +4d8[/table]

Level: The character's Master of Shadow level.

Bonus HD: Extra eight-sided hit dice (d8), each of which gains a constitution modifier as normal. Remember that the extra HD improves the shadow servant's base attack bonus and base save bonuses as appropriate for an elemental (3/4 BAB and good reflex saves). The shadow servant gains skill points and feats for bonus HD as normal for advancing a monster's hit dice.

Dex Adj: Add this value to the shadow servant's base Dexterity score. The value represents the total adjustment, not how much adjustment is added at each level.

Immunity to Cold (Ex): The shadow servant of a second level Master of Shadow gains an immunity to cold

Size Increase (Ex): At third level the shadow servant grows to large size, and at 8th level grows to huge size. It never increases beyond Huge, regardless of its HD.

Deliver Touch Spells (Su): A Master of Shadow of 5th level or higher can have their shadow servant deliver touch spells or mysteries for them. This functions as a familiar's ability to deliver touch spells.

Master's Bidding Augmentations:
Any single ability can only be granted once at a time, and attempting to apply an already active augmentation merely resets its duration but does not stack.
Interact with Corporeal: The shadow servant can perform tasks as the spell Unseen Servant, except that it retains its own hitpoints.
Fast Healing: The shadow servant regains hitpoints at 1 hitpoint per round. At 5th level this increases to 2 hitpoints per round and at 10th level this increases to 4 hit points per round.
Extra Attack: When making a full-attack the shadow servant can make an extra attack at its full base attack bonus with any modifiers appropriate to the siutaiton. At 6th level the shadow servant gains two extra attacks in this manner instead of one.
Cold Damage: On a successful hit the shadow servant deals an additional 1d8 cold damage. At 3rd level this increases to 2d8 cold damage, 3d8 at 7th and 4d8 at 10th.
Reach: The shadow servant gains 5 feet of reach. At 7th level this increases to 10 feet of reach.
Damage Reduction: The shadow servant gains damage reduction 5/-. At 9th level this increases to DR 10/-.
Speed: The shadow servant's movement speeds increase by 20 feet. At 4th level this bonus increases to 40 feet, and 60 feet at 8th level.

Notes on changes:
This class is a neat idea, a shadowcaster that straight up bosses around his own personal shadow elemental that he can augment in different ways. Unfortunately the original version doesn't let you have much until much farther in, even having a progression just to unlock all of the augments.

The new version makes all augments available, scaling most of them over the course of the PrC to maintain progression incentive. Everything is buffed to be earlier and/or better, including the shadow servant's statistical progression, and the capstone is modified to be more functional and worth it. This should make the prestige class more useful without necessarily reducing the Master of Shadow to an armchair combatant.

Noctumancer:
No change (it was bad because shadow magic was bad, there's really no need to buff a dual-casting prestige class).

Aldurin
2013-11-14, 09:38 AM
Epic Progression



Level
BAB
Fort
Ref
Will
Special


21
+11
+12
+6
+12



22
+11
+13
+7
+13
Umbral Sight (Perfect Darkvision)


23
+12
+13
+7
+13



24
+12
+14
+8
+14
Sustaining Shadow (Fast Healing 5)


25
+13
+14
+8
+14
Bonus Epic Feat


26
+13
+15
+9
+15



27
+14
+15
+9
+15
Umbral Sight (Perfect See in Darkness)


28
+14
+16
+10
+16



29
+15
+16
+10
+16
Sustaining Shadow (Fast Healing 10)


30
+15
+17
+11
+17
Bonus Epic Feat



Fundamental/Mystery Progression:
While your caster level increases, you do not gain new mysteries and fundamentals. You still get to upgrade one fundamental at every odd level, but you cannot upgrade any fundamental past True.

Bonus Epic Feat:
As Bonus Feat, except you can choose Epic Feats that are Shadowcaster-specific as well (due to the lack of Epic Feats in this homebrew at this time, it is best to work with your DM on using Epic Feats from Descent of Shadows for this feature).

Umbral Sight:
At level 22, your Darkvision gains unlimited distance. At level 27, your See in Darkness gains unlimited distance.

Sustaining Shadow:
At level 24 you gain Fast Healing 5, and at level 29 you gain Fast Healing 10.

New Prestige Classes

(Coming maybe.)

Aldurin
2013-11-14, 09:40 AM
Monster Revisions:

Shadow Elemental Revision:
Shadow Elementals no longer have the Dusk and Dawn mystery, instead replace with this entry.

Black Candle (Su): Three times per day, a shadow elemental can use the Black Candle fundamental, though they are never known to use the Light effect. It has a caster level equal to half of its HD.

[New Monster] Shadow Elemental Monolith:
Gargantuan Elemental (Extraplanar, Incorporeal)
Hit Dice: 36d8+252 (414 hp)
Initiative: +14
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 18 (-3 size, +10 Dex, +1 deflection) touch 17, flat-footed 8
Base Attack/Grapple: +27/+39
Attack: Incorporeal Touch +35 melee (4d6 + 8d6 cold)
Full-attack: 2 Incorporeal touches +35 melee (4d6 + 8d6 cold)
Space/Reach: 20 ft/20 ft
Special Attacks: Shadow Mastery, Black Candle
Special Qualities: Blindsight 60 ft, elemental traits, incorporeal traits
Saves: +21 Fortitude, +30 Reflex, +14 Will
Abilities: Str -, Dex 31, Con 25, Int 12, Wis 11, Cha 11
Skills: Listen +33, Spot +34
Feats:Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (Incorporeal Touch, Improved Flyby Attack, Improved Natural Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Focus (Incorporeal Touch)
Environment: Plane of Shadow
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral.
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: -

Other Changes:

Aldurin
2013-11-14, 09:41 AM
Changelog:
11/14/2013: Posted Shadowcaster class, Fundamentals, Mysteries and Enigmas. Added General Feats.
11/19/2013: Added fixed Child of Night prestige class and made minor changes to Fundamentals of Shadow and Shadow Master.
11/25/2013: Added fixed Master of Shadow prestige class and made some changes listed here (http://www.giantitp.com/forums/showpost.php?p=16498451&postcount=34).
12/10/2013: Added revised Shadow Elementals, Shadow Elemental Monolith and Reposed Shadowcaster feat, along with other changes listed here (http://www.giantitp.com/forums/showpost.php?p=16588348&postcount=42).
12/24/2013: Added agelessness to capstone, overhauled and expanded fundamentals and added antichrome material.
1/23/2014: Some balancing changes listed here (http://www.giantitp.com/forums/showpost.php?p=16854228&postcount=49).
8/21/2015: Added an Epic Progression. Minor housekeeping with keeping the fundamentals section clean, as well.
8/22/2015: Shadow Guidance nerfed and Contagious Shadow altered to affect Shadow Guidance differently.

I'll throw in some more notes, formatting and content later. I've been bogged down with just getting the mysteries written out, so I'm posting the main content now to get initial feedback going.

D20ragon
2013-11-14, 06:37 PM
Well...bless my bippy.
If thats not a well defined and compiled shadow magic fixe I'm not sure what is.
*subscribed*

Aldurin
2013-11-14, 08:52 PM
Well...bless my bippy.
If thats not a well defined and compiled shadow magic fixe I'm not sure what is.
*subscribed*

Thanks! I'll try to get more up soon. I actually have the fixes down for the existing prestige classes, so I just need to format them and get them up on here so that'll likely be the next thing to come in.

Aldurin
2013-11-14, 10:47 PM
Added the General Feats section to set up clarification for when the fixed original prestige classes are posted. Metashadow will come slightly later due to not being fixed yet.

Ninjadeadbeard
2013-11-14, 11:40 PM
Oooooh! I've always...wanted someone else to make a viable Homebrew fix for this. :smalltongue:

I keep thinking that one of those dead levels (lvl 3 for instance) could be filled with a Shadow Familiar. Like old Dracula your shadow would be an independent shadow-creature bound to serve you. It'd basically just be like a normal Wizard familiar, only with a cool theme and the possibility to emulate the shadows of other creatures and thus borrow their abilities.

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Aldurin
2013-11-15, 01:29 AM
Oooooh! I've always...wanted someone else to make a viable Homebrew fix for this. :smalltongue:

I keep thinking that one of those dead levels (lvl 3 for instance) could be filled with a Shadow Familiar. Like old Dracula your shadow would be an independent shadow-creature bound to serve you. It'd basically just be like a normal Wizard familiar, only with a cool theme and the possibility to emulate the shadows of other creatures and thus borrow their abilities.

Subscribed!

I've mulled over whether or not Shadow Familiar should be an automatic part of the class, I'm still not sure. At the very least, there are no dead levels in a caster class, which always amasses more of what it casts. That's why there'll be blank levels, and why no one should feel obligated to completely cram non-specialized casting classes with class features.

But for the fluff idea you have for the familiar, it's more or less already captured in the Master of Shadow prestige class, and is an easy refluff in other forms.

Rolep
2013-11-15, 01:08 PM
I assume (and hope) that this is compatable with Descent of Shadow?

Aldurin
2013-11-16, 08:41 AM
I assume (and hope) that this is compatable with Descent of Shadow?

You'll have to point me toward that, I've never heard of it. If it is shadow magic stuff then I'll make sure there's connecting framework in this fix.

peacenlove
2013-11-16, 09:15 AM
Descent of Shadows is http://www.giantitp.com/forums/showthread.php?t=74519. Basically a thrice reborn project, it's purpose to enrich Shadow Magic in general with options. It is very well worth reading.
Strange that you mention it since your Enigmas function like Path Masteries, without the feat investment.
Had a cursory glance, Shadow Master should give the Extraplanar tag on Undead/Constructs.
This looks very well thought, with interesting ideas, such as reorganizing the Paths, but on a power level I am not comfortable with (personal preference really). However, I will return to offer some more feedback soon.

Xuldarinar
2013-11-16, 09:15 AM
You'll have to point me toward that, I've never heard of it. If it is shadow magic stuff then I'll make sure there's connecting framework in this fix.

Here (http://www.giantitp.com/forums/showthread.php?t=74519). To date, decent of shadows is one of my personal favorites, though I lament that part of it has copied verbatim (and I'm not sure if they had permission) published as a part of a horrible 3rd party pathfinder book, Book of Darkness: Guide to Shadow Magic. Seriously, it is a must burn.

Anyways. What you have here looks good, do not get me wrong. I like it, but we shall see how things turn out as this project grows.


Swordsaged.

Aldurin
2013-11-16, 09:32 AM
Descent of Shadows is http://www.giantitp.com/forums/showthread.php?t=74519. Basically a thrice reborn project, it's purpose to enrich Shadow Magic in general with options. It is very well worth reading.
Strange that you mention it since your Enigmas function like Path Masteries, without the feat investment.
Had a cursory glance, Shadow Master should give the Extraplanar tag on Undead/Constructs.
This looks very well thought, with interesting ideas, such as reorganizing the Paths, but on a power level I am not comfortable with (personal preference really). However, I will return to offer some more feedback soon.

Ok, I never noticed this fix for Shadowcas- WHOA that's a lot of stuff! I'll need a bit of time to fully take that in, but I'll see about working in compatibility once of the main stuff is off the table, but it looks like there are some defining mechanical differences that I will have to look into. Thanks for bringing it to my attention, though (all three of you, apparently that thing is popular enough that I shouldn't have missed it).

Thanks for pointing out the Shadow Master issue, I always forget about Extraplanar when it comes to soulless monstrosities.

Could you elaborate on your issues with the power level? I'd like the feedback. I'm shooting for Tier 2, risking the lower edge of Tier 1, though I know most people prefer Tier 3 as the sweet spot for classes. Is it the mysteries themselves, or does it take the Enigmas to kick it over the edge? I made the mysteries stronger in a few ways just because of how the Shadowcaster has less versatility than a Sorcerer, but less output to make up for it until towards the top, and overall less options for each potential situation.

I'll get the next round of changes done later next week, as I'm currently between 12-shifts right now.

Rolep
2013-11-16, 12:28 PM
Actually, DoS doesn't change much mechanically; I mainly brought it up because it is used is almost all shadow magic campaigns and it has TONS of new mysteries to increase versitality. Speaking of versitaility, the shadowcaster could pretty much NEVER break tier one without some changes more serious than those that you're proposing, so you don't need to worry about that (tier 1 requires almost off-the-scale versitality).

As for the class itself, it looks solid, although the list of fundamentals is a bit short (a few more would be nice for the sake of options). The extra mysteries are nice, as are the extra uses per day. The concept behind allowing free mystery choice but providing a bonus for completing paths has been done before (as peacenlove said), which shows how much of a good idea it is. My one question (this isn't a true critique, but I'm a little busy, and I would like to see your answer) is whether this is better than another fix which I've seen, which is just SAD-ing them, removing the path-progression restriction, allowing them to refresh their mysteries as a full-round action, and allowing them to change their mystery selection with five minutes rest.

Network
2013-11-16, 12:40 PM
Ok, I never noticed this fix for Shadowcas- WHOA that's a lot of stuff! I'll need a bit of time to fully take that in, but I'll see about working in compatibility once of the main stuff is off the table, but it looks like there are some defining mechanical differences that I will have to look into. Thanks for bringing it to my attention, though (all three of you, apparently that thing is popular enough that I shouldn't have missed it).
The weird thing is that Descent of Shadow is a huge homebrew project, but not a fix, which is pretty rare in the homebrew community. I'd personally say it was a major part of its success.

~Corvus~
2013-11-16, 01:20 PM
A little while ago, there was a GiantITP group that did an overhaul the Truenaming system. I bet they would have a lot of advice that you could use! Anyways, this looks REALLY cool!

Aldurin
2013-11-16, 06:33 PM
Actually, DoS doesn't change much mechanically; I mainly brought it up because it is used is almost all shadow magic campaigns and it has TONS of new mysteries to increase versitality. Speaking of versitaility, the shadowcaster could pretty much NEVER break tier one without some changes more serious than those that you're proposing, so you don't need to worry about that (tier 1 requires almost off-the-scale versitality).

As for the class itself, it looks solid, although the list of fundamentals is a bit short (a few more would be nice for the sake of options). The extra mysteries are nice, as are the extra uses per day. The concept behind allowing free mystery choice but providing a bonus for completing paths has been done before (as peacenlove said), which shows how much of a good idea it is. My one question (this isn't a true critique, but I'm a little busy, and I would like to see your answer) is whether this is better than another fix which I've seen, which is just SAD-ing them, removing the path-progression restriction, allowing them to refresh their mysteries as a full-round action, and allowing them to change their mystery selection with five minutes rest.

That's my main concern with adapting DoS, since the first thing I noticed was the author's mention that he believed material could be fixed simply by adding more instead of changing existing content, which means that most of the content added there is in the context of the original mechanics. If demand for compatibility remains then I'll chat up the author to see what main points need connecting and/or conversion.

I left the fundamentals list short since you technically have three available in each one, with it being the player's choice between versatility or advancement of his current ones. If I do add more it won't be much since fundamentals are supposed to capture pretty generic effects to represent the basic simplicity of them. As for your mention of a different take on fixing it, the version you describe conflicts very heavily with the fluff of shadow magic as I interpret it from the original text, so even if the other fix is better it is one of those cases where I'm not to keen to pick it up.

Rolep
2013-11-17, 06:06 AM
And now its time for my critique. Some points are problems, but most are just things that I, personally, think that the class should have.

BAB & Saves:
A good fort save could JUST be argued for the class, as they are exposing themselves to supernatural and powerful dangers over the course of their path to power, but get rid of the medium BAB. This class does not fight with weapons. At no point would shadowcasters gain the training with weapons necessary to justify this. Remember, when fixing the shadowcaster, fluff comes first, otherwise you risk upsetting the excellent flavour of the class. And finally, in the BAB coloumn, remember to makr the iterative base attack bonuses as well.

Skills:
Should have disguise and possibly intimidate, as these both fit with the shadowcaster's theme and style.

Fundamentals of Shadow:
Looking over them, I would agree that there are about the right number, though some of the shadowcasters other abilities shoudl probably also be one (see below). Mechanically, they work fine, but why is their DC 1/3 caster level? I would pin them at 1/2 caster level, which is normal for an (Su) ability (since 1/2 hit dice would encourage dipping), as well as being balanced, since they are pretty weak. In fact, I don't get why they aren't just at-will (both in this and in the original class), since power-wise it wouldn't really hurt the game much and it would get rid of having to do book-keeping on really minor abilities.

Mysteries, Paths and Enigmas:
Again, the framework is solid, and all I have are nitpicks.

You can choose mysteries from any spell level that a wizard of your level would have access to
A wizard of your level? Is thsat class level (levels in shadowcaster) or character level? I know you mean the former, but you should specify.

In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your CHA modifier.
Make them SAD on intelligence. There is no reason, fluff-wise (because they are supposed to be loremasters of a forbidden art) or crunch-wise (because they are weaker than most SAD spellcasters), to nerf them with MAD-ness.

The extra uses per day of mysteries are much appreciated, as are the extra mysteries, and add in fundamentals and engimas and it has as many 'spells' known as the sorcerer, as well as more (bordering on worryingly more) spells per day. The problem is their mystery list. 7 fundamentals, 69 mysteries and 23 enigmas just isn't enough choice. This has been the shadowcaster's main problem since it was first released, hence why DoS was made. It adds 150 new mysteries (giving you a fair bit of work as far as enigmas go), putting the list up to a size comparable with the CORE wizard/sorcerer list. This lack of options keeps the shadowcaster forever a T2 max class. Indeed, it's quite low T2, since the other T2s like sorcerer and favoured soul have a larger spell list and a more flexible spells-per-day selection. However, this does not make it bad; peopel often get tier confused with power. For example, the warblade, ToB's strongest class, is only T4, since its powers can only be used in combat, even though it has a power that would push it near T2. This class is very powerful, even for T2 (hence why I'm a little uncomfortable with it), and it does make the shadowcaster much more usable, but its poor versitality prevents its tier from rising to your goal.

Sustaioning Shadow & Umbral Hand:
These should be fundamentals. I dislike giving spellcasters class abilities other than spells, a capstone and bonus feats, and these abilities would be well-suited to the job, as they start weak and improve with level. I like what you've done with sustaining shadow, btw.

Everythin else:
Just fine. I like the capstone and giving it proper bonus feats.

Aldurin
2013-11-17, 09:21 AM
And now its time for my critique. Some points are problems, but most are just things that I, personally, think that the class should have.

BAB & Saves:
A good fort save could JUST be argued for the class, as they are exposing themselves to supernatural and powerful dangers over the course of their path to power, but get rid of the medium BAB. This class does not fight with weapons. At no point would shadowcasters gain the training with weapons necessary to justify this. Remember, when fixing the shadowcaster, fluff comes first, otherwise you risk upsetting the excellent flavour of the class. And finally, in the BAB coloumn, remember to makr the iterative base attack bonuses as well.

Skills:
Should have disguise and possibly intimidate, as these both fit with the shadowcaster's theme and style.

Fundamentals of Shadow:
Looking over them, I would agree that there are about the right number, though some of the shadowcasters other abilities shoudl probably also be one (see below). Mechanically, they work fine, but why is their DC 1/3 caster level? I would pin them at 1/2 caster level, which is normal for an (Su) ability (since 1/2 hit dice would encourage dipping), as well as being balanced, since they are pretty weak. In fact, I don't get why they aren't just at-will (both in this and in the original class), since power-wise it wouldn't really hurt the game much and it would get rid of having to do book-keeping on really minor abilities.

Mysteries, Paths and Enigmas:
Again, the framework is solid, and all I have are nitpicks.

A wizard of your level? Is thsat class level (levels in shadowcaster) or character level? I know you mean the former, but you should specify.

Make them SAD on intelligence. There is no reason, fluff-wise (because they are supposed to be loremasters of a forbidden art) or crunch-wise (because they are weaker than most SAD spellcasters), to nerf them with MAD-ness.

The extra uses per day of mysteries are much appreciated, as are the extra mysteries, and add in fundamentals and engimas and it has as many 'spells' known as the sorcerer, as well as more (bordering on worryingly more) spells per day. The problem is their mystery list. 7 fundamentals, 69 mysteries and 23 enigmas just isn't enough choice. This has been the shadowcaster's main problem since it was first released, hence why DoS was made. It adds 150 new mysteries (giving you a fair bit of work as far as enigmas go), putting the list up to a size comparable with the CORE wizard/sorcerer list. This lack of options keeps the shadowcaster forever a T2 max class. Indeed, it's quite low T2, since the other T2s like sorcerer and favoured soul have a larger spell list and a more flexible spells-per-day selection. However, this does not make it bad; peopel often get tier confused with power. For example, the warblade, ToB's strongest class, is only T4, since its powers can only be used in combat, even though it has a power that would push it near T2. This class is very powerful, even for T2 (hence why I'm a little uncomfortable with it), and it does make the shadowcaster much more usable, but its poor versitality prevents its tier from rising to your goal.

Sustaioning Shadow & Umbral Hand:
These should be fundamentals. I dislike giving spellcasters class abilities other than spells, a capstone and bonus feats, and these abilities would be well-suited to the job, as they start weak and improve with level. I like what you've done with sustaining shadow, btw.

Everythin else:
Just fine. I like the capstone and giving it proper bonus feats.

Bab/Saves: The intention is for the Shadowcaster to be a mixed combatant when necessary earlier on, this will become more apparent once I get the items in, since I've got stuff planned that make weapons more accessible for mystery users. The good fortitude save is part of the original class and I think it is thematically and mechanically appropriate since there is the potential to operate at close range early on and the shadowcaster is drawing a sort of bolstering life force from the plane of shadow.

Skills: That does actually make sense, definitely something I overlooked and will put in on the next update.

Fundamentals: You raise a good point about the standard go-to for Su ability caster level, that will go in the next update. I'm holding off on having the Fundamentals be at will until late-game because they actually do something past their normal equivalent when you start upgrading them, though it is an area where the power level is arguable enough that this may change in the future.

MAD Mysteries: It's clearly stated in the Abilities paragraph of the Shadowcaster in ToM that it is intended for MAD.

Shadowcasters must both be clever and confident, studious and determined; Intelligence and Charisma both impact their mysteries
My only real change to this is solidifying the concept by adding Charisma modulation to most of the mystery effects, making sure it actually does something. I'm fine with the MAD since it's shakes up the possibilities when choosing classes to play (otherwise you're really just choosing between the Strength Guy, the Dexterity Guy and so on (admittedly Charisma Guy is pretty diverse)) and tangible downside from it can help hold back the other parts that might be going overpowered.

Shadow Magic Output and Versatility: More options might be good, though I'm not entirely keen on the idea of having as many options as DoS gives. If I do add more mysteries and fundamentals it will be later on, since the conversion of the as-is content is by no means unplayable.

Sustaining Shadow & Umbral Hand: Umm . . . Umbral Hand is already a fundamental, do you mean Umbral Sight? If so I disagree on the idea of those two class features being Fundamentals, as they both represent the Shadowcaster's increasing bond with the Plane of Shadow and the forces of darkness that comprise it and make more sense as constant effects.

I do understand that interpretation and expectation do vary. Thank you for pointing out formatting issues, and for bringing up your concerns/arguments about this fix.

Rolep
2013-11-17, 01:12 PM
Bab/Saves: The intention is for the Shadowcaster to be a mixed combatant when necessary earlier on
This bit jumped out at me. Is he a mage or a gish? So many fixes that I've seen gish up the shadowcaster, and it erks me to the point of anger. He is as thematcially appropriate as a fighter (even a mediocre one) as a fighter is having spells (even cantrips).


MAD Mysteries: It's clearly stated in the Abilities paragraph of the Shadowcaster in ToM that it is intended for MAD.
Intending it to be MAD and the fluff indicating MAD-ness are different things. The MAD-ness seems (at least to me) to have just been tacked on after the concept and fluff was visualised because carpe diem (the law that WotC all-too-often operates by), and that single line was only added as justification. The wizard, cleric & druid must also be 'clever and confident, studious and determined' if they are to succeed, but I don't see them casting MAD-ly.


My only real change to this is solidifying the concept by adding Charisma modulation to most of the mystery effects, making sure it actually does something.
But it already does something, and something important at that. Many of the good mysteries requires saves to resist, and so Cha is necessary to increase the DC.


I'm fine with the MAD since it's shakes up the possibilities when choosing classes to play (otherwise you're really just choosing between the Strength Guy, the Dexterity Guy and so on (admittedly Charisma Guy is pretty diverse)) and tangible downside from it can help hold back the other parts that might be going overpowered.
MAD doesn't shake up the possibilities (at least not here), since literally every decent single-class shadowcaster will have 19 Int and the rest in Cha (it's fully possible to get a high (34+) Cha, but it will require more investment i.e. money), followed by Con then Wis then Dex then Str.


[...]I'm not entirely keen on the idea of having as many options as DoS gives.
Why? Why would you nerf them this badly? What did they do to you? Te MAIN weakness of the shadowcaster is lack of options, and even as many as DoS gives does not address the problem. To see what I mean, count the sor/wiz spell list, then the cleric, then the druid. I guarantee that they have more than 250 (roughly the number that your fix + DoS has) to choose from. There is no power issue here.


Umbral Hand is already a fundamental, do you mean Umbral Sight?
Indeed I do; I got the two confused.:smallredface:


I disagree on the idea of those two class features being Fundamentals, as they both represent the Shadowcaster's increasing bond with the Plane of Shadow and the forces of darkness that comprise it and make more sense as constant effects.
This makes sense, but would you consider the change if fundamentals were to become at-will, since at-will and constant are almost identical?


I do understand that interpretation and expectation do vary. Thank you for pointing out formatting issues, and for bringing up your concerns/arguments about this fix.
You're welcome! I'm just trying to give my favourite class some love!:smalltongue:

Aldurin
2013-11-18, 10:01 AM
This bit jumped out at me. Is he a mage or a gish? So many fixes that I've seen gish up the shadowcaster, and it erks me to the point of anger. He is as thematcially appropriate as a fighter (even a mediocre one) as a fighter is having spells (even cantrips).

Depends on the build, I'll leave the ambiguity there as part of the diversity aspect between how different shadowcasters operate due to their choices.


Intending it to be MAD and the fluff indicating MAD-ness are different things. The MAD-ness seems (at least to me) to have just been tacked on after the concept and fluff was visualised because carpe diem (the law that WotC all-too-often operates by), and that single line was only added as justification. The wizard, cleric & druid must also be 'clever and confident, studious and determined' if they are to succeed, but I don't see them casting MAD-ly.


But it already does something, and something important at that. Many of the good mysteries requires saves to resist, and so Cha is necessary to increase the DC.


MAD doesn't shake up the possibilities (at least not here), since literally every decent single-class shadowcaster will have 19 Int and the rest in Cha (it's fully possible to get a high (34+) Cha, but it will require more investment i.e. money), followed by Con then Wis then Dex then Str.

This will probably stay as a disagreement between us, but I see it mechanically and thematically being appropriate for the MAD requirements. As for Cha actually doing something, I should have clarified I meant making sure it was consistently required, as the original class could be easily Cha-dumped with the right mystery choices.


Why? Why would you nerf them this badly? What did they do to you? Te MAIN weakness of the shadowcaster is lack of options, and even as many as DoS gives does not address the problem. To see what I mean, count the sor/wiz spell list, then the cleric, then the druid. I guarantee that they have more than 250 (roughly the number that your fix + DoS has) to choose from. There is no power issue here.

Ok, no. It is not a nerf to have a homebrew fix that isn't on par with what is probably the biggest homebrew expansion I've ever seen. This was made in the context of the official shadowcaster content and will remain that way. Yes, DoS has nice things in it and you should use it if you like it better, but please don't talk balance on my homebrew in regards to other homebrew it isn't explicitly linked to in some way. It's basically rubbing in my face "nice try but this other guy did this so much better with years of effort that what you made is only bad in comparison" and it's very discouraging. I'm retaining almost the entire original range of choices from the official material, and that is by no means a bad thing that necessitates demand for extra effort. The longest part of this whole project so far was writing up the full descriptions for mysteries, so if any expansion happens it will be rare and small as I really don't want to commit a ridiculous amount of time to dealing with that.


This makes sense, but would you consider the change if fundamentals were to become at-will, since at-will and constant are almost identical?

I would consider it except that having them as fundamentals means having them compete as choices, which conflicts against my interpretation of the Shadowcaster's attunement to the Plane of Shadow and the forces of darkness feeding his life force and perception as an inherent part of pursuing shadow magic.

Please, no more discussion of Descent of Shadows. I'm now aware that it exists and have answered questions about possible integration in the future. I really don't want this thread to be dragged down by comparisons with other shadow magic homebrew, since this thread is meant to facilitate discussion about the fix posted here to get feedback and improve it.

Rolep
2013-11-18, 11:40 AM
Depends on the build, I'll leave the ambiguity there as part of the diversity aspect between how different shadowcasters operate due to their choices.
Options never hurt, I guess.


This will probably stay as a disagreement between us, but I see it mechanically and thematically being appropriate for the MAD requirements. As for Cha actually doing something, I should have clarified I meant making sure it was consistently required, as the original class could be easily Cha-dumped with the right mystery choices.
Yes, we'll have to disagree on this one.


Ok, no. It is not a nerf to have a homebrew fix that isn't on par with what is probably the biggest homebrew expansion I've ever seen. This was made in the context of the official shadowcaster content and will remain that way. Yes, DoS has nice things in it and you should use it if you like it better, but please don't talk balance on my homebrew in regards to other homebrew it isn't explicitly linked to in some way. It's basically rubbing in my face "nice try but this other guy did this so much better with years of effort that what you made is only bad in comparison" and it's very discouraging. I'm retaining almost the entire original range of choices from the official material, and that is by no means a bad thing that necessitates demand for extra effort. The longest part of this whole project so far was writing up the full descriptions for mysteries, so if any expansion happens it will be rare and small as I really don't want to commit a ridiculous amount of time to dealing with that.
I'm sorry for coming off the wrong way on this. Your fix and DoS are fundamentally different: you fix the class itself while DoS gives it more options. DoS does not in any way overshadow yours, nor is it better; it is just different. Your class fixes almost all of the shadowcaster's problems, and I was pointing you to a place that fixes the rest of them. I wasn't saying that DoS is better, but that, combined, your fix and it would fully fix the shadowcaster. For that reason, I would like your fix to be fully compatible with it. Again, sorry for any offense.


I would consider it except that having them as fundamentals means having them compete as choices, which conflicts against my interpretation of the Shadowcaster's attunement to the Plane of Shadow and the forces of darkness feeding his life force and perception as an inherent part of pursuing shadow magic.
Sounds fine.


Please, no more discussion of Descent of Shadows. I'm now aware that it exists and have answered questions about possible integration in the future. I really don't want this thread to be dragged down by comparisons with other shadow magic homebrew, since this thread is meant to facilitate discussion about the fix posted here to get feedback and improve it.
You can't look at a single part of D&D without considering other parts. This rule extends to homebrew. DoS is nigh-synonymous with shadow magic itself in the homebrew community, and I do not feel that it will drag the critique down in any way (indeed, ignoring it will mean that you may have to write long lists of mysteries yourself instead of using ones that have already been written). Still, since you want to, I'll drop it.

Just to Browse
2013-11-18, 12:19 PM
Fundamentals
Fundamentals have piddly effects, crappy DCs, and a per-day use limitation. That makes me sad.
Also, something that has bothered me from the start is that these "fundamentals" aren't very fundamental. You can be a master shadowcaster and not even know all of them. A weak level 4 spell 6/day does not seem like it needs actual knowledge limitations at 11th level, and I think shadowcasters should at some point at least know all the fundamentals of their shadow magic. There are, of course, some exceptions.
Blacklight is an incredibly strong spell because it allows no save for not being able to see, but is also kind of an anti-teamwork spell because your allies can't see. I don't know how I feel about giving this effectively every combat to the shadowcaster.
I know the spells are listed backwards, but Entropic Shield is flat-out far better than Protection from Arrows. It's good enough that if you're going to have this buff available for every fight, it should be in the True category. On the other hand, Prot from Arrows can go down to Major because DR/magic is laughable.
Mystic Reflections: Putting utility in a basic combat tree... nneeeergh.
Shadow Hood: The shadowcaster is walking around with legit SoDs in her pocket, why does she care about a weak debuff that allows a will save?
Sight Obscured: Untyped number steroids to double the rogue's hide check, plus laughing at archers again.
Spectral Hand: OK, I might take this if there were some killer touch spells on the shadowcaster list. There don't seem to be, however.

All in all, I kind of like your direction, but the disparity between the abilities you should take as a player and the abilities there's no real point in taking is huge. Shadow Hood, Spectral Hand, and Mystic Reflections are low on the priority list, but everyone will want Caul of Shadow and Black Candle because it provides survivability and good fallback BFC.

EDIT: Holy crap this is a strong class. Looking through the mysteries, you can pick up flight, stinking cloud, or godmode kiting at level 1. And Echo Spell is... oh man. I am totally in love with your high-level abilities, and I think this class plays like an optimized mage at higher levels without need for dumpster diving.

However, the level 1 abilities are even stronger than spells of their level, and I recommend toning things down there. 1min/lvl immobilize is way too strong.

Aldurin
2013-11-18, 10:47 PM
Fundamentals
Fundamentals have piddly effects, crappy DCs, and a per-day use limitation. That makes me sad.
Also, something that has bothered me from the start is that these "fundamentals" aren't very fundamental. You can be a master shadowcaster and not even know all of them. A weak level 4 spell 6/day does not seem like it needs actual knowledge limitations at 11th level, and I think shadowcasters should at some point at least know all the fundamentals of their shadow magic. There are, of course, some exceptions.
Blacklight is an incredibly strong spell because it allows no save for not being able to see, but is also kind of an anti-teamwork spell because your allies can't see. I don't know how I feel about giving this effectively every combat to the shadowcaster.
I know the spells are listed backwards, but Entropic Shield is flat-out far better than Protection from Arrows. It's good enough that if you're going to have this buff available for every fight, it should be in the True category. On the other hand, Prot from Arrows can go down to Major because DR/magic is laughable.
Mystic Reflections: Putting utility in a basic combat tree... nneeeergh.
Shadow Hood: The shadowcaster is walking around with legit SoDs in her pocket, why does she care about a weak debuff that allows a will save?
Sight Obscured: Untyped number steroids to double the rogue's hide check, plus laughing at archers again.
Spectral Hand: OK, I might take this if there were some killer touch spells on the shadowcaster list. There don't seem to be, however.

All in all, I kind of like your direction, but the disparity between the abilities you should take as a player and the abilities there's no real point in taking is huge. Shadow Hood, Spectral Hand, and Mystic Reflections are low on the priority list, but everyone will want Caul of Shadow and Black Candle because it provides survivability and good fallback BFC.

Fundamentals:
Thanks for pointing out the balance issues. The way I changed it was probably the farthest limb out from the original mechanics of shadow magic, so gauging how everything works out is more difficult. I do like your argument for knowing all fundamentals but balancing that against upgrade progression is tricky, though spelling out the power level for me does make me question bumping it down a little bit more. Maybe I'll hand out more fundamentals automatically and let upgrades be a separate thing instead of part of a choice with that. Having anti-ranged effects on Caul of Shadow was poorly done, now that you point out the power issues of the two effects.

The no-brainer choice disparity is something I want to avoid, so having the cases of that pointed out helps. Clearly I need to tinker with that section more.


Holy crap this is a strong class. Looking through the mysteries, you can pick up flight, stinking cloud, or godmode kiting at level 1. And Echo Spell is... oh man. I am totally in love with your high-level abilities, and I think this class plays like an optimized mage at higher levels without need for dumpster diving.

However, the level 1 abilities are even stronger than spells of their level, and I recommend toning things down there. 1min/lvl immobilize is way too strong.

Um, those aren't exactly available at level 1. The Apprentice/Initiate/Master categories are basically groupings of 3 spell levels. So the Midnight Flight and Exhale of the Night aren't available until Shadowcaster level 3rd, and Flicker isn't available until Shadowcaster 5th. Echo Spell is actually completely unmodified from the original, though I am questioning whether I reworded it properly.

Clinging Darkness' duration is a potential issue, but with the ability to make a save each round in order to escape it's not like they're trapped there while you slowly build a funeral pyre around them.

peacenlove
2013-11-19, 11:00 AM
Some quick comments about the mysteries themselves.

General suggestion: Nerf some mysteries and make them swift/immediate actions, if you wish to improve upon a shadowcaster's lacking action economy.
Specify what happens to the DC when a mystery becomes supernatural.
Black Fire: 1d6 damage per level + charisma, or 1d6+ charisma damage per level? If the latter, it is too strong for a damaging spell.
Exhale of the Night: Too versatile, a mystery that replicates 4 spells in pairs, often of higher level than the mystery itself.
Killing Shadows: Should have + Cha damage tacked on, since it is a feature of your fix.
Life Fades: See black fire
Mesmerizing Shade: AoE daze at 1st level. Consider bumping it a level. Encounter ending with extend mystery.
Encroaching Shadows: First sentence typo.
Ephemeral Storm: Was evocation, without the (death) tag (punched through death ward), actually not worth it now as necromancy.
Life Vanishes: see black fire

Enigmas (typo in title):
Chilling Darkness: Cold resistance 15 is more effective than cold immunity against a shadowcaster with 30 charisma. Sentences that specify what happens with cold immunity and cold resist should be separate to easier convey their meaning.
Indiscriminate Dark (Nitpick): this should not bypass immunities granted by non-abilities, else we have some paradoxical phenomenons with reducing Con -.




Could you elaborate on your issues with the power level? I'd like the feedback. I'm shooting for Tier 2, risking the lower edge of Tier 1, though I know most people prefer Tier 3 as the sweet spot for classes. Is it the mysteries themselves, or does it take the Enigmas to kick it over the edge? I made the mysteries stronger in a few ways just because of how the Shadowcaster has less versatility than a Sorcerer, but less output to make up for it until towards the top, and overall less options for each potential situation.



I tried to be neutral in my critique so I will answer in a spoiler.

I dislike the complexity and system mastery that comes with Tier 2. My table abhors it too. So like I said "personal preference".
That said, your class fixes the casting chassis of the shadowcaster, bringing it comparable to a wizard, has stronger mysteries and stronger specialization than the beguiler, a T3 class, but has nothing that breaks the game or action economy (like gate, PaO, celerity etc.). Verdict: T3 with bigger numbers.


Will critique the rest of your work at a later time.

Aldurin
2013-11-19, 08:18 PM
Oh I forgot to mention that I posted the fixed up Child of Night prestige class. I was going to wait until I figured out how to do Metashadow but now I'm not really sure what approach to take.

The ideas so far:
-Leave it unchanged, functioning as a 1/day thing that can be increased by piling on more metashadow feats.
-Sacrifice an additional mystery of a level equal to the adjustment of the metashadow feat. Total of original mystery level and the adjustment cannot exceed highest spell level available to the shadowcaster.
-A sort of "overdraw" feature, fluffed around the idea of using so much shadow energy in a short period of time that it temporarily weakens their ability to amass more. Mechanically lose the ability to cast mysteries for a short time after using the metashadow, something along the lines of 1 round per adjusted level or something.
-Have this function as normal metamagic, where instead of expending a use of the modified mystery, instead expend a use of a mystery equal to the total adjusted level. This does pose the issue of being abused as a means of converting uses of other mysteries into one mystery, potentially being able to use one mystery far more times than intended.


Some quick comments about the mysteries themselves.

General suggestion: Nerf some mysteries and make them swift/immediate actions, if you wish to improve upon a shadowcaster's lacking action economy.
Specify what happens to the DC when a mystery becomes supernatural.
Black Fire: 1d6 damage per level + charisma, or 1d6+ charisma damage per level? If the latter, it is too strong for a damaging spell.
Exhale of the Night: Too versatile, a mystery that replicates 4 spells in pairs, often of higher level than the mystery itself.
Killing Shadows: Should have + Cha damage tacked on, since it is a feature of your fix.
Life Fades: See black fire
Mesmerizing Shade: AoE daze at 1st level. Consider bumping it a level. Encounter ending with extend mystery.
Encroaching Shadows: First sentence typo.
Ephemeral Storm: Was evocation, without the (death) tag (punched through death ward), actually not worth it now as necromancy.
Life Vanishes: see black fire

Enigmas (typo in title):
Chilling Darkness: Cold resistance 15 is more effective than cold immunity against a shadowcaster with 30 charisma. Sentences that specify what happens with cold immunity and cold resist should be separate to easier convey their meaning.
Indiscriminate Dark (Nitpick): this should not bypass immunities granted by non-abilities, else we have some paradoxical phenomenons with reducing Con -.



I tried to be neutral in my critique so I will answer in a spoiler.

I dislike the complexity and system mastery that comes with Tier 2. My table abhors it too. So like I said "personal preference".
That said, your class fixes the casting chassis of the shadowcaster, bringing it comparable to a wizard, has stronger mysteries and stronger specialization than the beguiler, a T3 class, but has nothing that breaks the game or action economy (like gate, PaO, celerity etc.). Verdict: T3 with bigger numbers.


Will critique the rest of your work at a later time.

Improved action economy might make up for some of the power level, I'll take that into consideration.
Black Fire is supposed to be 1d6+CHA per level, but yeah that's overpowered in retrospect.

Exhale of the Night: Fair enough, do you think there should only be one pair available or just combine the two level 2 spell effects?
Killing Shadows: Good point.
Life Fades: Nonlethal damage earns more leniency, but I did reduce the bonus damage to half of the charisma modifier per level. If it is that much more of an issue than I thought then I'll change it.
Mesmerizing Shade: Limited AoE, technically, since targets scale by caster level and are capped by caster's charisma mod. Though if it does seem too much like a win-the-encounter mystery then I'll shuffle it around.
Encroaching Shadows: Where? I might still be tired but I can't find it.
Ephemeral Storm: That's what I get for not looking up a spell that's "obviously necromancy". I'll change that back.
Life Vanishes: Does no CHA bonus on regular damage and only half CHA on nonlethal damage sound better, or should it be completely off the table?
Chilling Darkness: Fair enough, clearly I was struggling with the numbers side of this toward the end of formatting. I'll see about making that work better.
Indiscriminate Dark: "You say you have no strength, foolish wraith? Then what did I just drain, huh? HUH?" Ok yeah that's stupid I'll fix it.

Overall critique: In retrospect of balance issues, I guess backing off a bit and making it waver between tier 3 and 2 is better than 2 and 1. Thanks for your evaluation.

~Corvus~
2013-11-19, 11:22 PM
A little while ago, there was a GiantITP group that did an overhaul the Truenaming system. I bet they would have a lot of advice that you could use! Anyways, this looks REALLY cool!

My apologies for not linking to the Truenaming overhaul (http://www.giantitp.com/forums/showthread.php?t=90961) earlier! They also made a massive, well-done PDF (http://www.bruised.nl/extern/TheWayWordsWork.pdf) for those that like them. Enjoy!

peacenlove
2013-11-20, 02:57 AM
The ideas so far:
-Leave it unchanged, functioning as a 1/day thing that can be increased by piling on more metashadow feats.
-Sacrifice an additional mystery of a level equal to the adjustment of the metashadow feat. Total of original mystery level and the adjustment cannot exceed highest spell level available to the shadowcaster.
-A sort of "overdraw" feature, fluffed around the idea of using so much shadow energy in a short period of time that it temporarily weakens their ability to amass more. Mechanically lose the ability to cast mysteries for a short time after using the metashadow, something along the lines of 1 round per adjusted level or something.
-Have this function as normal metamagic, where instead of expending a use of the modified mystery, instead expend a use of a mystery equal to the total adjusted level. This does pose the issue of being abused as a means of converting uses of other mysteries into one mystery, potentially being able to use one mystery far more times than intended.


4th option is out since supernatural abilities have no levels. You could make it work but needs additional wording and care.
My suggestion would be a "per encounter" logic, but not letting them take the feat more than once to stack uses. However should you prefer the 1/day mechanic, my suggestion would be to tack an additional, passive benefit, related to the metashadow (extra durations, extra range etc.).



About Descent of Shadows


Answer spoilered as not to derail thread

While it is too early for it, why don't you ask the OP for general guidelines / thought patterns in order to use them yourself on your table?
DoS is exceptional but has problems (example: 3rd level mystery summoning a cr 12 critter), problems that no homebrewer should be forced to consider if he chooses not to. Datamining it for ideas is another matter entirely. :smallwink:

From Enroaching Shadows first sentence in the description of the mystery.

The you draw the power of the Plane of Shadow and make it surround and eclipse a person

Aldurin
2013-11-25, 11:32 PM
The new Master of Shadow prestige class is now added.

Also made some changes changes:

Added disguise to class skills.
Mysteries becoming supernatural abilities now has clarification regarding spell level and DCs.
Exhale of the Night is changed to be a Gust of Wind and Shatter combination.
Black Fire's charisma bonus to damage is no longer per-level.
Added charisma modifier to the damage of Killing Shadows, but not scaled per-level.
Ephemeral Storm changed to Evocation.
Indiscriminate Dark has clarified wording regarding nonabilities.

Rolep
2013-11-26, 03:06 AM
After a very brief look at the prestige classes (I'll say more this evening), I have a few points. You never say how the Master of Shadow's familiar is replaced. There is no 1st party shadow elemental monolith, so could you link to a homebrew that contains it or make one yourself. As not everyone (e.g. me) has Lords of Madness, could you state what the Shadow Blend ability does in the Child of Night's description. Finally, both these classes seem quite powerful for just losing a single level of mystery-using.

peacenlove
2013-11-26, 03:20 AM
There is no 1st party shadow elemental monolith, so could you link to a homebrew that contains it or make one yourself. As not everyone (e.g. me) has Lords of Madness, could you state what the Shadow Blend ability does in the Child of Night's description.

http://www.d20srd.org/srd/monsters/shadowMastiff.htm
A more SRD friendly version of Shadow Blend.

Also the shadow monolith is on the works :smalltongue:

Aldurin
2013-11-26, 03:32 AM
After a very brief look at the prestige classes (I'll say more this evening), I have a few points. You never say how the Master of Shadow's familiar is replaced. There is no 1st party shadow elemental monolith, so could you link to a homebrew that contains it or make one yourself. As not everyone (e.g. me) has Lords of Madness, could you state what the Shadow Blend ability does in the Child of Night's description. Finally, both these classes seem quite powerful for just losing a single level of mystery-using.

The original wording for replacing the servant was vague, though it should be specified. I'll give it something that's not worth doing in the middle of a fight. Shadow Elemental Monolith will be statted out once I put up the updated Shadow Elementals, which I will try to get into the next update. The power level is a bit of a concern, but unlike with regular caster prestige class issues there is the fact that some or all of the base Shadowcaster's class feature progression is sacrificed for this. I'll definitely be tweaking these in the future.


http://www.d20srd.org/srd/monsters/shadowMastiff.htm
A more SRD friendly version of Shadow Blend.

Also the shadow monolith is on the works :smalltongue:

Thank you, I'll just link that whenever Shadow Blend is referenced.

Rolep
2013-11-26, 03:03 PM
Honestly, looking through your PrCs, their isn't much more to say that what has already passed my lips fingertips. But here is the rest.
Child of Night

The Spells/Mysteries sections should include the clause about not gaining any other class feature that other PrCs have.
Just for the sake of tidiness, the Sustaining Shadows feature should be reprinted in full, rather than just directing the reader to the shadowcaster proper.
I'm torn about dropping an extra caster level, since the stealth/defence abilities are easy enough for a spellcaster to replicate, but a mystery-user would find this class a real benefit. But definitely don't drop more than one.

Master of Shadows

d8 HD seems a little un-spellcaster-y.
A familiar that cannot travel far from you is weird, especially considering the roles of a familiar as a scout and a target to form the front line while the mage hides a long way back. Also, the bigsby's hand spells and the like could easily kill the familiar.
A like shadow commander, but it's really powerful (a CR16/17 summons at level 15). I'd lose a second caster level at 10th, to balance this out. I'm wavering on the edge of taking a third off at some point, but that could underpower the class.

As a final note, I wouldn't consider the shadowcaster's extra abilities as worth considering regarding the sacrifice that PrCs entail, as they are pretty minor in the grand scheme of things.

~Corvus~
2013-11-26, 03:36 PM
Master of Shadows
d8 HD seems a little un-spellcaster-y.
As a final note, I wouldn't consider the shadowcaster's extra abilities as worth considering regarding the sacrifice that PrCs entail, as they are pretty minor in the grand scheme of things.

A d8 HD is standard for Druid and Cleric!!

Any more sacrifice than 3 non-spell progression levels and you're pushing it a bit further than most would be willing to take the class. Keep that in mind.

Rolep
2013-11-26, 04:33 PM
A d8 HD is standard for Druid and Cleric!!
But they are divine casters and competent combatants. The shadowcaster is more arcane-esque, and a d8 is a bit out of arcane's league.

Aldurin
2013-11-26, 05:57 PM
d8 is actually what the original version of that PrC gets, I just left it alone in the conversion. The suggestion to whack another caster level off of Master of Shadows does sound reasonable, though.

Aldurin
2013-12-10, 07:54 AM
Big round of changes, I'm bothered too much by the power of a lot of this and I do want this in a state where I feel comfortable allowing it. Some nerfing is going around along with some clarifications.

Shadowcaster:
Base attack bonus changed to 1/2 HD.

Mysteries:
Summon Umbral Servant/Army of Shadow: Reduced summoned amount of creatures, instead changing duration to two rounds per level.
Grasping Shadow: Cold damage inflicted is now only 1/2CHAd6 instead of CHAd6.
Chilling Darkness: Clarified wording with cold resistance/immunity bypass and redid the math to make sure that cold immunity is still better than resistance.

Prestige Classes:
Child of Night: Shadow Blend is now linked to the Shadow Mastiff's SRD entry for easier reference.
Master of Shadow: Removed casting progression at 10th level.

Feats:
Added Reposed Shadowcaster, giving the option of replacing one of the necessary ability scores for shadow magic with Wisdom.

Monsters:
Revision for Shadow Elementals is posted.
Shadow Elemental Monolith added.

Rolep
2013-12-10, 02:22 PM
Big round of changes, I'm bothered too much by the power of a lot of this and I do want this in a state where I feel comfortable allowing it. Some nerfing is going around along with some clarifications.
I thoroughly approve.


Shadowcaster:
Base attack bonus changed to 1/2 HD.
Me gusta!


Mysteries:
Summon Umbral Servant/Army of Shadow: Reduced summoned amount of creatures, instead changing duration to two rounds per level.
Grasping Shadow: Cold damage inflicted is now only 1/2CHAd6 instead of CHAd6.
Chilling Darkness: Clarified wording with cold resistance/immunity bypass and redid the math to make sure that cold immunity is still better than resistance.
All good stuff.


Prestige Classes:
Child of Night: Shadow Blend is now linked to the Shadow Mastiff's SRD entry for easier reference.
Master of Shadow: Removed casting progression at 10th level.
Me encanta!


Feats:
Added Reposed Shadowcaster, giving the option of replacing one of the necessary ability scores for shadow magic with Wisdom.
I can see why this might be useful situationally. I'm going to suggest a probably-stupid idea that this feat could even change both halves, making the class SAD (which I still say it should be in the first place). I'm worried that everyone might take it if this were true, but it gives the feat more of a 'divine shadowcaster' feel.


Monsters:
Revision for Shadow Elementals is posted.
Shadow Elemental Monolith added.
A final nod of approval.

Realms of Chaos
2013-12-10, 03:04 PM
Hey there. Author of DoS here and I wanted to apologize for any grief my work may have been causing you here. :smallfrown:

Making the DoS, it was my belief that any magic system with workable mechanics could be made viable through the addition of new material. Unlike truenaming, which had serious problems right at the core of the system, I figured that shadowcasters could be used but needed some serious options.

With that said, my efforts to make shadow magic viable doesn't mean that shadow magic itself was flawless by any stretch of the imagination and I quite like the direction that you've taken with this work. I can tell that you have put considerable effort into this project and it definitely gets by on its own merits.

As has been suggested, though, I also believe that any caster class gets more viable as more spells or options are introduced. You are welcome to look through DoS and poach any mysteries or paths that look good (if you need any help on enigmas, I came up with a similar idea in the form of "path mastery feats" so feel free to check those). :smallcool:

peacenlove
2013-12-10, 04:50 PM
Feats:
Added Reposed Shadowcaster, giving the option of replacing one of the necessary ability scores for shadow magic with Wisdom.

Revision for Shadow Elementals is posted.


Nitpics:
Reposed Shadowcaster special line is unnecessary since a general rule exists about how many times you can take feats (1 unless specified)
Shadow Elemental: the restriction about the "light" function of black candle is not mechanical, i.e. I can dominate one and utilize this effect, right?



I can see why this might be useful situationally. I'm going to suggest a probably-stupid idea that this feat could even change both halves, making the class SAD (which I still say it should be in the first place). I'm worried that everyone might take it if this were true, but it gives the feat more of a 'divine shadowcaster' feel.


It's good as it is because wisdom has the hidden benefit of increasing the potency of your passive abilities (Spot, Listen, Sense motive, Will saves), enabling you for Shadow Weave Magic, a good feat which leads to a good 1 level dip, while charisma enhances only your active abilities (Intimidate, UMD).
Mystery number is not a pressing matter in this revision since they are natively more numerous and more potent.


Shadow Master:
At 20th level, your connection with the Plane of Shadows intensifies, fully atttuning you to shadow magic. Your initiate mysteries become usable as supernatural abilities, your master abilities as spell-like abilities, and your fundamentals can be cast as a move action.

Suggestion: Bump this part of the Shadowmaster to 19th level, while bumping previous abilities a level up. (Umbral Sight (Improved Blindsight, Darkvision and See In Darkness), Endless Fundamentals, Sustaining Shadow (No need to breathe, immune to ability damage and negative levels, heal from ability drain.)), for a more natural Shadow Magic progression (mysteries transforming every 6 levels).

Aldurin
2013-12-10, 08:23 PM
I thoroughly approve.


Me gusta!


All good stuff.


Me encanta!


I can see why this might be useful situationally. I'm going to suggest a probably-stupid idea that this feat could even change both halves, making the class SAD (which I still say it should be in the first place). I'm worried that everyone might take it if this were true, but it gives the feat more of a 'divine shadowcaster' feel.


A final nod of approval.

Since the class being SAD is a pretty common demand I've seen around (often a custom request in game recruitment threads) I'll consider an ACF later on that merges both functions to one stat at the cost of some other aspect of the class.


Hey there. Author of DoS here and I wanted to apologize for any grief my work may have been causing you here. :smallfrown:

Making the DoS, it was my belief that any magic system with workable mechanics could be made viable through the addition of new material. Unlike truenaming, which had serious problems right at the core of the system, I figured that shadowcasters could be used but needed some serious options.

With that said, my efforts to make shadow magic viable doesn't mean that shadow magic itself was flawless by any stretch of the imagination and I quite like the direction that you've taken with this work. I can tell that you have put considerable effort into this project and it definitely gets by on its own merits.

As has been suggested, though, I also believe that any caster class gets more viable as more spells or options are introduced. You are welcome to look through DoS and poach any mysteries or paths that look good (if you need any help on enigmas, I came up with a similar idea in the form of "path mastery feats" so feel free to check those). :smallcool:

Oh no problem at all, I don't hold it against you or your work for what happened, and it's good to have something diverse and viable out there for the system. I'll take a close look at DoS later on, since I plan to have a set of conversion rules to allow my fix to work with your additions in either of our directions.


Nitpics:
Reposed Shadowcaster special line is unnecessary since a general rule exists about how many times you can take feats (1 unless specified)
Shadow Elemental: the restriction about the "light" function of black candle is not mechanical, i.e. I can dominate one and utilize this effect, right?



It's good as it is because wisdom has the hidden benefit of increasing the potency of your passive abilities (Spot, Listen, Sense motive, Will saves), enabling you for Shadow Weave Magic, a good feat which leads to a good 1 level dip, while charisma enhances only your active abilities (Intimidate, UMD).
Mystery number is not a pressing matter in this revision since they are natively more numerous and more potent.



Suggestion: Bump this part of the Shadowmaster to 19th level, while bumping previous abilities a level up. (Umbral Sight (Improved Blindsight, Darkvision and See In Darkness), Endless Fundamentals, Sustaining Shadow (No need to breathe, immune to ability damage and negative levels, heal from ability drain.)), for a more natural Shadow Magic progression (mysteries transforming every 6 levels).

Reposed Shadowcaster: I just felt like the clarification was needed since a natural first thought would be to have it be taken twice, especially since it's not uncommon for people to try to bypass unwritten restrictions through requested rulings. I may switch this over to an ACF the more I think about it, but I'll leave it as a feat for now.
Shadow Elemental: It's only mechanical so much as you'll probably never see one use the light function when encountered naturally, but one that's summoned or controlled through other means can definitely be used that way.

Shadow Master suggestion: Hm, I guess I could shuffle around what is in the capstone. Next update is going to rework fundamentals pretty heavily though, so Endless Fundamentals won't be considered in this shuffle.

CryWolfCorrupt
2013-12-11, 10:47 AM
I've recently been experimenting with theories involving multiple shadow classes, and wanted to try out the Shadowcaster, but it just seemed to weak. After reading through this (and a little bit of DoS) I have to say; I'm insanely impressed with this work. I revere this work and your writing/creativity with it. Definitely subscribed, and after you get it to a point you're comfortable with it, I will HAPPILY playtest it for you.

Aldurin
2013-12-24, 05:54 AM
New update in, mainly changing the fundamentals to a state where I feel comfortable allowing the fix now.

Fundamentals:
-Fundamentals are now usable as a move action unless specified as faster.
-The choice between upgrading a fundamental and choosing a new one is gone, you get both!
-Tweaked the existing fundamentals in various ways that I can't entirely list or document, and added five new fundamentals adapted from Descent of Shadows (Thanks to Realms for giving me permission for conversion).

Shadowcaster:
-Capstone modified so the character no longer ages. Removed bit about changing fundamental action economy as it's moot in the overhaul.

Equipment:
-Added antichrome material. Yes you can also have an antichroming process on other materials for cosmetic effect if you think they can handle being that cool.

Aldurin
2014-01-23, 09:29 PM
Some changes:
Afraid of the Dark: Wisdom damage is negated on a save, instead having the penalty to saves against fear be the partial effect.
Shadow Storm: Removed the daze effect.
Strike with the Shadows: Reduced distance scaling on bonus damage to roughly a quarter of its original and removed clause about charging.

Put in a note about Noctumancer in the prestige class section since I don't see that needing any changes.

Struggling to get the last two original prestige classes in a state I want them to be in. I may focus on other content before then.

Aldurin
2014-11-09, 11:14 AM
Just giving an update to those who have been paying attention to this homebrew. I won't be doing any more work on this for a number of reason, which I will explain.

I've been readying myself to get right into 5e, which has had my attention too much for me to want to linger in 3.5 mechanics for too long. Adding on top of that my continued frustration for the mechanics of this homebrew becoming more and more unsatisfactory for me as time goes on. It's still awkward and feels a bit forced, bringing into question whether the theme of Shadow really needed its own semi-distinct casting mechanic, and I still struggle to see how this will properly work as a class that doesn't have the same struggles brought on by fundamentals and mystery choices. Given 5e's subclass system I may reapproach this matter with Plane of Shadow themed subclasses later on, but it won't be in the near future.

I know there's still some wrinkles and incomplete material, and if anyone is really keen on still making use of this then I'll consider a final pass with the balancing iron before I move on. Apologies to those who were waiting for more stuff from this.

Aldurin
2015-08-21, 12:53 PM
I've added an Epic Progression and have cleaned up some differences between the short and full descriptions of the Fundamentals.

Amechra
2015-08-21, 02:00 PM
Just because I wanted to:

Using Descent of Shadows with this Shadowcaster:

Feats
All of the Path Mastery feats become Enigmas - their prerequisites do not otherwise change. If this would result in multiple Enigmas for a given Path, select one of them; if you want an additional pick, you may take it instead of a feat.

Otherwise, no changes.

ACFs
Ebon Sage: Simply change the levels modified; otherwise, nothing is changed.
Escalating Shadows: Remove it. Laugh, for it is unnecessary.
Haunted: No change.
Logical Mystery: This ACF only removes one of the Mysteries gained at the indicated levels.
Shadow Annul: There are still not changes necessary. I see Noctumancer in your future.
Tainted Shadowcaster: Do I have to say it? No. Change. Necessary.

Substitution Levels
Gnome Shadowcaster:
• Fundamental Mastery gives you a daily spell-like usage of each Fundamental you know (more of a clarification than anything else.)
• The 3rd Gnome Shadowcaster substitution level is taken at 2nd level, and replaces the Umbral Sight abilities gained at 2nd and 6th levels; you get those abilities at 12th and 17th level instead, replacing the Umbral Sight benefits you would normally get at those levels.
• Finally, the substitution level that would normally be taken at 14th level is moved to 18th level.

Shadowswyft Shadowcaster:
• The 1st Substitution level is unchanged.
• The 2nd Substitution level is moved to 5th level. Instead of giving you a Fundamental in place of bonus feats from extra Paths, you retroactively learn an additional Fundamental whenever you complete a Path.
• The 4th Substitution level is moved to 3rd level; the AC bonus improves by one every two levels thereafter, rather than every four levels thereafter.

Drow Shadowcaster:
• The 1st Substitution level is unchanged.
• The 3rd Substitution level is moved to 2nd level.
• The 11th Substitution level is moved to 6th level.

Shadar-Kai Shadowcaster:
• The 1st Substitution level is unchanged.
• The 4th Substitution level is moved to 3rd level; you get +1d6 every two levels thereafter, rather than every four levels thereafter.
• The 14th Substitution level is moved to 18th level.

Fundamentals:
I am too lazy to update them; just consider them all to be Minor Fundamentals with no improvements (other that ones that already have one, like Unbidden Strike).

Aldurin
2015-08-21, 02:58 PM
I like that, Amechra. I'll take a closer look at it later and link the post in the main content once it checks out. I may tack on some fundamental buffs since all of the minor versions seem to be slightly weaker than Descent of Shadow's baseline.

Aldurin
2015-08-22, 11:40 PM
Shadow Guidance and Contagious Shadow altered to be less broken, with less initial bonuses and a larger range on the Contagious Shadow upgrade.

Nifft
2015-08-23, 04:40 AM
Some background on Strategical / Tactical terminology:
- Strategic flexibility is the ability to change your resource allocation before combat. Wizards and Binders and Totemists can do this.
- Tactical flexibility is the ability to freely allocate your resources in combat. Sorcerers and Totemists can do this.
- Attrition immunity is the ability to hit hard in a way that doesn't cost you any limited resource, and doesn't usually expose you to more danger than you can easily heal yourself. Warlocks and casters with [Reserve] feats can do this.

Shadowcasters have none of these. They can't change their spell selection like a Wizard; they can't freely spend charges between their (fixed) abilities like a Sorcerer; they can't cast all day like a Warlock. They have the worst of all worlds, and this is a fundamental flaw which you've kept.


Equipment
- Sorcerers buy gear strategically, since they have tactical flexibility covered by their class features.
- Wizards buy (or create) gear which they must use tactically, since they lack tactical flexibility. They have more options for gear creation since they might need more gear-provided options in combat.
- Warlocks suffer from both of these issues, but they have class features to allow them to reliably use any type of gear in combat, and eventually get a class feature to make (or collaborate to make) any type of item.

Shadowcasters get none of these. Their "spell list" isn't made of spells, so they don't interact with the spell-trigger item system. Not only do they lack common class-booster items (pearl of power, metamagic rods, etc.), they lack the ability to strategically buy or create items which give them more options.


Their Spell/Spell-like/Supernatural transition is supposed to reward them in some way, like maybe so they can wear armor, but it doesn't actually work out because their best Mysteries are always going to work like spells, at least until it's level 20 and the game is basically done.

The Sp/Su thing also limits possible effects to things which don't have an expensive component and don't have an XP cost, so that's implicitly shafting the Shadowcaster's utility palette. Or if you do let expensive M/XP components get ignored by (Su) pretend-spells, then you're opening up the door to the sort of abuse that made Dweomerkeeper famous.


Honestly, I can't see a way to make the class work without throwing out basically all the original mechanics -- except the fluff about not eating (etc.), that's cool and can stay.