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jiriku
2014-06-02, 01:14 AM
This thread contains the mystery list and detailed mystery write-ups for my two mystery-using classes, the void disciple (http://www.giantitp.com/forums/showthread.php?159776-Void-Disciple-Base-Class-3-5-PEACH) and the remixed shadowcaster (http://www.giantitp.com/forums/showthread.php?353464-Shadowcaster-Remix). Some mysteries are drawn from Tome of Magic or from the Cityscape Web Enhancement. Many others are adapted from the Descent of Shadows (http://www.giantitp.com/forums/showthread.php?74519-Descent-of-Shadows-Project-Shadow-Returns) project by Realms of Chaos, with his permission. Still others are adaptations of powers and abilities from the Legend of the Five Rings card game and roleplaying game, which is the original source of inspiration for the void disciple. Others I stole shamelessly from places I can't even remember any more, and it's possible I might even have accidently made up a few myself in a rare burst of originality.

Effort has been made to ensure clean, consistent writing and good balance for mid-tier games. Use and enjoy!

jiriku
2014-06-02, 01:16 AM
FUNDAMENTALS

Arcane Familiarity: Learn aura and duration of magical effects on your person.
Arrow of Dusk: Ray deals 2d4 [nonlethal], ×3 crit.
Black Candle: As the spell darkness or light.
Caul of Shadow: Shadows grant deflection bonus to AC.
Deepen Slumber: Place creature into deeper state of sleep.
Ebon Renewal: Refresh one creature of its need to drink but possibly sicken them
Ensnaring Shade: One Large or smaller target in shadowy illumination must make Reflex save or be for 1 round.
Ghostly Blade: Create a small blade of force.
Haunting Tune: Tune deals 1d4 [sonic] damage to target and may [fascinate] nearby creatures for 1 round.
Liquid Night: Create ink by manifesting surrounding shadows.
Midnight Veil: Gain bonus on saving throws
Mystic Reflections: As the spell detect magic.
Olden Tales: Gain bonus on Knowledge checks
Question Shadow: Ask an individual’s shadow one yes-or-no question.
Shadow Hood: Subject takes –1 penalty on attack rolls and Dexterity-based checks.
Shadow Vigor: Grant the target temporary hit points
Shadowstep: Walk unbound for 1 round.
Shadowy Touch: Channel [negative energy] through your touch
Sight Obscured: +5 bonus on Hide, Sleight of Hand, or other checks to conceal your movements, actions, or presence.
Skeleton Key: Create a key to open or jam one lock.
Squelch Light: End [light] effects in the area or fill a small area with [darkness].
Sustained Stride: Grant the target the ability to move without tiring.
Tools of the Trade: Create a small, nonmagical item
Umbral Hand: As the spell mage hand, but can affect heavier objects and magic items.
Unbidden Strike: Set up a weapon to attack any who approach.
Trick of the Light: Create a minor, shadowy illusion.
Widened Eyes: Gain low-light vision.
Withdraw Thought: Ruin parchment or lower a creature's Intelligence


APPRENTICE PATH MYSTERIES

Cloak of Shadows
1 Steel Shadows: Gain +3 armor bonus and +3 shield bonus to AC.
2 Sight Eclipsed: Hide even when observed.
3 Sharp Shadows: Foes striking you take [piercing] damage.

Dark Snare
1 Sudden Pit: Create a pit trap.
2 Shadow Spikes: Cause spikes to grow from floor, wall, or creature.
3 Shadow’s Venom: Create a small amount of poison.

Dark Terrain
1 Carpet of Shadow: Transform the ground into shadowstuff, impeding movement.
2 Black Fire: Create fire in several squares that deals [cold] damage.
3 Clinging Darkness: Root foes in place.

Darkland Walker
1 Dimmed Walker: Unintelligent undead perceive you as undead and you gain deathwatch ability.
2 Wave of Emptiness: Renders target unable to see life. Attacking the creature deals extra damage.
3 Land of Darkness: Create area that deals [negative energy] damage each round.

Ebon Alluvium
1 Umbral Sludge: Mobile sludge [sickens] and trips creatures.
2 Extract Slime: Slay dying creature to make dangerous spreading ooze around them.
3 Summon Ooze: Summon ooze with strength based on caster level.

Ebon Whispers
1 Voice of Shadow: As the spell command, but also affecting intelligent undead and constructs.
2 Congress of Shadows: Hold two-way conversation at a distance.
3 Flicker: Flash through several locations via conduits of shadow.

Eyes of Darkness
1 Bend Perspective: Change point of view, as though you were standing elsewhere.
2 Piercing Sight: Gain darkvision 60 ft. and see invisible creatures.
3 Killing Shadows: Gaze attack that deals damage.

False Faces
1 False Form: Disguise your form with deceptive shadows.
2 Cursed Visage: Curse a target through its face.
3 Faceless Shadow: Erase one creature’s face altogether.

Hollow Façade
1 Shattering Image: Illusory image harms those who disbelieve.
2 Visage of Falsehood: [Glamer] aids Bluff checks and cause [fear] in those who disbelieve.
3 Dark Phantom: Shadow illusion overwhelms the target’s mind.

Night’s Long Fingers
1 Quicker than the Eye: Gain bonus on Sleight of Hand checks; use Sleight of Hand at a distance.
2 Trail of Haze: Touched target emits a trail of shadowy mist only you can see.
3 Umbral Fist: Make special attacks at a distance.

Out of Mind
1 Drain Awareness: Steal one target's awareness of its surroundings.
2 Living Ghost: Erase recent memories of yourself from one creature’s mind.
3 Without a Trace: Disappear even from magical sight.

Sepulcher Survival
1 Crush Oubliette: Gain bonus to Strength checks made to break items.
2 Glimpse Secret: Detect location of secret doors or detect a lie.
3 Rescind Peril: Traps within area cannot activate for 1 round/level

Shaded Flame
1 Cursed Flame: Fire burns and curses one foe.
2 Frigid Smoke: Create a cloud of frozen air.
3 Invisible Pyre: Creates an invisible trap of fire and shadows.

Shadow Puppetry
1 Puppet Strings: Make ranged grapple check each round.
2 Tugging Shadows: and push about one creature.
3 Dark Silhouette: Summon a shadowy creature of nightmare.

Shadow’s Whispers
1 Detect Life: Detect nearby sources of life.
2 Darkened Lore: Gain a quick flash of insight.
3 Pry the Truth: Pry the truth out of the living or the dead.

Shutters and Clouds
1 Dusk and Dawn: Create an area of shadowy illumination.
2 Shadow Skin: Thicken your flesh with the power of shadow.
3 Dancing Shadows: Make subjects harder to hit.

Touch of Twilight
1 Life Fades: Deal [nonlethal] damage and cause [fatigue].
2 Flesh Fails: Deal minor ability damage.
3 Umbral Touch: Deal damage and slow with a touch.

Twilight Studies
1 Forgotten Text: Make text unreadable to all but select few. Decipher Script check gives another message.
2 Tome of Night: Create tome of shadow to either imitate a fundamental or grant bonus on skill check.
3 Shadow Homunculus: Create shadowy servitor to serve you, almost like [i]unseen servant does.

Umbral Charm
1 Armor of Lies: Protect yourself through mistruths.
2 Umbral Authority: Use your authority to scare and intimidate.
3 Shadow’s Appeal: Temporarily beguile your foes.

Umbral Mind
1 Mesmerizing Shade: [Daze] subject for 1 round or cause –1 penalty on attack rolls, checks, saves.
2 Thoughts of Shadow: Briefly enhance mental abilities.
3 Afraid of the Dark: Create a shadowy reflection of the subject that deals ability damage.

Voice from Beyond
1 Voices from Nowhere: As ventriloquism, except with sound emanating from several locations.
2 Beguiling Voice: Control the actions of one individual.
3 Curse of Silence: [Deafen] one target, and punish it for speaking.

Waking Nightmares
1 Turbulent Dreams: One target is put to [sleep].
2 Stuff of Nightmares: Summon one otherworldly creature to fight on your behalf.
3 Dark Will: Make your target sleepy and suggestible.

Winding Trail
1 Shadow’s Path: Leave a path that only you can see and teleport back along.
2 Shadow Layout: Gain information on your surroundings from the shadows.
3 Path of Woe: Rearrange surrounding area in a variety of ways.


INITIATE PATH MYSTERIES

Black Magic
4 Warp Spell: Steal the energy of another caster’s mystery or spell.
5 Echo Spell: Repeat a mystery or spell cast in the previous round.
6 Flood of Shadow: Casting in area is difficult; shadow mysteries and spells are empowered.

Body and Soul
4 Bolster: Grant subject temporary hit points.
5 Languor: Shadows weigh subjects down.
6 Shadow Investiture: Grant subject [cold] resistance 15, evasion, and ability to see in darkness.

Boundless Void
4 Clutching Sky: All creatures within an area are pulled upwards as they are grappled by the air itself, only to be dropped when they break free.
5 Black Skies: A large area of shadowy illumination is produced. Creatures may hide in the shadows and senses are slowly dulled.
6 Descending Sky: Increased air pressure may [nauseate] foes, creates difficult terrain, and deals [sonic] damage. Flying in area is impossible.

Dark Journey
4 Shadow’s Release: Move unimpeded.
5 Shadow Flight: You can fly about and leave a path of dimness as you go.
6 Awaited Destination: Learn your way to your destination.

Dark Reflections
4 Shadow Evocation: Mimic evocation below 5th level, but only 20% real.
5 Feign Life: Animate objects and give them concealment.
6 Shadow Evocation, Greater: Mimic evocation below 7th level, but only 60% real.

Dark Relic
4 Shadow Weaponry: Empower a weapon and allow it to overcome most defenses.
5 Shadows Passing: Teleport objects around as you desire.
6 Passage of Shadows: Attempt to force a creature through a solid object.

Darkened Alleys
4 Fearful Gloom: Area of shadow causes [fear] in all who enter.
5 Sickening Shadow: Area of shadow causes illness in all who enter.
6 Deadly Shade: Area of shadow enhances or dampens damage dealt within.

Darkened Wards
4 Shadow Fortification: Create a magical fortification in your surroundings.
5 Wall of Darkness: Create an unbreakable barrier.
6 Dark aura: Aura of [fear] repels your enemies.

Ebon Contingency
4 Ensnaring Aura: Prevent creatures from leaving a certain area.
5 Destructive Ward: Damage anyone who touches an object or passes through a portal.
6 Antimagic Burst: Trap triggers a brief dead magic zone.

Ebon Roads
4 Step into Shadow: Short-range travel through shadow.
5 Pass into Shadow: As the spell plane shift, but must involve the Realm of Shadow.
6 Voyage into Shadow: As the spell shadow walk, but faster.

Elemental Shadows
4 Aura of Shade: Subject is protected from [cold] and deals [cold] damage with attacks.
5 Dark Air or Water: As the spell control winds or control water.
6 Shadow Storm: Arcs of [cold] and [electricity] strike multiple targets.

Grim Reminder
[b]4 Insert Memory: Insert a favorable memory of yourself into a target's memory.
5 Fog of Memory: Thin fog acts as mind fog but allows creatures to hide within it.
6 Manipulate Memory: as modify memory, except modifies a longer stretch of memory.

Infinite Eyes
4 Shadow Awareness: Gain uncanny dodge and awareness of nearby creatures.
5 Insidious Paranoia: Read the thoughts of those who wander too close.
6 Contingent Shadow: Cast 1 mystery as an immediate action.

Midnight Savagery
4 Torment Nature: Torment the minds of animals and possibly other beings.
5 Primal Surge: Temporarily boost one or all of a target's physical abilities.
6 Beast Within: Gain bite and claw attacks, a pounce attack, and a [fear]-inspiring coup de grace.

Midnight Secret
4 Forgotten Secret: Render one target immune to [divination] or make one fact harder to discover.
5 Haunting Secrets: Foes are [confused] or [shaken] with terrible secrets as your mind fortifies itself. When the mystery fades, one final secret is left for you.
6 Unearth Secrets: Learn the answer to one question about an object, question, or person you are familiar with.

Nightmarish Domain
4 Nightmarish Mist: Dark mist causes escalating [fear] in your foes.
5:
6:

One with Shadow
4 Shadow Vivisection: Touch attack [stuns] target and deals Dexterity damage.
5 Shadow Well: Subject enters gloomy pocket plane and emerges frightened.
6 Shadow Form: Become invisible in darkness and pass through thin barriers.

Shadow’s Shield
4 Dark Resilience: Gain resistance towards whatever energy afflicts you.
5 Blade Denied: Resist and combat against mundane attacks.
6 Umbral Immunity: Shadows grant temporary immunity to various effects.

Twilight Conspiracy
4 Insidious Paranoia: Creatures suffer from distracting paranoia.
5 Ubiquitous Shadow: Create telepathic and sensory link between targets. Damage also crosses the link.
6 Dark Insinuation: Instill a suggestion in the target to be triggered later.

Twilight Lore
4 Ebon Premonition: Predict whether you will accomplish your goal.
5 Answers Unbidden: The next time you fail at a task, shadow gives you a helping hand.
6 Spun of Myth: Use shadow to discover old legends.

Twisted Mockery
4 Warp Body: Warp one creature for better and worse.
5 Walking Dead: Animate the dead.
6 Twisted Summons: Summon one creature and warp it into other creatures.

Umbral Mass
4 Mass of Shadows: Creature becomes nimble and lithe.
5 Shadow Alteration: Target becomes a creature of darkness.
6 Dark Transformation: transform yourself into another creature.

Unbinding Shade
4 Shadows Fade: As the spell dispel magic.
5 Unravel Dweomer: As the spell break enchantment.
6 Shadows Fade, Greater: As the spell greater dispel magic.

Veil of Shadows
4 Shadow Vision: Subject takes penalties on most actions and has 50% miss chance.
5 Curtain of Shadows: Block line of sight and deal [cold] damage.
6 Unveil: Remove many adverse conditions.

Voice of Night
4 Call to Twilight: Contact any individual.
5 Contact Night: Ask questions of the night.
6 Call of Madness: Foe becomes a screaming lunatic.


[b]MASTER PATH MYSTERIES

Ancient Ward
7 Symbol of Whelming: Create a symbol that can knock out foes.
8 Create Mystery Turret: Create a small but powerful trap.
9 Ward of Reflection: Make a less powerful but resilient copy of a foe.

Black Sun
7 Revealing Light: Reveal all falsehoods but limit range of sight through blinding light.
8 Black Pyre: One creature is dealt 1d6 [cold] damage/level, gains life blindness.
9 Eclipse: Covers the area in shadowy illumination. [Light] spells are impeded. Creatures react in odd ways.

Blackened Sky
7 Shadowed Landscape: Cover landscape in deep shadows.
8 Shadow Weather: Cover landscape in illusory weather.
9 Rebellion of Nature: Force landscape to attack your foes.

Breath of Twilight
7 Life Fades, Greater: As the mystery life fades, but more potent and affecting more subjects.
8 Flesh Fails, Greater: As the mystery flesh fails, but more potent and affecting more subjects.
9 Ephemeral Storm: Targets must save or die, success results in 5d6 damage.

Call to Darkness
7 Awaken Shadows: Aura of semi-real shadows and damages foes.
8 Call Nightwing: Summon a nightwing to fight for you.
9 Freezing Rift: Create a portal to the realm of shadows that is surrounded by an area of extreme cold.

Castle of Darkness
7 Shadow Sanctum: Create a small area to call your sanctum
8 Shadow Guardians: Create a small number of illusory guards
9 Umbral Citadel: Creates a castle according to your specifications.

Dark Dreams
7 Treacherous Hoard: Weigh down your opponents with treasure and possibly turn them into treasure.
8 Lengthened Shade: Steal one’s life to safeguard your own.
9 Desires Manifest: Create varied and wondrous effects.

Dark Metamorphosis
7 Ephemeral Image: Create a shadow duplicate through which you can cast your magic.
8 Umbral Body: Transform into an [incorporeal] being of shadow.
9 Shadow Time: Act freely for 3 rounds.

Dark Wasting
7 Entropic Slime: Create one pool of poison or acid/2 levels. Fumes may nauseate nearby creatures.
8 Volcanic Ruin: Lava jets and steam vents erupt from terrain as you command.
9 Dust to Dust: Winds of time lay waste to all within a large area.

Darkness Undying
7 Deathless One: Damage alone cannot kill or knock unconscious one target for 3 rounds.
8 False Invigoration: You gain 100 temporary hit points but lose 5 hit points each round.
9 Dark Revival: Revive one target temporarily, possibly permanently.

Ebon Truth
7 Maddening Truth: Impart a bit of the truth to all nearby, ruining their psyche and possibly driving them insane.
8 Truth Beyond Truth: control the threads of fate, protecting yourself but with grave consequences.
9 Absolute Truth: impart absolute truth to all who are nearby, killing or otherwise harming them.

Ebon Walls
7 Prison of Night: Entrap subject in a shadow prison.
8 Tomb of Night: Prison of shadow drains levels from subject inside.
9 Consume Essence: Slay creature and instantly reanimate it as a dark creature under your control.

Endless Void
7 Darkness of the Mind: Invoke the darkness in your targets’ minds to consume them.
8 Twilight Gap: Travel through an infinite web of nothingness.
9 Immortal Shadow: Temporarily stop and regress the aging process for yourself.

Eternal Servitude
7 Unshakable Quest: As [i]quest, except harder to dispel, harder to give up, and shorter casting time.
8 Oppressive Bindings: Slowly take away a creature's ability to fight you.
9 Neverending Service: As quest, except of indefinite duration. One completed quest leads to a new one.

Eventide Battleground
7 Control Battlefield: Greatly aid all allies and hinder all enemies in a large area.
8:
9 Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.

Eyes of the Night Sky
7 Truth Revealed: As the spell true seeing, with additional, but possibly misleading, information.
8 Far Sight: As the spell greater scrying, in conjunction with the mystery truth revealed.
9 Reflections of Things to Come: Gain limited insight into the future.

Heart and Soul
7 Dark Soul: Compel a subject to attack a target of your choice.
8 Soul Puppet: As the spell dominate monster.
9 Shadow Surge: As the spell dominate monster, but affects multiple targets for 1 round.

Midnight Athenaeum
7 Seek the Lost: As discern location, except the target must have been viewed within the past 24 hours.
8 Conjure Codex: conjure a spellbook containing a limited number spells that you alone can cast.
9 Dark Athenaeum: Shadow library enhances Knowledge checks, vanishes if immersed in sunlight.

One with Naught
7 Thought of Oblivion: Destroy one item or construct.
8 Shadow Sequestration: Temporarily banish one creature from reality.
9 Transcend Mortality: Briefly become one with shadow before dispersing into nothingness.

Penumbral Master
7 Umbral Explosion: Use multiple mysteries simultaneously.
8 Dark Transfiguration: Exchange daily uses of your mysteries.
9 Shadow Absorption: Absorb spells and mysteries and harness their power.

Shadow Calling
7 Summon Umbral Servant: Summon shadow elementals to serve you.
8 Shadow Plague: A cloud of shadow energy deals 4d6 [cold] damage/round.
9 Army of Shadow: Summon shadow elementals to serve you.

Shadowscape
7 Grasping Shadows: Tendrils grapple foes and cause .
[b]8 Menagerie of Darkness: Transform nearby animals and vermin into shadow creatures and gain control over them.
9 Black Labyrinth: Shift portions of the real world into Shadow and vice-versa, creating a bewildering array of effects.

Shower of Shadows
7 Frigid Orbs: Launch small orbs of [cold] and [negative energy].
8 Falling Sky: Propel frozen meteors down from the heavens.
9 Disastrous Orbs: Launch volleys of orbs of [cold] and [negative energy].

FUNDAMENTALS

Arcane Familiarity: Learn aura and duration of magical effects on your person.
Mystic Reflections: As the spell detect magic.
Olden Tales: Gain bonus on Knowledge checks
Reach through the void: Remotely manipulate light objects nearby.
Read the essence: Gain impressions from an object.
Touch the emptiness: Your touch makes target [dazed] for one round.
Witness the untold: While delaying, immediately ready an action and act.

APPRENTICE PATH MYSTERIES

Boundless Sight
1 Detect Life: Detect nearby sources of life.
2 Darkened Lore: Gain a quick flash of insight.
3 Eight Directions Awareness: Sense living or concealed things nearby.

One with All
1 See Through Lies: Assess capabilities of opponent.
2 Echoes in the Void: As the detect thoughts spell.
3 Pry the Truth: Pry the truth out of the living or the dead.

One with Nothing
1 Drain Awareness: Steal one target's awareness of its surroundings.
2 Living Ghost: Erase recent memories of yourself from one creature’s mind.
3 Without a Trace: Disappear even from magical sight.

There is no Mind
1 Void’s Caress: Temporarily remove one condition.
2 Moment of Clarity: Gain a skill or feat for one minute.
3 Kharmic Intent: Share your void points with an ally.

The Way of the Void
1 Drawing the Void: Gain one void point.
2 Contemplate the Void: Spend void points more effectively.
3 Altering the Course: Spend any number of void points on a single roll.

Touch of the Void
1 Life Fades: Deal [nonlethal] damage and cause [fatigue].
2 Flesh Fails: Deal minor ability damage.
3 Void Strike: Inflict 1d4 negative levels.

INITIATE PATH MYSTERIES

Font of Emptiness
4 There/Not There: Avoid detection by detect spells and [scrying] effects.
5 Unfettered Soul: Spend more than one void point per round plus gain one free void point per round.
6 Eyes of the Void Dragon: As the eyes of the oracle spell.

Glimpse of the Void
4 Drink of Your Essence: As see through lies, but multiple targets.
5 Divine the Future: Ask one question about what fate has in store.
6 Question the Void Dragon: void dragon answers one yes-no question.

Secrets in the Void
4 Forgotten Secret: Render one target immune to [divination] or make one fact harder to discover.
5 Haunting Secrets: Foes are [confused] or [shaken] with terrible secrets as your mind fortifies itself. When the mystery fades, one final secret is left for you.
6 Unearth Secrets: Learn the answer to one question about an object, question, or person you are familiar with.

There is no Self
4 Balance of the Elements: Temporarily remove negative conditions.
5 Spiritual Presence: Ally gains ability score bonus while you concentrate, and you can spend void to improve ally’s actions.
6 Void Release: Gain a quick flash of insight.

Tug Upon the Weave
4 Shadows Fade: As the spell dispel magic.
5 Unravel Dweomer: As the spell [i[break enchantment.
6 Shadows Fade, Greater: As the spell greater dispel magic.

Turn Fate’s Wheel
4 Essence of the Void: Target is [paralyzed] while you concentrate.
5 Void Suppression: Victim must use lowest ability modifier in place of higher, cannot spend void points.
6 Unbound Essence: Gain a quick flash of insight.

Whispers of the Void
4 Ebon Premonition: Predict whether you will accomplish your goal.
5 Answers Unbidden: When next you fail at a task, the elements grant unexpected aid.
6 Spun of Myth: Recover old legends from the void.


MASTER PATH MYSTERIES

Breath of the Void
7 Life Fades, Greater: As the mystery life fades, but more potent and affecting more subjects.
8 Flesh Fails, Greater: As the mystery flesh fails, but more potent and affecting more subjects.
9 Ephemeral Storm: Targets must save or die, success results in 5d6 damage.

Embrace of No-Mind
7 Touch the Void Dragon: Gain an enhancement to your ability scores according to the dominant element in the area.
8 Clarity of the Void: Gain competence bonus to any roll equal to twice your void total.
9 Rise from the Ashes: Remove a variety of negative conditions.

Gaze Upon Emptiness
7 Truth Revealed: As the spell true seeing, with additional, but possibly misleading, information.
8 Far Sight: As the spell greater scrying, in conjunction with the mystery truth revealed.
9 Reflections of Things to Come: Gain limited insight into the future.

Penumbral Master
7 Umbral Explosion: Use multiple mysteries simultaneously.
8 Dark Transfiguration: Exchange daily uses of your mysteries.
9 Shadow Absorption: Absorb spells and mysteries and harness their power.

There is no Truth
7 Maddening Truth: Impart a bit of the truth to all nearby, ruining their psyche and possibly driving them insane.
8 Truth Beyond Truth: control the threads of fate, protecting yourself but with grave consequences.
9 Absolute Truth: impart absolute truth to all who are nearby, killing or otherwise harming them.

There is no World
7 Thought of Oblivion: Destroy one item or construct.
8 Unmake the World: Destroy target creature and disintegrate the ashes.
9 Divide the Soul: You exist in two places at once.

Unravel the Weave
7 Draw Closed the Veil: As the spell dismissal, but affected creature is barred from dimensional travel.
8 Severed from the Stream: Spellcasters must succeed at a caster level check to use magic near you.
9Visage of the Void: You gain absolute immunity to magical detection.

jiriku
2014-06-02, 01:20 AM
Absolute Truth
Master, Ebon Truth, There Is No Truth
Level/School: shadow 9, void 9/Necromancy [Death]
Range: 10 feet
Area: 10-foot radius burst
Duration: Instantaneous; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

You tear away at the veil of shadows concealing it, displaying absolute truth to all around you.

All creatures within the area of this mystery (including you) must make a Fortitude save or die. Furthermore, even on a successful save, a creature’s body may be ravaged, depending on its Hit Dice, as listed below.


Hit DiceEffectDuration
Caster level +5 or lessexhausted1 hour
Caster level -5 or lessconfused5 minutes
Caster level -10 or lessunconscious1d4 rounds

The effects are cumulative but not concurrent. The duration of the [confused] condition begins as soon as the duration of the [unconscious] condition ends (if such an effect was suffered). Furthermore, the duration of the [exhausted] condition begins as soon as the duration of the [confused] condition ends (if such an effect was suffered).

Afraid of the Dark
Apprentice, Umbral Mind

See ToM p. 141

Altering the Course
Apprentice, The way of the Void
Level/School: void 3/Divination
Range: Personal
Target: You
Duration: One round

Peering into the void, you glimpse a handful of future outcomes and grasp the one you desire, reweaving Fate itself.

You cast this mystery as a swift action. Until the beginning of your next turn, you may spend any number of void points per round and may spend more than one void point per roll.

Answers Unbidden
Initiate, Twilight Lore
Level/School: shadow 5, void 5/Divination
Range: Personal
Target: You
Duration: 24 hours or until discharged

You open a connection in your mind to the plane of shadows, allowing bits and pieces of knowledge to seep in. The next time you are in a jam, you will know exactly what to do.

The first time that you fail on an attack roll, saving throw, or skill check by at least five, you reroll it with a [competence] bonus equal to your caster level (maximum +20) and this mystery is discharged.

Antimagic Burst
Initiate, Ebon Contingency
Level/School: shadow 6/Abjuration
Range: Close (25 ft+5 ft/2 levels)
Area: 20 ft-radius burst, centered on a point in space
Duration: 1 hour/level or until expended, and then 1 round.
Saving Throw: None
Spell Resistance: No

At the point you designate, darkness gathers and magic itself fades for a moment. Your trap is set.

You create a trap in the form of a tiny rent in the fabric of magic, which is triggered to activate the moment that a magical aura passes within 10 feet of it. When this happens, all magic items and ongoing effects within the area are dispelled as with a targeted dispel magic (+10 check modifier), and the area becomes a dead magic zone (as the spell [i]antimagic field) for one round.

A magical aura already in the area when the mystery is cast does not activate it. A new one must enter the area to trigger it, either if an aura leaves the area or returns or if a caster casts a new spell within the area (thereby creating a new magic aura). Your mysteries cannot trigger this mystery.

Arcane Familiarity
Fundamental
Level/School: shadow 0, void 0/Divination
Range:Touch
Target:Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

You grant your target a sudden revelation in all matters magical. With this insight, they can see, recognize, and understand magic.

The target of this mystery can see the auras of all spells, spell-like abilities, and supernatural abilities active upon its person as if it had concentrated for three rounds on a detect magic spell.
In addition, the target instinctively knows the remaining duration of any effect active upon its person, so long as the effect ends before the duration of [i]arcane familiarity[i/] ends. If an effect’s duration extends beyond that of [i]arcane familiarity[i/], its duration is detected as permanent.

Lastly, mystery grants great insights into the nature of magic itself. The target of this mystery gains a +2 competence bonus on Spellcraft checks and can use Spellcraft untrained.

Armor of Lies
Apprentice, Umbral Charm
Level/School: shadow 1/Enchantment
Range: Personal
Target: You
Duration: 1 minute/level

[i]You wrap yourself in lies and half-truths, honeying your words. Your body also seems to deceive, readying itself to roll with the punches.

You add one-half of your caster level as a competence bonus on Bluff checks (minimum +1 bonus).

Once per round, as an immediate action after an opponent has declared attack against you but before the attack roll is made, you may make an opposed Bluff check against an opponent’s attack roll. If you succeed, the attack, if it hits, deals only nonlethal damage.

Army of Shadow
Master, Shadow Calling
Level/School: shadow 9/Conjuration (Summoning)

See ToM p.141

Arrow of Dusk
Fundamental
Level/School: shadow 0/Evocation

See ToM p.141

Aura of Shade
Initiate, Elemental Shadows
Level/School: shadow 4/Abjuration [Cold]

See ToM p.142

Awaited Destination
Initiate, Dark Journey
Level/School: shadow 6/Divination

Your target notices that their shadow appears to point towards their destination, wherever it may lie.

This mystery functions like the spell find the path, except that the route it traces passes only through areas of shadowy illumination or darkness, not through areas of bright light. Awaited destination does not consider how the future actions of creatures might influence light conditions when plotting its route.

Awaken Shadows
Master, Call to Darkness
Level/School: shadow 7/Transmutation
Range: 50 feet.
Area: 50 ft-radius emanation, centered on yourself
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No

You call and weave the darkness around you into an intricate web. The shadows solidify just enough to deliver blows and trap your foes.

Through this mystery, you summon forth shadows about yourself that clutch hungrily at nearby creatures. The entire area is filled with shadowy illumination. In addition every creature other than you takes 2d6 nonlethal damage each round and is [entangled] for that round. A Reflex save halves the damage and negates the entanglement for that round.

Balance of the Elements
Initiate, There is no Self
Level/School: void 1/Transmutation
Range: Personal
Target: You
Duration: 1 minute

Exerting your will over the void within you, you impose order among the elements of your being.

When you cast this mystery, all negative conditions currently affecting you, such as or [sickened], are suppressed. If a condition’s duration elapses while you are under the influence of balance of the elements[i/], you are no longer under the condition after the mystery ends.

Beast Within
Initiate, Midnight Savagery
Level/School: shadow 6/Transmutation
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless) and Will partial; see text
Spell Resistance: Yes (harmless)

As you awaken the most primal and savage aspects of your target’s mind and body, she grows fur all along her body, her nails grow to become wicked claws, and her teeth sharpen and extend into terrible fangs.

The target creature gains two claw attacks and a bite attack, which deal damage as indicated by your size on the table below.


SizeBiteClaw
Fine1d21
Diminutive1d31d2
Tiny1d41d3
Small1d61d4
Medium1d81d6
Large2d61d8
Huge3d62d6
Gargantuan4d63d6
Colossal6d64d6

The claws can be used as a primary or secondary natural attack, while the bite is a secondary natural attack. Furthermore, whenever the target delivers a coup de grace with a claw or bite attack, all enemies within a 30-foot radius must make a Will save or become shaken for 1d4+1 rounds.

In addition, the target is blessed with the great mobility and ferocity of savage beasts. The target is granted a +30 foot enhancement bonus to speed and gains the pounce ability whenever it makes a charge attack using only its natural weapons.

Beguiling Voice
Apprentice, Voice from Beyond
Level/School: shadow 2/Enchantment (Compulsion) [Mind-Affecting]
Range: Touch
Target: Living creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

With a touch on the shoulder and a few spoken words, you attract your target’s attention while briefly subverting his loyalty.

For the duration of this mystery, the target of this spell acts helpfully towards you, but only when you directly ask it to do so. For example, a target that loathes you may help you break into a vault if asked but might jump at the chance to turn you in to the authorities later, if not asked or ordered to refrain from doing so.

Bend Perspective
Apprentice, Eyes of Darkness
Level/School: shadow 1/Divination (Scrying)

See ToM p.142

Black Candle
Fundamental
Level/School: shadow 0/Evocation [Light or Darkness]

See ToM p.142

Black Fire
Apprentice, Dark Terrain
Level/School: shadow 2/Evocation [Cold]

See ToM p.142

Black Labyrinth
Master, Shadowscape
Level/School: shadow 9/Conjuration (Creation)

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a


Black Pyre
Master, Black Sun
Level/School: shadow 8/Necromancy [cold]
Range: Medium (100 ft + 10 ft./level)
Target: One living creature
Duration: Instantaneous and 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

Into your hands you conjure the shadowy perversion of light itself, a black flame that burns without fuel. As you extend your hand, the flame rushes forth, striking your foe without fail.

You create an orb of dark fire that strikes your target unerringly, dealing 2d6 [cold] damage/level (maximum 40d6). In addition, your target gains life blindness, and cannot perceive living creatures with any of its senses for 1 round/level. A successful Will save halves the damage and lowers the duration of the life blindness effect to one round.

Black Skies
Initiate, Boundless Void
Level/School: shadow 5/Illusion (shadow)
Range: Long (400 ft. + 40 ft./level)
Area: 100 ft-radius emanation
Duration: 1 minute/level
Saving Throw: Will partial
Spell Resistance: Yes

The skies above you darken, first assuming a grim hue of grey and then passing into impenetrable blackness, submerging the ground below into shadows.

Black skies fills the area with shadowy illumination. In addition, all senses are muted within this space, and senses with limited range (such as blindsight, darkvision, scent, or tremorsense) have their ranges halved.

Blade Denied
Initiate, Shadow’s Shield
Level/School: shadow 5/Abjuration
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged (D)
Saving throw: Fortitude Half (object)

You thicken your skin with a reactive layer of shadow, ready to respond to any attack.

This mystery functions as the reverse arrows spell (SC 175) except as described herein. After you are hit with a nonmagical weapon, that weapon takes 1 damage/level, ignoring hardness. A weapon destroyed by blade denied dissolves into shadow, and cannot be repaired. Artifacts, even if somehow rendered temporarily nonmagical, cannot be damaged by this mystery. Damage dealt to weapons counts against the total damage limit absorbed by the mystery.

Bolster
Initiate, Body and Soul
Level/School: shadow 4/Transmutation

See ToM p.142

Call Nightwing
Master, Call to Darkness
Level/School: shadow 8/Conjuration (calling)
Range: Short (25 ft. + 5 ft/2 levels)
Effect: 1 summoned nightwing
Duration: Concentration + 1 round (maximum 1 round/level)

As you reach into the deepest depths of the plane of shadow, a beast of pure darkness emerges.

With this mystery, you call forth an undead horror formed from pure shadowstuff, the nightwing (MM 197). The creature appears where you designate and attacks your foes to the best of its ability, departing when the mystery’s duration expires. If you can communicate with it, you can direct it to perform as you wish. However, if you are killed or knocked unconscious before the duration expires, the nightwing becomes uncontrolled and can act as it pleases, and will not depart at the end of the mystery’s duration. Nightwings hate light and living creatures and will generally attempt to destroy both if given the opportunity.

Call of Madness
Initiate, Voice of Night
Level/School: shadow 6/Enchantment (Compulsion) [Mind-Affecting]
Range: Touch
Target: living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance:Yes

With an unmentionable word and the touch of a hand wrapped in shadow, you reduce your foe to a screaming lunatic.

This spell makes it impossible for the subject to do anything but run about screaming incoherently. The creature must move its speed each turn unless somehow prevented, and can take no other actions. The subject takes a -4 penalty to AC, a -10 penalty to Reflex saves, and cannot make use of a shield.

Call to Twilight
Initiate, Voice of Night
Level/School: shadow 4/Evocation
Range: See text
Target: up to one creature/level
Duration: 1 round; see text
Saving Throw: None
Spell Resistance: No

Every creature is connected together by the same sky. What you call out to the sky may be heard by anyone you wish.

You contact up to one creature/level with whom you are familiar and send one or more messages. You may send each creature a message totaling up to twenty-five words, sending the same or a different message to some or all targets. The subjects recognize you if they know you but cannot respond through this mystery. Each message sent to each person has an individual chance of going awry, depending on the time of day at your location. If a message goes awry, it is instead heard by another target to which the message is relevant. For example, if you were giving orders to two allies to attack a troll and one of the messages went astray, the troll might hear the message, one ally may hear the order twice, or you may even hear the message yourself.


Time of DayChance of Failure
Midnight0%
Night5%
Morning/Afternoon10%
Noon25%

Carpet of Shadow
Apprentice, Dark Terrain
Level/School: shadow 1/Conjuration (Creation)

See ToM pp. 142-143

Caul of Shadow
Fundamental
Level/School: shadow 0/Abjuration

See ToM p.143

Clarity of the Void
Master, Embrace of No-Mind
Level/School: Void 8/Divination
Range: Personal
Target: You
Duration: 1 hour/level or until discharged

Embracing the clarity of the void, you perfect your actions.

You can discharge this mystery to gain a competence bonus on your next attack roll, saving throw, skill check, or ability check, or a bonus to your Armor Class against an attack, equal to twice your current void point total. You must choose to do this before the die is rolled, but it does not require an action.

Clinging Darkness
Apprentice, Dark Terrain
Level/School: shadow 3/Conjuration (Creation)

See ToM p.143

Clutching Sky
Initiate, Boundless Void
Level/School: shadow 4/Transmutation
Range: Close (25 feet + 5 ft/2 levels)
Target: All creatures within a 20-foot radius area
Duration: 1 round/level or less; see text
Saving Throw: None
Spell Resistance: Yes

Your opponents try to move towards you, only to find that the air around them is thick as syrup. Slowly, the mass of semi-solid air lifts your foes higher and higher.

All creatures within a 20-foot radius are grappled by the air itself (grapple bonus = caster level). Grappled creatures are lifted 10 feet into the air. Every round on your turn, the mystery repeats its grapple check, lifting a creature 10 feet further on a success. Clutching sky cannot pin a creature. Creatures may attempt to escape on their turns with a successful grapple check as an attack action, or with an Escape Artist check made as a full-round action (DC = 10 +c caster level). A creature that escapes falls, but is free of the mystery. Once all creatures have escaped the grapple, the mystery ends.

Congress of Shadows
Apprentice, Ebon Whispers
Level/School: shadow 2/Divination [Mind-Affecting]
Range: 1 mile/level
Target: One living creature whose exact location is known to you, or one living creature you know well whose approximate location (within 100 ft.) is known to you
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You look toward your shadow and speak a few words knowing that some distance away, a subject hears them and might reply.

You speak, and your words appear in the mind of a distant creature. The message can consist of up to five words, plus one additional word per caster level. It cannot deliver command words for magic items, or in any other respect function as anything but normal speech. If the subject is where you believe it to be, the message is delivered. The subject recognizes the identity of the sender of the message if it knows you. The creature can then reply, using the same number of words that you used. The message cannot cross planar boundaries.

Conjure Codex
Master, Midnight Athenaeum
Level/School: shadow 8/Conjuration (Creation)
Range: 0 feet
Effect: One magical codex
Duration: 24 hours or until discharged (D)
Saving Throw: None
Spell Resistance: No

You conjure forth magical formulae, arcane secrets, and eldritch philosophy to guide you through the black book you call forth from the ground at your feet.

You gain a spellbook of sorts, in which 1 spell level/caster level of spells are recorded (2 0-level spells count as 1 spell level). The spells may come from the spell list of any arcane spellcaster but no spell recorded in this book may exceed 4th level and no spell may be selected more than once. As a standard action, you may cast one of the spells recorded within. All components required by the spell must be provided. Each spell within may only be cast once before fading from the codex. Once every spell within has been cast, the mystery is discharged and the codex disappears. The mystery is also immediately discharged if you attempt to conjure a second codex before the first has been used up.

Only you can read a codex that you call forth. You use your Charisma score to determine the save DC of any spells cast from your codex.

Consume Essence
Master, Ebon Walls
Level/School: shadow 9/Necromancy [Death]

See ToM p.143

Contact Night
Initiate, Voice of Night
Level/School: shadow 5/Divination
Range: 20 ft.
Area: 20-ft. radius area centered on a point in space
Duration: 1 hour
Saving Throw: Will partial
Spell Resistance: Yes

The nighttime sky sees all that occurs under its watch. By appealing to the sky, you can learn some of what it has seen.

You ask a single yes-or-no question of the sky, which must be worded with no more than 1 word/level. One hour later, the answer is revealed to anyone standing within a 20-foot radius of where the mystery was cast. Anyone within the area can hear the answer. However, the powers revealing the answer are dangerous to untrained minds. All creatures within the area when the answer is revealed must make a Will save or have their Intelligence and Charisma scores lowered to 8. Spell resistance applies to this effect, but if a creature negates the mystery’s effect with its spell resistance, it blocks the mental contact completely and does not obtain the answer.

If cast under the nighttime sky, this effect may instead be used to discover one fact about the surrounding area, extending out to 10 miles/level, as the commune with nature spell. Unlike the spell, this effect may be used even in constructed and settled areas so long as the nighttime sky is visible. The information is revealed one hour later through the same means (and with the same risks). This effect may not be used underground or in areas with no sky (such as the Far Realm, or within an extradimensional space such as a portable hole).

Contingent Shadow
Initiate, Infinite Eyes
Level/School: shadow 6/Evocation
Range: Personal
Target: You
Target: 1 mystery
Duration: 4 hours or until discharged

You invest a little energy into your shadow, just in case.

Once during this mystery’s duration, you may discharge it while casting another mystery whose effective level is no more than one-third your caster level to reduce the mystery’s casting time to 1 immediate action.

Contemplate the Void
Apprentice, The Way of the Void
Level/School: void 2/Divination
Range: Personal
Target: You
Duration: 8 hours (D)

Meditating upon the void, you enter a state of supreme focus.

For the duration of this mystery, when you spend void points to improve a d20 roll, you roll and drop an additional d6 when determining the bonus granted. For example, a 15th level void disciple would normally roll 3d6 and keep the highest die to improve a d20 roll; under the effect of contemplate the void, he would instead roll 4d6 and keep the highest die.

As a free action when spending a single void point to improve a d20 roll, you can discharge the mystery to treat the result of the bonus die as a “6”.

Control Battlefield
Master, Eventide Battleground
Level/School: shadow 7/Illusion (shadow) [darkness]
Range: 1,000 feet
Area: 1,000-foot radius emanation, centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

The battlefield around you bends to your whims, giving you and your allies the definite advantage.

The entire affected area is filled with shadowy illumination. Within the affected area, shapes twist and distort and objects become difficult to distinguish from the shadows they cast. Your allies gain cover as long as they stand within 10 feet of a shadow, any your foes may not benefit from cover (although they can still make use of improved cover or total cover).

In addition, your allies gain a +10 foot enhancement bonus to land speed and a +1 circumstance bonus to Reflex saves as the terrain adjusts itself to their benefit. However, your enemies must treat all open ground as difficult terrain.

Although this mystery does not allow a saving throw since it does not act directly on a creature, creature may test their spell resistance against it. A creature whose spell resistance defeats the mystery may benefit from cover and suffers no movement penalties, but must still contend with the shadowy illumination.

Create Mystery Turret
Master, Ancient Ward
Level/School: shadow 8/Illusion (shadow)
Range: Close (25 ft+5 ft/2 levels)
Effect: one mystery turret
Duration: 24 hours

As you position the small blot of darkness on the wall, you grant it some of your power. As the transfusion is completed, it disappears from sight.

As an additional cost to casting create mystery turret, you must use expend a daily use of four different mysteries, all of which must belong to one category (apprentice, initiate, or mystery). Mysteries with a range of touch or personal may not be expended in this way.

This spell creates a temporary version of the Spell Turret (DMG II, page 45), called a mystery turret. The turret is mounted on a wall, floor, and ceiling. While inactive, it is invisible and is detectable only as a strong (conjuration) aura. The mystery turret can sense creatures within 60 feet and can see invisible creatures. At the time of casting, it recognizes you and any number of individuals within range whom you designate. Recognized creatures do not trigger the mystery turret and are not targeted by the mystery turret when it is activated (although the turret makes no special effort to avoid catching them within area effects).

When the mystery turret detects an unrecognized creature, it emerges from invisibility as a blot of shadow adhered to its surface. The mystery turret then beings casting the four mysteries stored within at a rate of one per round, stopping every fifth round to magically repair 20 points of damage to itself. A turret always targets the closest unrecognized creature, and has a 360-degree arc of fire. The order in which the mystery turret casts its spells is set at the time of its casting and cannot be changed.

The mystery turret can be found and disabled like a trap or destroyed like an object or creature. It possesses an AC of 5, a hardness of 5, and 10 hit points/level. The Search DC to find it and the Disable Device DC to destroy it are both 10 + caster level.

Crush Oubliette
Apprentice, Sepulcher Survival
Level/School: shadow 1/Transmutation
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The doors and gates before you would impede your process. Now, you can take them down with ease.

You gain a +5 competence bonus on all Strength checks made to break objects. Despite the mystery’s name, this bonus applies when you are trying to break any object (rather than just walls and doors).

You can discharge this effect to gain a +5 competence bonus to a single melee attack roll or a +10 bonus on a single Strength check made to break an object.

Curse of Silence
Apprentice, Voice from Beyond
Level/School: shadow 3/Illusion (Glamer) [curse]
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Permanent or one round; see text (D)
Saving Throw: Fortitude partial
Spell Resistance: no

You surround your foe with a cloak of shadow so thick that it muffles all sound.

Your target is [deafened]. As soon as your target speaks, the curse is broken and its hearing returns in a crash of sound that deals 1d6 [sonic] damage/level (maximum 10d6). A successful save halves the damage and reduces the curse’s duration to just one round. Your target is aware of the nature of this curse and knows the consequences of speaking.

Cursed Flame
Apprentice, Shaded Flame
Level/School: shadow 1/ Evocation [Fire]
Range: Close (25ft.+5ft./2 levels)
Target: 1 creature
Duration: Instantaneous and 1 hour
Saving Throw: Reflex partial
Spell Resistance: Yes

You stretch out your hand and launch a gout of dim flame towards your foe.

Your target takes 1d4 fire damage/2 levels and suffers a -2 penalty on Reflex saves for the next hour. A successful save halves the damage and negates the penalty.

Cursed Visage
Apprentice, False Faces
Level/School: shadow 3/Necromancy [curse]
Range: Close (25 ft+5 ft/2 levels)
Target: 1 creature
Duration: Permanent and 1 round/level (D) (see text)
Saving Throw: Fortitude Negates then Fortitude partial
Spell Resistance: Yes

Shadows rush towards your opponents face, cursing them with misfortune.

Your target takes a permanent penalty on all Charisma-based skill checks equal to half your caster level, and loses all extraordinary or supernatural enhancements to sight and hearing (such as low-light vision, darkvision, or blindsight) for 1 round/level. At the end of each of its turns, the target can attempt a new saving throw to regain its sensory capabilities, but the skill check penalty can only be removed with [i]break enchantment, remove curse[i/], or similar magic.

Creatures of the [ooze] type or [swarm] subtype are immune to this mystery.

[b]Curtain of Shadows
Initiate, Veil of Shadows
Level/School: shadow 5/Evocation [Cold, Darkness]

See ToM p.143

Dancing Shadows
Apprentice, Shutters and Clouds
Level/School: shadow 3/Illusion (Glamer)

See ToM p.144


Initiate, Elemental Shadows
Level/School: shadow 5/Transmutation [Air or Water]

See ToM p.144

[b]Dark Athenaeum
Master, Midnight Athenaeum
Level/School: shadow 9/Conjuration (Creation)
Range: Long (400 ft. + 40 ft./level)
Effect: One temporary athenaeum
Duration: 24 hours or less + 1d4+1 rounds; see text
Saving Throw: See Text
Spell Resistance: See text

[i]You call forth from the shadow a solid representation of the knowledge that it contains, an athenaeum of forgotten lore.

You create a temporary athenaeum, an arcane library. Its size is up to one 10-foot cube/caster level, positioned however you wish in relation to each other. The walls, floor, and ceiling of the athenaeum are one foot thick and appear to be made of stone, but are as difficult to damage as adamantine. The athenaeum possesses a single door sized for someone one size category larger than you. The entrance appears to be made of iron but is as difficult to damage as a [i]wall of force, and possesses a superior lock whose key appears in your hand as you cast the mystery.

The interior of the athenaeum is filled with scrolls, tomes, maps, and all forms of written knowledge. Anyone making a Knowledge check within the athenaeum may spend 1d4 hours perusing its tomes to gain a circumstance bonus equal to one-half your caster level, and the athenaeum is considered an ‘appropriate library’ for characters with the Research feat.

Also in the athenaeum are several desks for studying and enough oil lamps to illuminate the room for 24 hours. In addition, there are ten sturdy cots and enough food tucked away to serve a meal to sustain up to one creature/level for one day.

As the mystery is cast, you may modify the athenaeum to make it more defensible. Choose two of the six options below with each casting:

The entire athenaeum gives off a sense of foreboding. Everyone to come within 30 feet of its walls is [shaken], and creatures must make a Will save in order to enter. This is a [fear] effect. Spell resistance applies against this effect.

If the lock is picked or the entrance is broken, the person to commit the act must make a Will save or die of fright as their worst fear seems to rush forth to meet them. This is a [death] and [fear] effect. Spell resistance applies against this effect.

Webs fill the athenaeum. Those whom you designate can walk through the webs without problem, and may even scale its walls and ceilings as with a [i]spider climb spell, but intruders are affected as if by the web spell, except that burnt webs return 10 minutes later. Spell resistance does not apply against these effects.

A thin fog wafts through the athenaeum. Those whom you designate may ignore the fog, and even gain concealment from it as it swirls and thickens about them, but intruders are affected as if by a mind fog. Spell resistance applies against this effect.

Any book picked up and read by an intruder bursts into flame, dealing 6d6 [fire] damage (Reflex half) and destroying the book. Furthermore, whenever this occurs, you and all creatures you designated are mentally alerted to the intruder. Spell resistance applies against this effect.

The athenaeum is filled with darkness and [i]silence[i/].

When the athenaeum is completely bathed in light (either magical or natural) or when 24 hours pass, it fades into nothingness over the period of 1d4+1 rounds. Anyone still inside the athenaeum when it vanishes is gone forever (no saving throw). Only a true resurrection, wish[i], or [i]miracle can bring back a creature lost in this way.

Dark Aura
Initiate, Darkened Wards
Level/School: shadow 6/Abjuration [Fear]
Range: Personal
Area: 5-foot emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: None or Will negates
Spell Resistance: Yes

Using fear as your shield, you construct an aura of shadows around you.

You are surrounded by an aura of palpable fear. No sentient creature can willingly walk within 5 feet of you. Creatures with an animal intelligence can do so if they make a Will save and unintelligent foes are unaffected. If you force your aura onto a foe, it is panicked for one round (Will negates) and the aura is broken for that creature. A creature that successfully saves against your dark aura is immune to it for 24 hours.

Dark Insinuation
Initiate, Twilight Conspiracy
Level/School: shadow 6/Enchantment (Compulsion)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living, sentient creature
Duration: 24 hours (D)
Saving Throw: None and then Will Negates
Spell Resistance: Yes

The creature before you has the potential for use, but not quite yet. As you whisper your orders into her ear, you know that she will fulfill her task when the time is right.

You place a suggestion of up to 1 word/level upon a person so that it comes into effect under some condition you dictate when casting dark insinuation. The conditions needed to bring the spell into effect must be clear, although they can be general.

When the condition is met, the target must make a Will save or else succumb to the suggestion, as the spell. If the target has spell resistance, it is applied when the mystery is cast but not when the suggestion is triggered. As normal for suggestion, obviously harmful acts automatically negate the effect of the mystery unless made to sound reasonable.

The suggested course of activity is carried out for the remainder of the mystery’s duration. If the suggested activity can be completed in a shorter time, the mystery ends when the subject finishes what it was asked to do.

If the target succeeds on her saving throw, a brief image of your face appears before her eyes, even if she has never seen you before. Sense Motive will not detect a dark insinuation until after the target has succumbed to the suggestion effect.

Dark Phantom
Apprentice, Hollow Facade
Level/School: shadow 3/Illusion (Phantasm) [Fear, Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negate, then Will partial
Spell Resistance: Yes

You reach into the darkest chasms of your opponent’s mind and draw forth a horror only he can perceive.

The target experiences a vision of an illusory creature just beyond his ability to fully comprehend, exhausting his mind and body. As the mystery is cast, the target may make a Fortitude save to block perception of the illusion from his mind. If he fails, he must make an additional Will save. On a success, he becomes [exhausted] and takes 5d6 nonlethal damage. If he fails, he takes nonlethal damage equal to his current hit points and becomes [unconscious].

Dark Resilience
Initiate, Shadow’s Shield
Level/School: shadow 4/Abjuration
Range: Personal
Target: You
Duration: 1 hour (D)

With a thin veil of shadow, you prepare to prepare to inure yourself against whatever attacks come your way.

Whenever you take energy damage, you gain resistance against that form of energy immediately afterwards, in an amount depending on your caster level:


Caster LevelResistance
Up to 7th5
8th – 12th10
12th – 16th20
16th +30

Whenever you gain a new form of energy resistance, the old form (if any) is lost.

Dark Revival
Master, Darkness Undying
Level/School: shadow 9/Conjuration (healing)
Range: Touch
Target: Dead creature touched
Duration: instantaneous, then 1 round/level
Saving Throw: Fortitude Partial, see text
Spell Resistance: No

You force shadows into the body of a fallen creature. For now, it can live on. Its future, however, is uncertain.

You may return to life one creature that has been dead for no longer than one round. The creature comes back with no level loss or loss of prepared spells, although it may not be returned to life if it is unwilling and creatures that have died of old age may not be reanimated in this way.

The revived creature gains the dark template for 1 round/level. Afterwards, it must make a Fortitude save or be slain once more. Destroyed constructs and undead may not be revived with this spell.

Dark Silhouette
Apprentice, Shadow Puppetry
Level/School: shadow 3/Conjuration (summoning)
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One or more summoned shadow creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The shadows around you seem to come to life, lifting themselves off of walls and silently gliding towards your enemy.

This mystery summons forth a shadow. It appears where you designate and acts immediately, attacking your opponents to the best of its ability. In addition, you can telepathically order it not to attack, to attack particular enemies, or to perform other actions. The summoned shadow in all other ways behaves like a normal summoned creature.

Starting at caster level 10th, you may instead summon forth a single greater shadow, a spectre, or two normal shadows. Starting at caster level 15th, you may instead summon forth a single nighthaunt (Lost Empires of Faerun, p. 185) or dread wraith, or two of one of the lesser kinds of undead.

Dark Soul
Master, Heart and Soul
Level/School: shadow 7/Enchantment (Compulsion) [Mind-Affecting]

See ToM p.144

Dark Transfiguration
Master, Penumbral Master
Level/School: shadow 8/Transmutation
Range: personal
Target: You
Duration: instantaneous

Taking advantage of shadow’s morphic nature, you warp the energy that you already have ready.

After casting this mystery, you may sacrifice any number of remaining daily uses of your apprentice or initiate mysteries. For each daily use of a mystery you sacrifice, you gain a daily use of any other equal or lower-level mystery.

Dark Transformation
Initiate, Umbral Mass
Level/School: shadow 6/Transmutation [polymorph]
Range: Personal
Target: You
Duration: 1 minute/level

Your form seems to seethe and warp with amazing ease. In a matter of seconds, you’ve assumed a new shape.

You assume the form of a creature of the same base type as your normal form (such as humanoid or magical beast). The new form can be up to two size categories larger or smaller than your normal form, and can have no more hit dice than one-half your caster level (maximum 10 HD at 20th level). You can assume the form of a creature with the horrific template if you wish, but not with any other template. If the creature is able to advance by gaining racial hit dice, you can select an advanced form of the creature, up to its normal racial hit die limit. You can change into a member of your own kind or even into yourself.

You retain your own ability scores unless you change size, in which case your abilities scores are modified according to table 4—2 on page 291 of the Monster Manual. Dark transformation is not cumulative with any other magic that would change your size, and suppresses such effects when cast. Your class and level, hit points, alignment, base attack bonus, number of skill ranks, and base save bonuses all remain the same. You lose any subtypes and templates you may have, and lose all of the extraordinary abilities of your original form (except for those derived from class levels). You retain all supernatural and spell-like abilities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You gain the extraordinary and natural abilities of the new form, and any subtypes it may have. You do not gain any of the supernatural or spell-like abilities of the new form. You can speak, gesture and cast spells, if your new form would normally be capable of doing so.

You can freely designate the new form’s physical qualities and appearance within its racial norms, but must retain one distinctive identifying trait of your original form (such as a lock of white hair, a strikingly colored eye, a distinctive scar, or some other trait you possess). You must retain the same distinctive trait every time you use this mystery. You are effectively disguised as a member of the new form’s race with a +10 circumstance bonus on your Disguise check.

If the new form can use your equipment, it remains worn or held. If it cannot, the equipment melds into the new form and becomes nonfunctional until you assume a form in which you can use the equipment. Any part of your body that is separated from the whole reverts to its true form.

Dark Will
Apprentice, Waking Nightmares
Level/School: shadow 3/Enchantment (Compulsion) [Mind-Affecting, Sleep]
Range: Medium (100 ft.+10 ft./level)
Target: 1 living creature
Duration: 1 hour/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

You relax your opponent’s mind and wear down hir body. In this moment of weakness, you give her an order.

The target of this ability becomes [exhausted] and is influenced to complete a course of activity (limited to a sentence or two). The order need not sound reasonable as long as it does not seem self-destructive. The forced activity can continue for the entire duration, but if it can be completed in a shorter time, the victim immediately seeks a safe place to rest and goes to sleep upon completion. The victim is aware of her weary condition (although oblivious to how it came about), but will not remember that her actions were compelled.

Darkened Lore
Apprentice, Boundless Sight, Shadow’s Whispers
Level/School: shadow 2, void 2/Divination
Range: Personal
Target: You
Duration: 1 round

The shadows connect all and contain all knowledge, you siphon some of shadow’s lore through your mind, enough for a flash of terrible insight.

Upon casting this mystery, you immediately make a Knowledge check with a +10 competence bonus. This Knowledge check may even be made untrained. You are [dazed] for one round after making the check.

Darkness of the Mind
Master, Endless Void
Level/School: shadow 7/Enchantment [Mind-Affecting]/Evocation [Darkness]
Range: Close (25 ft.+5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Fort partial and Will partial
Spell Resistance: Yes

You reach out into the darkness of your target’s mind, willing it to consume him.

This mystery released the physical and spiritual darkness within your target. Each round, your victim must succeed on a Fortitude save or be [blinded] for 1 round. Once he makes three successful Fortitude saves, he need no longer save against this effect. Additionally, your victim must also succeed on a Will save each round or be [dazed] for 1 round. After he makes three successful Will saves, he need no longer save against this effect.

Constructs and undead are immune to darkness of the mind. Sightless creatures, and those immune to evocations or [darkness] effects, are immune to the blinding component of the mystery. Mindless creatures, and those immune to enchantments or [mind-affecting] effects, are immune to the dazing component of the mystery. Once the victim has made three successful Fortitude saves and three successful Will saves, the mystery is dismissed.

jiriku
2014-06-02, 01:27 AM
Deadly Shade
Initiate, Darkened Alleys
Level/School: shadow 6/Necromancy [Darkness]

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a

Deathless One
Master, Darkness Undying
Level/School: shadow 7/Abjuration
Range: Touch
Target: Creature touched
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your ally fades to gray, color running out of him as his mortality recedes and he is suffused with shadow.

For the duration of this mystery, the target does not suffer any negative effects from and cannot be killed by hit point damage.

Deepen Slumber
Fundamental
Level/School: shadow 0/Enchantment
Range: Close (25 ft +5 ft/2 levels)
Target: 1 sleeping creature
Duration: up to 8 hours + 2 hours (see text)
Saving throw: Yes
Spell Resistance: Yes

A bit of your shadow seems to fly out towards your sleeping target, entering their ears and eyes. As their breaths slow further, you know it is safe to walk.

A sleeping creature targeted by this fundamental falls into a deeper sleep. Its penalty to Listen checks increases to –20 for the duration of their sleep. In addition, the duration of its sleep is increased by 2 hours. A creature that successfully saves against this mystery grows more wakeful, and its penalty to Listen checks is reduced to -5 for the duration of its sleep.

Creatures that don’t actually sleep, like elves, cannot be targeted by this fundamental.

Descending Sky
Initiate, Boundless Void
Level/School: shadow 6/Evocation
Range: Medium (100 ft + 10 ft./level)
Area: 20-foot radius spread
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No

You force the weight of the sky down upon your foes, pressing it down upon all in the area.

Any creature that begins its turn within or enters the effect sustains 5d6 damage, is [nauseated] for one round, and moves at half speed. Flight within the area is impossible. A successful Fortitude save negates the damage and [nauseated] condition, but not the movement restrictions.

[b]Desires Manifest
Master, Dark Dreams
Level/School: shadow 9/Universal
Range: See Text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Reaching into the darkest depths of shadow, you find just what you needed.

Reaching deep into the realm of shadows, you find your greatest desires where others find only nightmare. Desires manifest produce any one of the following effects:

Create nonmagical items costing no more than 500 gp/level and weighing no more than 10 lbs./level. These items last for 1 week after leaving your possession.

Imitate any Apprentice or Initiate mystery.

Grant one touched creature the horrific template for 10 minutes/level.

Gain an extra daily use of each prepared mystery in a single path of your choice other than Dark Dreams.

Imitate any spell or psionic power of 3rd level or lower.

Revive one target from the dead as the revivify spell (SC 176), except that the target can have been dead for as long as one day per level.

Destructive Ward
Initiate, Ebon Contingency
Level/School: shadow 5/Abjuration
Range: Touch
Target: unattended object or portal touched
Duration: 1 hour/level or until expended
Saving Throw: Reflex half
Spell Resistance: No and Yes

When you touch the object, darkness gathers over it for a moment, and then fades. Your trap is set.

Any creature other than you who touches the protected object or passes through the protected portal takes 1d6 damage/2 level, with a Reflex save for half damage. Spell resistance applies against this damage. At your option, the object or portal may be either unharmed or equally damaged by this effect. If it is damaged, it receives no saving throw and the damage ignores hardness.

Detect Life
Apprentice, Boundless Sight, Shadow’s Whispers
Level/School: shadow 1, void 1/Divination
Range: Medium (100 ft + 10 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 1 hour
Saving Throw: None
Spell Resistance: No

Slowly, the sounds of the world around you seem strangely dulled. You find, however, that you can hear every breath and heartbeat around you, allowing you to detect the faintest presence of life.

This mystery allows you to detect living beings within range. The amount of information revealed depended on how long you study a particular area or subject.

1st Round: Presence or absence of living creatures in the area.

2nd Round: Number and types of living creatures in the area, and the condition of the healthiest specimen.

3rd Round: The type and location of each individual present. If a creature is outside your line of sight, then you discern its direction but not its exact location or its type.

Conditions: For purposes of this spell, the categories of condition are as follows:

Normal: Has at least 90% of full normal hit points, free of disease.

Fair: 30% to 90% of full normal hit points remaining.

Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.

Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.

If a creature falls into more than one category, the spell indicates the weaker of the two. Each round, you can turn to detect a new area. The mystery can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The DM decides if a specific type of living creature is present, although a player has the option to use Speak Authoritatively (http://www.giantitp.com/forums/showthread.php?201014-3-5-Remix-The-joy-of-skills!) to establish the presence of a particular creature appropriate to the area.

Dimmed Walker
Apprentice, Darkland Walker
Level/School: shadow 1/Necromancy
Range: Personal
Target and Area: You and 10-ft. emanation, centered on you
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The energies of undeath fill your veins but you feel no pain. Indeed, you welcome the cold embrace of death as it alters your essence.

While under the effect of this mystery, unintelligent undead recognize you as undead.
Furthermore, you can identify the life force of every creature within range, as the deathwatch spell.

Disastrous Orbs
Master, Shower of Shadows
Level/School: shadow 9/Evocation [Cold]
Range: Long (400 ft. + 40 ft./level)
Effect: up to 1 orb / 5 levels
Duration: Instantaneous
Spell Resistance: Yes

You call on fell powers and invoke dread orbs of shadow and dissolution, freezing the air and granting you an unspeakably potent weapon.

You create up to 1 orb/five levels (maximum 5 orbs), which are each launched simultaneously at separate foes within range. Make a ranged touch attack for each orb. Each orb that hits deals 5d6 [cold] damage and bestows five negative levels on your victim. You may not target any foe with more than one orb, and orbs that miss their targets dissipate harmlessly. Negative levels inflicted by this spell are removed automatically after 15 hours and never result in actual level loss.

Divine the Future
Initiate, Glimpse of the Void
Level/School: void 5/Divination
Range: Personal
Target: you
Duration: Instantaneous

You gaze deep into the void, determining what fate holds in store for the future.

You glimpse the future outcome of a likely event. You may ask a single question about the future that can be answered by a simple yes or no. If the question is vague or the outcome is uncertain, you may receive “unclear” as a response, or the DM may describe an image or give a short phrase (five words or less) as an answer instead.

Divine the future is a dangerous mystery to cast. Fate will not be denied; the answer given is true and unalterable. The caster may be tormented by knowledge of an impending future that he cannot change. It is possible that the divined future can be averted by powerful magic that alters fate itself, such as altering the course, truth beyond truth, or a miracle granted by a deity of fate or destiny. However, legends about with cautionary tales of those who sought to avert their fate and merely ended up hastening the events they hoped to avoid.

Drain Awareness
Apprentice, One with Nothing, Out of Mind
Level/School: shadow 1, void 1/Enchantment [Mind-Affecting]
Range: Medium (100ft.+10ft. /level)
Target: 1 living creature
Duration: 1 round/level (D)
Saving Throw: Will Negates; see text
Spell Resistance: Yes

With a few small gestures, your opponent loses awareness of her surroundings.

You drain a creature’s awareness, inflicting a -2 penalty on its AC, attack rolls, Wisdom checks, and Wisdom-based skill checks. If your target fails its saving throw, it is not aware that it has been targeted by a hostile effect.

Draw Closed the Veil
Master, Unravel the Weave
Level/School: void 7/Abjuration [curse]
Duration: Instantaneous and 366 days

You strengthen the barriers between realms, sundering the connection that binds an extraplanar creature to this plane.

This mystery functions as the dismissal spell (PH 222), except that the creature is unerringly returned to its home plane, and is prevented from re-entering your plane for a year and a day. If this mystery is used on a ghost or other creature with a dual nature that is native to both this plane and another plane, the creature is shunted out of this plane and cannot reassert its dual nature for a year and a day.

In either case, the prohibition against re-entering your plane cannot be removed with dispel magic or similar spells, and is too powerful to be affected by magic such as remove curse or break enchantment. However, it can be reversed by effects such as unbinding (with a successful caster level check), freedom, or rise from the ashes.

Drawing the Void
Apprentice, The Way of the Void
Level/School: void 1/Conjuration (creation)
Range: Personal
Target: You
Duration: instantaneous

You draw in elemental void from your surroundings, empowering yourself for the coming challenges.

You gain a number of void points equal to half your caster level. If this takes you above your normal maximum number of void points, the excess points are lost after one minute.

Special: You may not spend void points or action points to gain additional castings of this mystery, either directly or indirectly.

Drink of your Essence
Initiate, Glimpse of the Void
Level/School: void 4/Divination
Targets: One or more creatures, no two of which can be more than 30 ft apart

This mystery functions as the mystery see through lies, except as described above.

Dusk and Dawn
Apprentice, Shutters and Clouds
Level/School: shadow 1/Evocation

See ToM pp.144-145

Dust to Dust
Master, Dark Wasting
Level/School: shadow 9/Evocation
Range: 100 feet
Area: 100-foot radius burst
Duration: Instantaneous
Saving Throw: None and Fortitude negates
Spell Resistance: Yes and No

At your gesture, shadows rise up and consume your surroundings with the ravages of years. Metal rusts, stone crumbles, and flesh withers away. Finally, a howling wind bursts forth, flinging heavy objects like leaves and reducing lesser substances to dust. When the dust finally settles, the area is a lifeless mockery of its former self.

All open squares within the mystery’s area become difficult terrain as the surroundings fall into ruin. All creatures and unattended objects take 1d6 damage/level. Creatures that are slain and objects that are destroyed by this damage are reduced to dust by the weight of the ages (as the disintegrate spell). Lastly, a tornado-force wind springs up for 1 round, blowing from the center of the mystery’s effect to its outer edge. As normal for a tornado-force wind, this wind reduces visibility ranges by to zero, making Listen, Search, and Spot checks and all ranged weapon combat impossible, extinguishes unprotected flames and is 75% likely to extinguish unprotected flames. Creatures and objects within the effect may also be checked, knocked down, or blown away; see DMG 95 for details on wind conditions.

You are not damaged by dust to dust nor are you blown about by the wind it creates. Spell resistance applies against the disintegration damage, and a successful DC 30 Fortitude save allows a creature to resist the effects of the wind, but the effects on visibility and terrain are not subject to saving throws or spell resistance.

Ebon Premonition
Initiate, Secrets in the Void, Twilight Lore
Level/School: shadow 4, void 4/Divination
Range: Personal
Target: You
Duration: Instantaneous

Bits and pieces of future events cloud your vision, granting you insight into the events yet to come. As this momentary insight recedes, so to do the shadows that granted it.

An ebon premonition can tell you whether a particular endeavor is likely to succeed within the next week. For example, if you are planning to teleport to the bottom of a dungeon and loot its treasury, an ebon premonition might determine whether you are likely to be successful.

The base for receiving a meaningful premonition is 80% + 1% per caster level, to a maximum of 100%; the DM makes the roll secretly. The DM may determine that the course of action is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the check succeeds, you get one of five results:

Success (if victory is nearly certain)

Apparent success (if a partial victory is likely or only some of a goal may be accomplished)

Nothing (if the odds are even or the conditions are too ill-defined to determine success)

Apparent failure (if some small portion of the goal might yet be saved)

Failure (if defeat is nearly certain)

Special precautions against divinations may prevent certain factors from being taken into account (such as an abomination in the dungeon with a permanent mind blank effect). If the mystery fails, you get the “nothing” result. You have no way to tell whether you received the “nothing” result because the mystery failed or because the venture is too speculative.

The ebon premonition can see into the future only about one week, so anything that might happen after that does not affect the result. Thus, the result might not account longer-term consequences of the action, such as the owner of the treasure hunting you down or hiring bounty hunters to pursue you. Additional ebon premonitions cast by the same person about the same topic during the same week provide the “nothing” result.

Whenever ebon premonition deals an “absolute” (success or failure), the premonition is self-fulfilling. If you receive a premonition of success, you may reroll one failed attack roll, saving throw, skill check, or ability check relating to the goal within the next week. If you receive a premonition of failure, then the DM may force you to reroll one successful attack roll, saving throw, skill check, or ability check relating to the goal within the next week.

If a goal would take more than one week to fulfill, ebon premonition predicts the success or failure of your attempt to progress towards the goal.

Ebon Renewal
Fundamental
Level/School: shadow 0/Transmutation
Range: Touch
Target: one touched living creature
Duration: 1 hour and 24 hours
Saving Throw: Fortitude partial
Spell Resistance: Yes

Your companion gasps as shadows begin rushing into his mouth, flying within with incredible speed. He may thank you, however…if he can keep his lunch down.

The target is relieved of thirst and needs no water for 24 hours. However, living creatures were not meant to sup upon shadows. If the target fails its Fortitude save, it is [sickened] for 1 hour.

Echo Spell
Initiate, Black Magic
Level/School: shadow 5/Universal

See ToM p145

Echoes in the Void
Apprentice, One With All
Level/School: void 2/Divination [Mind-Affecting]

Sensing the impressions left in the void by nearby minds, you glean echoes of the thoughts of others.

This mystery functions as the detect thoughts spell (PH 220), except that you cannot detect the thoughts of constructs, undead, or Far Realm creatures (such as pseudonatural creatures).

Eclipse
Master, Black Sun
Level/School: shadow 9/Necromancy [Cold, Darkness]
Range: 1 mile
Area: 1 mile-radius emanation, centered on you
Duration: Concentration (up to 1 hour)
Saving Throw: None
Spell Resistance: No

You bring forth shadows to do the one thing they are not meant to do, to interject themselves between light and matter. With this monumental mystery, you block out the sun.

The area of this mystery is plunged into shadowy illumination. Within this area, all [light] effects are countered and dispelled unless their caster succeeds on a caster level check against a DC of 11 + your caster level.

The alien sky has adverse effects to those below it. Animals and magical beasts beneath the sky become hostile towards all other creatures. Unintelligent undead cower in awe as if rebuked. Unintelligent constructs refuse to obey orders. Creatures in structures or underground are unaffected.

Lastly, the massive effusion of energy from the plane of shadow into the material realm wreaks havoc with summoning magic. Any creature summoned via a [summoning] effect gains the dark template and is not under the control of its summoner.

This mystery has no effect if cast when the sun is not visible in the sky overhead.

Eight Directions Awareness
Apprentice, Boundless Sight
Level/School: void 3/Divination
Range: Close (25 ft+5 ft/2 levels)
Effect: Spherical emanation centered on you
Duration: 1 minute/level

As the mystery is cast, you invite the void into yourself, extending your awareness into your surroundings.

You can concentrate to detect hidden or concealed creatures and objects within range, as with the mystery detect life and the spell detect secret doors. You detect both creatures and objects at once, and can easily distinguish between the two. In addition, your sight extends into the void, allowing you to see invisible and ethereal creatures, as with the spell see invisibility. Finally, you gain improved uncanny dodge against attacks originating from within the spell’s area, and cannot be flanked.

Ensnaring Aura
Initiate, Ebon Contingency
Level/School: shadow 4/Abjuration
Range: Close (25 ft+5 ft/2 levels)
Area: 20-foot radius emanation, centered on a point in space
Duration: 10 minutes + 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

As the mystery is cast, you invite anyone to enter. What you won’t let them do is leave.

Any creature inside that enters the area of this emanation must make a Will save in order to leave it. A creature already within the aura when it is cast can leave normally but is trapped if it reenters. You are immune to the effects of your own ensnaring aura. A trapped creature cannot be pushed outside the spell’s effect through involuntary movement or being carried, nor can it exit via teleportation, planar travel, or similar magic.

Ensnaring Shade
Fundamental
Level/School: shadow 0/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Target: one Large or smaller creature
Duration: 1 round
Saving Throw: Reflex Negates
Spell Resistance: Yes

The shadows gather around your target, growing deeper and deeper until your foe appears to be standing in darkness. The shadows creep up along your opponent’s legs, nailing them to the floor.

If the target of this fundamental fails its Reflex save, it is immobilized. Only creatures in shadowy illumination or darkness can be affected by this fundamental.

Entropic Slime
Master, Dark Wasting
Level/School: shadow 7/Necromancy [Acid, Poison]
Range: Long (400 ft. + 40 ft./level)
Effect: One pool of poisonous acid/2 levels
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: No

Pools of inky black jelly seep up from the ground. These entropic pools are deleterious to all living beings. Perhaps your foes will learn this soon.

You create up to one 10-foot radius pool of shadowstuff/5 levels anywhere within range of this mystery. Any creature beginning its turn within or entering one of these pools suffers 3d6 [acid] damage and is affected by one does of liquid entropy.

In addition, each pool is the center of a 20-foot radius cloud of reeking fumes and vapors. Any creature beginning its turn within or entering one of these pools becomes [nauseated] for one round unless it succeeds on a Fortitude save.

Each pool of slime is only a few inches thick, and does not require Swim checks or increase the difficulty of the underlying terrain.

Liquid entropy: Injury Type – Contact; DC 23; Damage 2d6 Con / 2d6 Con.

Ephemeral Image
Master, Dark Metamorphosis
Level/School: shadow 7/Illusion (Shadow)

See ToM p.145

Ephemeral Storm
Master, Breath of the Void, Breath of Twilight
Level/School: shadow 9, void 9/Evocation [Death]

See ToM p.145

Essence of the Void
Initiate, Turn Fate’s Wheel
Level/School: void 4/Divination [Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration + 1 round (up to 1 round/level)
Saving Throw: Will negates
Spell Resistance: Yes

The raw emptiness of the void is shocking and disturbing to those without the discipline and training to withstand it. You force this sensation onto your victim and watch as he gasps and staggers back.

The target created becomes [paralyzed] for the duration of the mystery.

Extract Slime
Apprentice, Ebon Alluvium
Level/School: shadow 2/Necromancy [death]
Range: Close (25 ft. + 5 ft./2 levels)
Target and Area: 15-foot square, centered on one [dying] corporeal creature
Duration: Instantaneous and then 1 round/level or more (see text)
Saving Throw: Fortitude Negates, Reflex Negates and Fortitude partial (See text)
Spell Resistance: No

As your dying foe draws his last breath, a grayish slime slows from his eyes, ears, mouth, and nose, abandoning the body from every possible orifice. The grayish ooze spreads over the area, pulsating hideously.

If the target fails its saving throw, it is instantly slain, and a grayish slime leaks from its body to cover its space and all adjacent squares. Whenever a creature enters or begins its turn within a square occupied by the slime, the slime initiates a grapple check against it, with a grapple bonus equal to your caster level. The slime does not need to make a melee touch attack to initiate the grapple, because the creature has already entered its space and come into contact with it. If the slime succeeds on a grapple check, it constricts the victim, dealing 1d6 nonlethal damage (or double damage against pinned victims). If [unconscious] or [dying] creatures are within the slime, they must make a Fortitude save each round or die, filling all squares adjacent to them with more slime. A single square of slime can be rendered inert by 5 points of fire or cold damage, but is not otherwise vulnerable to attack. At the end of the mystery’s duration, the slime dries up and disappears.

Eyes of the Void Dragon
Initiate, Font of Emptiness
Level/School: void 6/Divination
Range: Personal
Target: You
Duration: 1 round/level or until discharged

Your eyes become black fields pricked with pinpoints of light, like the starry night sky, as you gaze deep into the void.

This mystery functions as the spell eyes of the oracle (DM 67).

Faceless Shadow
Apprentice, False Faces
Level/School: shadow 3/Transmutation
Range: Touch
Target: 1 creature
Duration: 10 minutes/level; see text
Saving Throw: Fortitude Negates
Spell Resistance: Yes

The power of shadows flows over your opponent, erasing its features to leave but a blank slab.

This mystery erases the target's face, rendering it unable to speak, eat, drink, hear, see, or smell. The target gains blindsight with a range of 10 feet per 2 caster levels. It automatically fails all Listen checks, although it can still make Spot checks using its blindsight (the information gleaned from blindsight may be somewhat different from observation through sight, however).

At your option, the target of this mystery can also be relieved of need to breathe for the duration of the effect. If the creature cannot breathe, it must hold its breath or immediately begin to suffocate. The mystery ends immediately when the creature becomes unconscious.

Creatures of the [ooze] type or [swarm] subtype are immune to this mystery.

Faceless shadow can be made permanent with the permanency spell. This requires a caster of 11th level or higher, who must spend 1,500 xp.

Falling Sky
Master, Shower of Shadows
Level/School: shadow 8/Evocation [Cold] / Necromancy
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

You summon a few small spheres of shadow, each of which you use to wreak havoc upon your foes.

When you cast falling sky, you call down four 2-foot-diameter spheres of ice and shadow which plummet to the spots you select (this spell functions even if cast indoors or underground; the spheres appear at locations appropriate to the area in which the mystery is cast). The shadow comets leave a blazing trail of flicking lights and auroras.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the shadow comet. Any creature struck by one of these spheres takes 2d6 [negative energy] damage (no save) and receives no saving throw against the sphere’s [cold] damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one comet at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 [cold] damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. ([Cold] resistance applies to each sphere’s damage individually.)

False Form
Apprentice, False Faces
Level/School: shadow 1/Illusion (Glamer)
Range: Personal
Target: You
Duration: 1 minute/level (D)

Shadows hide, accentuate, and shift your features to change your appearance completely.

This mystery functions as the disguise self spell, except that you cannot use it to imitate a specific individual.

False Invigoration
Master, Darkness Undying
Level/School: shadow 8/Necromancy
Range: Personal
Target: You
Duration: 1 round/level or less; see text
Saving Throw: None
Spell Resistance: No

You bolster yourself with raw shadowstuff, seeming to shrug off hits while your strength lasts.

This mystery may be cast as an immediate action. You gain 100 temporary hit points, which last for the duration of this mystery. Each round, however, you must sacrifice 5 normal (not temporary) hit points; this damage cannot be prevented or redirected. If you cannot (typically because your hit point total has become negative), this mystery ends.

Far Sight
Master, Eyes of the Night Sky, Gaze Upon Emptiness
Level/School: shadow 8, void 8/Divination (Scrying)

See ToM p.145

Fearful Gloom
Initiate, Darkened Alleys
Level/School: shadow 4/Necromancy [Darkness, Fear, Mind-Affecting]

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a

Feign Life
Initiate, Dark Reflections
Level/School: shadow 5/Transmutation

See ToM p.145

Flesh Fails
Apprentice, Touch of Twilight, Touch of the Void
Level/School: shadow 2, void 2/Necromancy

See ToM p.145

Flesh Fails, Greater
Master, Breath of the Void, Breath of Twilight
Level/School: shadow 8, void 8/Necromancy

See ToM p.146

Flicker
Apprentice, Ebon Whispers
Level/School: shadow 3/Conjuration (Teleportation)

See ToM p.146

Flood of Shadow
Initiate, Black Magic
Level/School: shadow 6/Abjuration

See ToM p.146

Fog of Memory
Initiate, Grim Reminder
Level/School: shadow 5/Enchantment (Compulsion) [Mind-Affecting]
Range: 30 feet.
Effect: Cloud spreads in 30-foot radius from you, 20 ft. high
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

Many memories, when retrieved, return to us as foggy, half-formed thoughts, in which details lie hidden. You reflect this state of mind into the world around you.

You create a thin, immobile cloud of mist that dulls both will and perceptions. This functions as the mind fog spell, except that creatures within it do not need concealment or cover in order to hide.

Forgotten Secret
Initiate, Midnight Secret
Level/School: shadow 4, void 4/Abjuration
Range: See Text
Target: One creature or piece of information
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

Some knowledge is best kept out of the light. As you invoke shadows, you hide this knowledge in the dark.

Divination effects such as commune, divination, legend lore, and vision fail when used to gather information about the warded creature or topic unless the caster succeeds on a DC 25 caster level check. In addition, any Knowledge check, Gather Information check, or bardic knowledge check used to gain information about the warded creature or topic has its DC increased by +10.

Forgotten Text
Apprentice, Twilight Studies
Level/School: shadow 1/Transmutation
Range: Touch
Target: nonmagical page, parchment, or inscription touched, up to 3 sq. ft. in size
Duration: Instantaneous and Permanent
Saving Throw: None
Spell Resistance: No

The text within your hand shifts and writhes, slowly taking on a new appearance as you dictate. At least you can still read the message.

You physically alter the contents of a page, parchment, or inscription so that they read as something completely different, as the secret page spell. However, the real message is truly lost, although it is stored word for word in your mind and can be recalled at will (and can thus be recovered with a speak with dead spell).

At your option, you may create a special word while casting this mystery. If you choose to do so, anyone who touches the text and speaks the word learns the full content of the original script (this function may be dispelled or suppressed).

Furthermore, you may place a second, hidden message of up to 1 word/level into the altered text, noticeable with a DC 20 Decipher Script check. Comprehend languages and true seeing do not reveal this hidden message.

Lastly, any Forgery checks made with forgotten text gain a +2 circumstance bonus, as this mystery is the perfect tool for the job.

Freezing Rift
Master, Call to Darkness
Level/School: shadow 9/Conjuration (teleportation) [Cold]/Evocation [Darkness]
Range: Medium (100 ft. + 10 ft/level)
Area: a 20 ft-radius emanation centered on an unoccupied 5-foot square
Duration: 1 round/level or until expended
Saving Throw: Fortitude partial
Spell Resistance: Yes; see text

You open a portal to the plane of shadow, a rift that hungrily draws the material realm into its frigid embrace.

You punch a hole in the fabric of the multiverse, opening a black, hungry rift into a random location within the plane of shadow. Regions of bright light within a 20-foot radius of the gate are dimmed to shadowy illumination, and all creatures and unattended objects within a 20 foot-radius of the gate take 1d6 [cold] damage/2 levels each round (maximum 15d6), as the rift sucks light and heat from the surrounding area.

Each round on your turn, all creatures and unattended objects within the spell’s area are dragged 5 ft towards the rift. Creatures that attempt to anchor themselves must succeed at a Strength check vs. your caster level to avoid losing their grips and being dragged as described above. Movement costs within the area are doubled unless a creature is moving directly towards the gate. A successful Fortitude save or spell resistance roll negates the damage, involuntary movement, and increased movement costs associated with the spell, but the creature still suffers the penalties associated with the shadowy illumination.

Objects that enter the gate are sucked into the plane of shadow, moving with considerable velocity. If any creature of Large size or smaller enters the square occupied by the gate, it is transported to the plane of shadow and the mystery ends. Spell resistance and saving throws cannot be made against this effect.

This mystery cannot be cast on the plane of shadow.

Frigid Orbs
Master, Shower of Shadows
Level/School: shadow 7/Evocation [Cold] / Necromancy
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to 1 orb / 5 levels
Duration: Instantaneous
Spell Resistance: Yes

You infuse the air around you with the power of shadows, freezing the air and granting you a most powerful weapon.

You create 1 orb/five levels (maximum 5 orbs), which are each launched simultaneously at one or more foes within range. Make a ranged touch attack for each orb. Each orb that hits deals 5d6 [cold] damage and 5d6 [negative energy] damage. Orbs that miss their targets dissipate harmlessly.

Frigid Smoke
Apprentice, Shaded Flame
Level/School: shadow 2/Evocation [cold]
Range: Close (25ft.+5t. /2levels)
Area: 10-foot radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

You will a gout of frozen smoke to emerge from the earth.

You create an area of smoke and supernatural cold that obscures sight and makes breathing difficult.

A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it. The smoke can be blown away in one round by at least strong winds.

Creatures that enter or start their turn within the spread take 1d6 [cold] damage per round. The supernatural chill quickly freezes unattended liquids and may render some materials brittle.

Ghostly Blade
Fundamental
Level/School: shadow 0/Illusion (shadow) [Force]
Effect: 1 ghostly blade
Duration: 1 hour
Saving Throw: None
Spell Resistance: No

A ghostly, near insubstantial blade springs forth into your hand.

This fundamental creates a small, dagger-like blade. It deals 1d4 [slashing] damage + 1d4 [slashing] damage/5 caster levels (ignoring any Strength modifier) and threatens a critical hit on a natural 20. It is a [force] effect and therefore affects ethereal and incorporeal foes as if they were fully corporeal. The ghostly blade lasts for however long it is held or until the mystery’s duration expires, disappearing the moment that it is released.

Glimpse Secret
Apprentice, Sepulcher Survival
Level/School: shadow 2/Divination
Range: Personal
Target You
Duration: 1 hour or until discharged

You allow yourself to see hidden truths in the world around you.

The next time that you pass within 5 feet of a secret door, you may make a Search check with a +10 competence bonus as if actively searching for it. The next time that a creature within 5 feet of you uses the Bluff skill against you, you may immediately make a Sense Motive check with a +10 bonus. When either of these abilities has been used, this mystery is discharged.

Grasping Shadows
Master, Shadowscape
Level/School: shadow 7/Conjuration (Creation)

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a

Haunting Secrets
Initiate, Midnight Secret, Secrets in the Void
Level/School: shadow 5, void 6/Enchantment [Language-dependent, Mind-affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: See text
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

Every secret is hidden in shadow. From this vast reservoir of secrecy, you handpick the secrets most devastating to your foes.

Once per round as a standard action, you may reveal to a creature a disturbing secret about itself, causing it to become [confused] for one round, or [shaken] on a successful Will save. You must be able to speak in order to use this ability. Every time you reveal a secret in this manner, you gain a stacking +1 bonus on saving throws made against [mind-affecting] effects.

When this mystery ends, you are exposed to one of the secrets that you have exposed to others, forcing you to make a saving throw as if you had been targeted. This mystery grants you no bonus on the saving throw and this secret is revealed to you even if you are unable to speak or hear.

Note: None of these secrets are remembered (either by you, the target, or others in the area) beyond the moment needed to rile the targets’ minds.

Haunting Tune
Fundamental
Level/School: shadow 0/Evocation [sonic]/Illusion (figment)
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature and all creatures adjacent to it.
Duration: Instantaneous and 1 round
Saving Throw: Will Negates
Spell Resistance: No

Although you cannot hear the tune, you know that your target can hear it well enough. As she stops wincing in pain, her face settles into a befuddled expression.

Your target sustains 1d4 [sonic] damage. In addition, the target and all adjacent creatures must are [fascinated] for 1 round. A Will save negates both the damage and the fascination. Creatures cannot be [fascinated] in this way if their Hit dice exceeds half of your caster level + 1.

Immortal Shadow
Master, Endless Void
Level/School: shadow 9/Transmutation
Range: Personal
Target: You
Duration: 24 hours

Disregarding laws of time, you steal back that which has been lost.

Within shadows, time has no meaning. Shadows were, shadows are, and shadows will be: all that changes is the shadow’s location. Utilizing this principle, you halt and even turn back the hands of time for yourself. For the duration of immortal shadow, you do not age and may ignore any ability score penalties due to aging.

Insert Memory
Initiate, Grim Reminder
Level/School: shadow 4/Enchantment
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1d4+1 rounds
Saving Throw: Will negates
Spell Resistance: Yes

Every memory leaves an imprint on a person’s mind. As someone who specializes in reflections and imprints, creating a memory of yourself is no challenge.

This mystery is cast as an immediate action to imprint a memory of yourself into your target. You may insert either a favorable or unfavorable memory of yourself. If the memory is favorable, you treat your relationship with the target as one step more favorable than it is, and do not take the normal –10 penalty for rushed Diplomacy checks. If the memory is unfavorable, you gain a +4 competence bonus on Intimidate checks against the target, and take no penalty on your check if you are smaller than your target.

When used in combat, this mystery may affect how a creature attacks. If used to create a favorable memory, the target avoids attacking you if possible (unless you actively attack it). If this use is used in response to an attack against yourself, that attack suffers a 50% miss chance as your victim works to stay his own hand. If used to create an unfavorable memory, the target attacks you to the exclusion of all other targets. If this use is used in response to an attack on an ally, that attack suffers a 50% miss chance as your victim “remembers” the true target of his ire.

Insidious Paranoia
Initiate, Infinite Eyes
Level/School: shadow 5/Divination [Mind-Affecting]
Area: 5 ft/level radius emanation, centered on the Shadowcaster.
Duration: 1 hour/level (D)
Saving Throw: Will Negates
Spell Resistance: Partial; see text

The shadows whisper to you, sharing the inmost thoughts of those around you.

You read the thoughts of all creatures within the area, as with the detect thoughts spell, except that you can concentrate upon the thoughts of any number of creatures as a free action. You may refrain from reading the thoughts of specific individuals if you wish.

You must still concentrate for consecutive rounds to gain full access to a creature’s thoughts, and creatures may prevent having their thoughts read with a successful Will save. Any creature that makes its saving throw is immune to your insidious paranoia for 24 hours. The mystery can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Invisible Pyre
Apprentice, Shaded Flame
Level/School: shadow 3/Illusion (shadow) / Evocation [Fire]
Range: Close (25ft.+5ft. 2/levels)
Effect: 1 invisible pyre in a single 5-foot square and a 20-ft radius burst centered on one corner of the pyre’s square.
Duration: 2 hour/level or until discharged (D)
Saving Throw: Reflex half
Spell Resistance: Yes

With a few gestures, a small pyre sets itself up on the floor.

With this mystery, the shadowcaster creates an invisible, quasi-real pyre from shadowstuff. The first time that a creature steps into this pyre, it explodes in a 20-ft radius burst of shadowfire that both burns objects and creatures with its heat and dissolves their very substance into shadow. This deals 1d6 damage per caster level, half of which is [fire] damage and half of which is untyped damage as matter is consumed by shadow. This is a magical trap, which can be detected and disabled with the Search and Disable Device skills (DC = 15 + caster level). The trap can also be noticed, but not disabled, with a DC 40 Spot check (DC 20 for creatures able to see invisibility).

Kharmic Intent
Apprentice, There is No Mind
Level/School: void 3/Transmutation
Range: Close (25ft.+5ft. 2/levels)
Target: 1 willing creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You reach into the void and forge a link with a nearby ally, pouring your energies through that link.

Both your void points and those of targeted creature are combined into a single pool, and either of you may spend void from this combined pool. If the target creature does not currently have any void points, then it contributes zero points to the pool. If the creature is not normally able to spend void points then it may spend them as though they were action points (according to the normal rules for action points.

When the mystery’s duration expires, or if one of you moves out of range or is killed, the common pool of void points is divided between the two of you (you decide how the points are distributed). If this mystery leaves a creature with void points above its normal maximum, the excess points are lost if not spent within one minute.

Killing Shadows
Apprentice, Eyes of Darkness
Level/School: shadow 3/Transmutation

See ToM p.146

Land of Darkness
Apprentice, Darkland Walker
Level/School: shadow 3/Necromancy
Range: Long (400 ft. + 40 ft./level)
Area: One 10-ft. cube + 1 10-ft. cube/4 levels
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You call upon the darkest regions of the Realm of Nightmares, into which life and light fade away into nothingness. You call upon the darklands…and the darklands respond.

Within the area of this mystery, all living creatures take 1d6 damage each round. If they are slain in this way, they are reduced to ashes, and cannot be raised from the dead. If used in an area with the minor positive energy dominant trait, that trait and this mystery are both suppressed for this mystery’s duration. This mystery may not be cast into an area with the major positive energy dominant trait.

Languor
Initiate, Body and Soul
Level/School: shadow 5/Enchantment (Compulsion)

See ToM p.146

Lengthened Shade
Master, Dark Dreams
Level/School: shadow 8/Necromancy
Range: Touch
Target: flat-footed creature touched
Duration: Instantaneous and See Text
Saving Throw: None
Spell Resistance: Yes

Reaching toward your opponent with one hand, all that you touch is time’s shadow.

When you invoke this mystery, make a melee touch attack against a flat-footed opponent who is denied his Dexterity bonus to Armor Class against your attack. If you hit, your foe takes 1d8 damage/level (maximum 20d8). If you kill a creature with 4 or more hit dice using lengthened shade, you gain immunity to the [death] and [fear] effects and the [fatigued] and [exhausted] conditions for one hour per four Hit Dice of the victim.

Life Fades
Apprentice, Touch of Twilight, Touch of the Void
Level/School: shadow 1, void 1/Necromancy

See ToM p.146

Life Fades, Greater
Master, Breath of the Void, Breath of Twilight
Level/School: shadow 7, void 7/Necromancy

See ToM p.147

Liquid Night
Fundamental
Level/School: shadow 0/Conjuration (Creation)

See ToM p.147

Living Ghost
Apprentice, One with Nothing, Out of Mind
Level/School: shadow 2, void 2/Enchantment [Mind-Affecting]
Range: Touch
Target: Living creature touched
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes

With a simple whim, all memories of you slowly snake out of the target’s psyche.

One minute after this ability is used, your target must make a Will save, or its memories of you for the past 1 minute/level are purged. The target’s recollections are changed to make the most possible sense of the recent past, although it may still find its memories unlikely. Living ghost cannot be removed with dispel magic or remove curse, but it can be removed with unveil, break enchantment, limited wish, wish, miracle or similar spells.

jiriku
2014-06-02, 01:35 AM
Maddening Truth
Master, Ebon Truth, There is No Truth
Level/School: shadow 7, void 7/Enchantment (Compulsion) [Mind-Affecting]
Range: 30 feet
Area: 30-foot radius burst
Duration: Instantaneous; see text
Saving Throw: Will partial
Spell Resistance: Yes

You part the shadowy veil, allowing all to see a sliver of absolute truth, something the minds of mortals and immortals alike were not meant to possess.

All creatures within the area of this mystery become permanently as per the confusion spell (Will negates). Even you are subjected to this effect. Furthermore, even on a successful save, a creature’s mind becomes addled, depending on its Hit Dice, as listed below.


Hit DiceEffectDuration
Caster level + 5 or lessFatigued1 hour
Caster level -5 or lessShaken5 minutes
Caster level -10 or lessDazed1d4 rounds

The effects are cumulative but not concurrent. The duration of the [shaken] condition begins as soon as the duration of the [dazed] condition ends (if such an effect was suffered). Furthermore, the duration of the [fatigued] condition begins as soon as the duration of the [shaken] condition ends (if such an effect was suffered).

Manipulate Memory
Initiate, Grim Reminder
Level/School: shadow 6/Enchantment (Compulsion) [Mind-Affecting]
Range: Touch
Target: Touched Creature
Duration: Permanent (D)
Saving Throw: Will Negates
Spell Resistance: Yes

Memories are nothing more than shadows of past events. These shadows are putty in your hand, allowing you to form, destroy, or alter them as you see fit.

You may alter the target’s memory, as the modify memory spell, except as described herein. You may alter up to 5 minutes of memories + 1 minutes per four caster levels. You may use this mystery in combat, although a creature in combat gains a +4 bonus to its saving throw.

Mass of Shadows
Initiate, Umbral Mass
Level/School: shadow 4/Transmutation
Range: Touch
Target: Creature Touched
Duration: 1 minute/level

At your touch the target becomes wispy and insubstantial, fading to a mere ghost of his former self.

The touched creature gains a +4 competence bonus on Hide, Move Silently, and Escape Artist checks. In addition, the creature can navigate through tight areas as it was one size category smaller.

Menagerie of Darkness
Master, Shadowscape
Level/School: shadow 8/Transmutation

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a

Mesmerizing Shade
Apprentice, Umbral Mind
Level/School: shadow 1/Enchantment (Compulsion) [Mind-Affecting]

See ToM p.147

Midnight Veil
Fundamental
Level/School: shadow 0/Abjuration
Range: personal
Target: You
Duration: 1 hour or until expended

Shadows quickly course about on all sides, a sign that they are willing to protect you.

You gain a +1 resistance bonus on the next saving throw that you make within this mystery’s duration. If your caster level is 10 or higher, you gain a +2 resistance bonus on the next two saving throws that you make within this mystery’s duration. If your caster level is 20 or higher, you gain a +3 resistance bonus on the next three saving throws that you make within this mystery’s duration.

Moment of Clarity
Apprentice, There is No Mind
Level/School: void 2/Transmutation
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You gift your ally with the clarity of the void, allowing her to perform beyond her skill and training.

You grant your ally the temporary ability to perform any skill or feat. She either learns a new feat she did not already have (ignoring prerequisites), or learns a skill in which she was untrained, gaining ranks equal to one-half her character level.

The DM must approve any [epic] feats on a case-by-case basis, and may disallow certain [epic] feats, or allow them only on a one-off basis or at specific dramatic moments in the game (fate can be a fickle mistress).

Mystic Reflections
Fundamental
Level/School: shadow 0, void 0/Divination

See ToM p.147

Neverending Service
Master, Eternal Servitude
Level/School: shadow 9/Enchantment (Compulsion) [Mind-Affecting]
Duration: Permanent

You implant a fell shadow in the mind of your target, who is now yours to command. He will be serving you for a long, long time.

This mystery functions as the unshakable quest mystery except as described herein. The target is compelled to continue your order until it is completed (or until death, if the quest is open-ended). In addition, whenever the target completes a task, you may give a new one as full-round action if it is within Close range. A victim who is left without a task for more than 24 hours is freed from this enchantment. You may not, however, assign a new task while a previous task is not yet complete.

A creature slain by the Strength drain inflicted by this mystery becomes a greater shadow upon death, rather than a normal shadow.

Nightmarish Mist
Initiate, Nightmarish Domain
Level/School: shadow 4/Illusion (shadow) [Darkness, Fear, Mind-Affecting]
Range: 20 feet
Effect: Cloud spreads in 20-foot radius from you, 20 ft. high
Duration: 1 round/level
Saving Throw: Will Partial; see text
Spell Resistance: Yes; see text

The mist is a mere concentration of your enemies’ nightmares, nightmares that your foes have hidden from their conscious minds. As the mist rises up, the nightmares are fully realized.

You create mist along the ground that obscures sight as a fog cloud does. In addition, all foes within the mist must make a Will save each round or become [shaken]. This condition stacks with itself, and with other [fear] effects as usual, except that a creature already [frightened] instead becomes [cowering] and a [cowering] target instead is overcome by confusion (as the spell) for 24 hours. As a [darkness] effect, this mystery suppresses and is suppressed by effects with the [light] descriptor.

Olden Tales
Fundamental
Level/School: shadow 0, void 0/Divination
Range: Personal
Target: You
Duration: 1 hour or until discharged

Old stories fill your mind as ancient shadows find you.

You gain a +2 competence bonus on all Knowledge checks. You may discharge this mystery to make a Knowledge check untrained.

Oppressive Bindings
Master, Eternal Servitude
Level/School: shadow 8/Illusion (shadow)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds + 1 minute/level
Saving Throw: Will partial
Spell Resistance: Yes

Far from the obedience of shadow, your foe takes steps to oppose you. This is something that you simply cannot allow.

For the duration of this mystery, the target must make a successful Will save in order to take an offensive action against you. In addition, the target suffers debilitating effects that accumulate over time.

On the first round, the target must make a Will save or have its speed halved. On the second round, the target must make another Will save or lose the ability to speak. On the third round, the target must make another Will save or drop any items it is holding and be unable to use or wield any hand-held items. After this time, all of these effects last for 1 minute/level.

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

See ToM p.147

Passage of Shadows
Initiate, Dark Relic
Level/School: shadow 6/Conjuration (teleportation)
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

As you point through the object with one hand, you touch your target with the other. As soon as you make contact, he disappears.

You attempt to force the touched creature through a solid object, into the nearest open space that can accommodate him. The creature is transported up to 5 feet/level (maximum 100 feet) through an object or until he runs into an open space large enough for him to safely occupy. If your target travels the mystery’s maximum distance without entering an empty space it can safely occupy, he is ejected into the nearest open space, taking 1d6 damage for every 5 feet traveled41.

Path of Woe
Apprentice, Winding Trail
Level/School: shadow 3/Illusion (shadow)
Range: Long (400 ft. + 40 ft./level)
Target: Up to 1 five-foot square/level
Duration: 1 minute/level
Saving Throw: None or Reflex negates (see text)
Spell Resistances: No

You feel the terrain of the entire area within you. Feeling it inadequate for your purposes, you tweak it.

You shape shadowstuff to make blunt changes to your surroundings. You may alter the surrounding squares in any of the following ways, spending one five-foot square of effect for each effect added (even if they are all added to one square). All squares of effect are determined as you cast this mystery.

Impeding: The ground becomes difficult terrain. If you spend 2 squares of movement, the square also ensnares people, and creatures entering the square must make a Reflex save or become [entangled].

Jagged: The area almost seems to splinter, sending spikes and shards soaring into the square (although this apparent damage to the landscape only lasts for the duration of this mystery). All such squares are treated as possessing caltrops. If an additional square of effect is spent, anyone entering the square takes 1d4 [piercing] damage.

Slippery: This area is made slippery by some invisible substance. Anyone within the area must make a Reflex Save or become [prone]. This Reflex save is repeated on your turn each round that the creature enters or begins its turn within the area. A creature can walk within or across the square with a DC 10 Balance check. Failure means it ends its movement (and must then make a Reflex save or fall), while failure by 5 or more means that it falls.

Raise: The area is temporarily raised by two feet. Any creature standing within the square has the benefits of fighting from higher ground. If you spend a second square of effect, the area raises up 5 feet and creatures must make a DC 10 Climb check to enter the square. In addition, it may provide cover to adjacent creatures.

Lower: The area is temporarily lowed by two feet. Creatures attacking a creature in a lowered area gain the benefit of higher ground. If you spend a second square of effect, the area lowers 10 feet and any creature within the square must make a Reflex save or fall as if a pit trap had opened beneath its feet. The climb DC to scale the new wall is 10.

Generate: You create a new bit of land from the most abundant building material in the area, which merges with the surrounding terrain. You can use this functions to make bridges across chasms or rivers.

Light: You can change the ambient lighting of a square to light, shadowy illumination, or darkness.

Piercing Sight
Apprentice, Eyes of Darkness
Level/School: shadow 2/Divination

See ToM p.147

Primal Surge
Initiate, Midnight Savagery
Level/School: shadow 5/Transmutation
Range: Touch
Target: Creature touched
Duration: 1 minute/level or 1 minute; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you awaken an animalistic aspect of the target’s soul, his muscles become more defined, his motions become more fluid, and his heartbeats grow stronger.

When you cast this mystery, you grant your target a +4 enhancement bonus to either Strength, Dexterity, or Constitution score for the mystery’s duration, chosen at the time of casting.
Alternately, you may grant the target a bonus to all of these ability scores, but the duration is reduced to one minute. While this use of the mystery is active, any creature viewing the target with a see invisibility or true seeing spell sees a shadowy shroud with animalistic features surrounding him.

Prison of Night
Master, Ebon Walls
Level/School: shadow 7/Conjuration (Creation)

See ToM pp.147-148

Pry the Truth
Apprentice, One with All, Shadow’s Whispers
Level/School: shadow 3, void 3/Divination

You attempt to discern the truth from the living or take it from the dead. Either way, your questions will soon be answered satisfactorily.

This mystery functions like the spell discern lies or speak with dead. You decide which version to use at the time of casting.

Puppet Strings
Apprentice, Shadow Puppetry
Level/School: shadow 1/Illusion (shadow)
Range: 50 feet
Target: 1 creature
Duration: 1 round/level or see text
Saving Throw: None
Spell Resistance: Yes

Insubstantial threads of shadow launch from your fingers, unerringly adhering to your hapless target.

This mystery allows you to grapple a creature from a distance, with a bonus equal to your caster level + your Dexterity modifier + your Size modifier. Furthermore, your target cannot escape through the Escape Artist skill as the threads of shadow are adhered to its person. However, each of you may move freely without need for an opposed grapple check, so long as you remain within 50 feet of each other. If the target escapes your grapple, the mystery instead ends. If you would pin the target, the mystery ends and you may have the target make a single attack against any target within their reach, using your base attack bonus but the target’s strength modifier. If you do not wish for your puppet to attack, it instead falls [prone].

Question Shadow
Fundamental
Level/School: shadow 0/Divination
Range: Touch
Target: Corporeal Creature Touched
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You furtively whisper a question to your target’s shadow and await your reply.

When you touch the creature, its shadow answers one yes-or-no question about the target’s recent actions, unless the target succeeds on a Will save. The shadow only remembers events as far back as 1 day/level. In addition, the shadow has no special ability to read the mind of the target or know anything that it could not observe. For example, the shadow may not know that the target carried around the sword godslayer because it only observed her carry around a strange package.

Question the Void Dragon
Fundamental
Level/School: void 6/Divination
Range: Personal
Target: You
Duration: Instantaneous

You importune with the celestial void dragon, a fabled creature imbued with all knowledge.

This mystery functions like the spell contact other plane, except that you may only ask a single question and the answer received is always true. The void dragon is considered an astral plane native, and you may not take 10 on the Intelligence check to avoid being overwhelmed by contact with its mind.

Quicker than the Eye
Apprentice, Night's Long Fingers
Level/School: shadow 1/Transmutation

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a

Rebellion of Nature
Master, Blackened Sky
Level/School: shadow 9/Conjuration (Summoning) [Acid, Cold, Darkness, Electricity]
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes

You call upon the greatest forces of raw nightmare to rain down upon your foes.

This spell creates an enormous jet-black storm cloud that sheds darkness like rain. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be [deafened] for 1d4×10 minutes. The area beneath the storm cloud is filled with darkness, as the spell.

If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.

2nd Round: Acid rains down in the area, dealing 1d6 [acid] damage and causing creatures to become [sickened] for 1 round by the awful fumes. A successful Fortitude save negates the [sickened] condition but not the damage.

3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 [electricity] damage and causes the target to become [stunned] for 1 round (a Reflex save negates the [stunned] condition and halves the damage).

4th Round: Hailstones rain down in the area, dealing 2d6 damage and 3d6 [cold] damage creatures within the area take a -4 penalty on Listen checks and move at half speed for 1 round. There is no save against this effect.

[i]5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.

Reflections of Things to Come
Master, Eyes of the Night Sky, Gaze Upon Emptiness
Level/School: shadow 9, void 9/Divination

See ToM p.148

Rescind Peril
Apprentice, Sepulcher Survival
Level/School: shadow 3/Abjuration
Range: Personal
Area: 20-foot radius emanation, centered on you.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

As you march forward, you do so without fear. The ground will not fall from under you. Darts will not fly from the walls. Axes will not swipe down from the ceiling. Of this you are certain.

All creatures within the area of rescind peril incur little risk of setting off traps. They exert no force upon the ground upon which they stand, allowing them to walk across covered pits, pressure plates and even quicksand with ease.

Furthermore, you make no sound within the area of the mystery, although noises continue outside of the area as if they had originated inside. As such, you may walk past a trap triggered by noise without setting it off, but your footsteps are still audible to the goblin ambushers 20 feet away.

Lastly, creatures within this area are invisible to magical sensors, such as the alarm spell or effects such as scrying, clairvoyance/clairaudience, or prying eyes.

Revealing Light
Master, Black Sun
Level/School: shadow 7/Evocation [Light]
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40-foot radius emanation
Duration: Concentration (up to 1 round/level)
Saving Throw: Fortitude partial
Spell Resistance: Yes

Shadows are cast only within the light. By calling forth the light, you can reveal deception and throw shadows into deeper relief.

You create bright light within the mystery’s area. All [figments] and [glamers] in the area are suppressed, all [invisible] and [ethereal] creatures become visible, and all shapeshifters are forced to resume their normal forms unless they succeed on a Fortitude save each round. Furthermore, the light is intense; all creatures within it are [blinded] while they remain within its area, or [dazzled] on a successful Fortitude save.

[b]Rise From the Ashes
Master, Embrace of No-Mind
Level/School: Void 9/Conjuration [healing]
Range: Touch
Target: 1 living creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Retracing the thread of void within your target, you return him to a state of healthy balance.

This mystery requires one hour to cast. Your target is healed of all negative effects incurred in the 8 hours prior to when you began casting the spell. This includes hit point damage, ability damage or drain, curses, harmful conditions, diseases, poisons, negative levels or levels lost due to negative levels, and expended spell slots or expended use of limited-use racial, natural, or class-based abilities. It will not restore a creature from death, or restore experience points spent by the target. Some curses placed by epic magic may be too powerful for this mystery to remove.

After casting this mystery, you lose all void points and cannot recover void points by any means (including rise from the ashes) for 72 hours.

See Through Lies
Apprentice, One with All
Level/School: void 1/Divination
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

There are no secrets in the void, and with a keen glance you assess that which your opponent would prefer to keep hidden.

This spell functions as either know opponent or know vulnerabilities (see SpC 129), except that an opponent who successfully saves against the effect may not be targeted again for 24 hours. You choose which version to use at the time you cast the mystery.

Seek the Lost
Master, Midnight Athenaeum
Level/School: shadow 7/Divination
Range: See Text
Target: One creature or object
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

When you come into contact with a person or object, a bit of their shadow is interlaced with yours. Using these strands of shadow as a trace, you can find your target no matter where they go.

Tracing shadows betwixt you and your target, you can precisely locate an object or creature that you have seen with your own eyes within the last 24 hours, even if it is on another plane of existence. Effects of 8th level or higher that prevent divinations (such as mind blank) will foil your attempt to seek the lost, but you can overcome wards of 7th level or lower if you make a successful caster level check against a DC of 11 + the caster level of the ward to be overcome.

Severed From the Stream
Master, Unravel the Weave
Level/School: void 8/Abjuration
Range: 30 feet
Effect: Spherical emanation centered on you.
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

Disrupting the flow of void around you, your choke off access to it for anyone but yourself.

Creatures and magic items must succeed on a caster level check against you in order to spend a void point, cast a spell or produce a spell-like effect within (or into) the area. Creatures must succeed on a contested roll of 1d20 + hit dice against your caster level check in order to spend an action point within the area. You may not voluntarily fail the check in order to allow your allies to cast unhindered within the area. You are not affected by your own severed from the stream.

Shadow Absorption
Master, Penumbral Master
Level/School: shadow 9, void 9/Abjuration

You set about yourself a net of shadow, ready to catch and absorb magical energies.

This mystery functions like the spell absorption (SC 6), except that you may use captured energy to cast mysteries you have prepared without expended your daily uses of those mysteries.

Shadow Alteration
Initiate, Umbral Mass
Level/School: shadow 5/Transmutation
Range: Touch
Target: Creature Touched
Duration: 1 minute/level

The target’s form darkens and seems sleeker. Her skin and hair turn to a deep pitch black while her eyes eerily glow.

The creature touched gains the horrific template for the duration of the mystery.

Shadow Awareness
Initiate, Infinite Eyes
Level/School: shadow 4/Transmutation
Range: Touch
Target: Living creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)

As you instill the power of shadow into your target, lights and sounds seem more vivid to him and his awareness increases.

The touched creature cannot be flanked, adds its Wisdom bonus as a competence bonus on Initiative checks, and gains blindsense with a range of 5 ft per 2 levels.

Shadow Evocation
Initiate, Dark Reflections
Level/School: shadow 4/Illusion (Shadow)

See ToM p.148

Shadow Evocation, Greater
Initiate, Dark Reflections
Level/School: shadow 6/Illusion (Shadow)

See ToM p.148

Shadow Flight
Initiate, Dark Journey
Level/School: shadow 5/Evocation [Darkness]/Transmutation
Range: Personal
Target: You
Duration: 1 hour/level

Your shadows slowly lift you off the ground, holding you up in the air.

You gain a fly speed of 10 ft./4 caster levels with average maneuverability. In addition, any square that you fly through (but not the square you end your turn within) is filled with shadowy illumination for 1 minute.

Shadow Form
Initiate, One with Shadow
Level/School: shadow 6/Illusion (shadow)

Allowing yourself to slip into the shadows, your body becomes one with the utter blackness of night.

This mystery functions like the spell shadow form (SC 183), except that you must be within shadowy illumination or darkness to slip through a solid object or barrier, and doing so does not end the effect unless your arrival point is illuminated with bright light.

Shadow Fortification
Initiate, Darkened Wards
Level/School: shadow 4/Abjuration
Range: Touch
Target: Item touched
Duration: 1 hour/level (D)
Saving Throw: See text
Spell Resistance: See text

Reaching to shadow, you fortify the area around you.

This powerful mystery allows a single small-scale defense, depending on the touched item. It can affect an area of up to a 20-foot radius circle, which can be centered anywhere on the target that is within 20 feet of where you touch it.

Portal: If a portal is touched, it instantly tries to close itself if it is not already closed (with an effective Strength of 20). When closed, it places an arcane lock on itself. This effect does not allow a saving throw or spell resistance.

Floor: The floor is covered with an invisible grease-like liquid, as the spell grease.

Ceiling: A section of ceiling continually drips acid, dealing 2d4 [acid] damage to all who are below it each round (Reflex half). This acid does not harm objects, and spell resistance protects against it.

Wall: The wall’s hardness increases by 2, Climb checks made to climb it have their DCs increased by 4, and the wall repairs 5 hit points/level, if damaged. This effect does not allow a saving throw or spell resistance.

Air: The air is filled with dark mist that impedes sight and movement as a solid fog spell.

Shadow Guardians
Master, Castle of Darkness
Level/School: shadow 8/Illusion (shadow)
Range: Close (25 ft + 5 ft/2 levels)
Effect: one illusory guardian/ 4 levels
Duration: 24 hours
Saving Throw: Will Negates
Spell Resistance: Yes

A few illusory guards appear as you indicate, ready to fend off intruders.

You create 1 quasi-real guardian per four levels, none of which can travel further than 100 feet from where they are first created. The shadow guardians are Medium sized, have vaguely humanoid outlines and are automatically recognized as quasi-real. Each shadow guardian has as many hit points as you do when in full health, a deflection bonus to Armor Class equal to your caster level (to a maximum of +20), and a speed of 30 feet. The guardians possess low-light vision, can see invisible creatures, and have a +10 modifier to both Spot and Listen checks. The guardians automatically fail any saving throws, but since they are quasi-real illusions, not creatures, they are immune to most effects that do not deal hit point damage. They always act on initiative count 0, and can make a single touch attack each round with an attack bonus equal to your caster level. They do not threaten a space and cannot contribute to a flanking situation.

Whenever a shadow guardian detects a corporeal creature sized Tiny size or larger other than you, it moves toward the intruder (up to the limit of its range) and attacks with its touch attack. If it hits, the guardian dissipates and the target must make a Will save or fall comatose for 1d6+1 hours. Other shadow guardians will ignore a comatose intruder. If more than one creature intrudes, the shadow guardians attempt to split up their attacks as evenly as possible.

When you cast this spell, you may designate any number of creatures within range as your allies; the shadow guardians will ignore these creatures.

Shadow Homunculus
Apprentice, Twilight Studies
Level/School: shadow 3/Illusion (shadow)
Range: Close (25 ft + 5 ft/2 levels)
Effect: One Small shadowy force that obeys your commands
Duration: 1 hour/level
Saving Throw: None or Fortitude negates (see text)
Spell Resistance: No

Shadows gather into a small area, creating a dim conglomeration of shadows. As the mystery is completed, the shadows move, revealing itself to be a small quadrapedal being.

Through this mystery, you create a quasi-real minion to perform your bidding. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but repeats the same activity over and over again if told to do so. It can only open normal doors, drawers, lids and the like. It has an effective Strength Score of 6 (so it can lift 60 pounds or drag 300 pounds). It can trigger traps and such, but it can exert only 40 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task other than a Hide check that requires a skill check DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 10 feet, although it may fly at 30 feet with good maneuverability.

The servant can make a single claw attack as a standard action, using your base attack bonus and its strength score. Its attack deals 1d4-2 damage and upon every successful hit, the target must make a Fortitude save vs. [poison] (against the mystery’s DC) or fall asleep for 1 minute.

While not quite invisible, the shadow homunculus has a +12 Hide modifier (which includes a +4 bonus for its Small size). In addition, it is completely silent and never needs to make Move Silently checks.

The servant has an AC and hit points of 10 + your caster level and possesses a 20% miss chance due to its imprecise form. If it is dispersed, you are blinded for 1 round, and you take 1d4 damage per 2 caster levels.

If your minion leaves the maximum range of this mystery, it simply ceases to exist and the mystery ends.

Shadow Hood
Fundamental
Level/School: shadow 0/Evocation

See ToM p.148

Shadow Investiture
Initiate, Body and Soul
Level/School: shadow 6/Transmutation

See ToM p.148

Shadow Layout
Apprentice, Winding Trail
Level/School: shadow 2/Divination
Range: 100 ft.
Area: 100 ft.-radius emanation, centered on you
Duration: 3 rounds
Saving Throw: None
Spell Resistance: None

You send a rushing flurry of shadows into your surroundings for information. Gradually, the shadows return with what you seek.

This mystery grants you knowledge about your surroundings, delivering information over 3 rounds.

Round 1: You learn the light level of each square within the area, revealing each square to hold bright light, shadowy illumination or darkness.

Round 2: You learn the number of creatures within shadowy illumination or darkness, and the general direction to each such creature.

Round 3: You pinpoint the square of each creature detected on round 2, provided the creature is still within shadowy illumination or darkness.

Shadow Plague
Master, Shadow Calling
Level/School: shadow 8/Conjuration (Creation) [Cold]

See ToM p.148

Shadow Sanctum
Master, Castle of Darkness
Level/School: shadow 7/Abjuration
Range: Medium (100 ft. + 10 ft/level)
Area: up to one 20-ft. cube/level (S)
Duration: up to 24 hours (see text)
Saving Throw: Will partial
Spell Resistance: Yes

You seal off a small area for your personal use, daring others to follow you within.

Shadow sanctum seals an area away from the planar travel of others into or within it, including [teleportation], plane planar travel, and [calling] or [summoning] effects. You can still use such effects to enter the area.

In addition, all activity within the warded area is concealed from sight and hearing from without, its borders appearing as an impenetrable black mist like congealed darkness. Furthermore, (divination) effects originating outside the area fail to pierce it.

Creatures are free to enter the shadow sanctum, but you are aware of each intrusion. The dark barrier prevents any creature but you from leaving, however, unless it makes a successful Will save. Spell resistance applies against this effect.

This mystery lasts only so long as you remain within the warded area, up to a maximum of 24 hours.

Shadow Sequestration
Master, One with Naught
Level/School: shadow 8/Abjuration
Range: Touch
Target: Creature Touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes

Touching your target, you feel his pulse, hear his gasp, and then see nothing at all.

This mystery allows you to temporarily banish 1 creature into a small pocket of shadow at the edge of existence. When it reappears, it returns to the same square (or is harmlessly moved to the nearest open square).

Shadow Skin
Apprentice, Shutters and Clouds
Level/School: shadow 2/Abjuration

See ToM p.148

Shadow Spikes
Apprentice, Dark Snare
Level/School: shadow 2/Illusion (shadow)
Range: Close (25 ft+5 ft/2 levels)
Area or Target: 1 5-foot square surface/level or 1 creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Tenebrous spikes sprout from wherever you desire, piercing your foes.

This mystery can make dangerous spikes sprout forth from almost any surface. If placed on the floor, any creature entering or starting its turn within the area must move at half speed or take 1d6 points of [piercing] damage +1d6 additional points/4 levels. Anyone falling onto these spikes (such as if they are placed at the bottom of a pit) also takes this damage. If placed on a wall, they lower the Climb DC of that wall to DC 15 and anyone bull-rushed into the wall takes damage as if falling into it.

If placed on a creature, they sprout forth from the creature, dealing 2d6 [piercing] damage. In addition, the creature takes a –2 penalty on all Dexterity-based checks. However, with each successful bull-rush or grapple check, the creature now deals an additional 2d6 [piercing] damage.

Shadow Storm
Initiate, Elemental Shadows
Level/School: shadow 6/Evocation [Cold, Electricity]

See ToM p.149

Shadow Surge
Master, Heart and Soul
Level/School: shadow 9/Enchantment (Compulsion) [Mind-Affecting]

See ToM p.149

Shadow Time
Master, Dark Metamorphosis
Level/School: shadow 9/Transmutation
Duration: 3 rounds (apparent time); see text for time stop

As described in Tome of Magic (p.149) except as described above.

Shadow Vigor
Fundamental
Level/School: shadow 0/transmutation
Range: Touch
Target: Willing creature touched
Duration: 1 minute
Saving Throw: No
Spell Resistance: No

You instill your target with shadow, increasing his hardiness in combat.

You grant your target 1 temporary hit point, with an additional temporary hit point for every two caster levels (maximum 11 temporary hit points).

Shadow Vision
Initiate, Veil of Shadows
Level/School: shadow 4/Transmutation

See ToM pp.149-150

Shadow Vivisection
Initiate, One with Shadow
Level/School: shadow 4/Necromancy
Range: Touch
Target: Creature or creatures touched
Duration: 1 round/3 levels
Saving Throw: Fortitude Partial
Spell Resistance: Yes

As you slip your hands through your opponents’ armor, you can vaguely feel the nerves and tendons throughout their body…at least, until you snip them.

Shadow vivisection allows you to remove much of your hand’s corporeality in order to sever nerves and tendons. A successful strike deals 1d6 Dexterity damage and leaves the target [stunned] for 1 round. On a successful save, the target takes half damage and is not [stunned]. You can attempt further attacks while this mystery lasts. Making a strike with shadow vivisection is a standard action.

Shadow Weaponry
Initiate, Dark Relic
Level/School: shadow 4/Transmutation
Range: Touch
Target: Weapon Touched
Duration: 1 hour/level (D)
Saving Throw: Will Negates (object)

As you grab hold of the weapon, you allow shadowstuff to flow freely into it. As it leaves your hand, you know it can penetrate most defenses.

One touched weapon bypasses damage reduction as if was a magic, cold iron weapon. In addition, the weapon gains a +1 enhancement bonus to attack and damage rolls. For every additional daily use of a 4th level or higher mystery you expend as you cast this mystery, the enhancement bonus to attack and damage rolls is increased by +1 (to a maximum of +5).

Shadow Weather
Master, Blackened Sky
Level/School: shadow 8/Illusion (shadow)

You reach into the skies and infuse your surroundings with shadow magic, changing the weather to fit your needs.

This mystery functions as the spell control weather (PH 212), except that you can only make the weather worse within the affected area; hurricane winds become tornados, rains become torrential downpours, cold conditions become frigid, hot conditions become scorching, etc..

Shadow Well
Initiate, One with Shadow
Level/School: shadow 5/Illusion (shadow)
Range: Medium (100 ft. + 10 ft./level)

The shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness.

This mystery functions as the spell shadow well (SC 186), except as described above.

Shadow’s Appeal
Apprentice, Umbral Charm
Level/School: shadow 3/Enchantment (Charm) [Mind-Affecting]
Range: Medium (100 ft.+10 ft./level)
Target: 1 humanoid creature
Duration: 1 minute
Saving Throw: Will negates
Spell Resistance: Yes

You flood your opponent’s perceptions with shadow, forcing yourself into the best possible light. You watch as he seems to notice you for the very first time.

This mystery may be cast as an immediate action, and may be cast even while you are flat-footed. Your target’s attitude towards you improves to indifferent, if it was worse than that, and you take no penalty when making rushed Diplomacy checks with this target. A hostile target gains a +2 bonus on his save, or +4 if already in combat. If this mystery is used in response to an attack (or other violent action) against you, your target loses that action.

At the end of this mystery’s duration, the target gains full knowledge that he was charmed, and his attitude toward you may change accordingly.

Shadow’s Path
Apprentice, Winding Trail
Level/School: shadow 1/Transmutation
Range: Personal and Close (25 ft. + 5 ft./2 levels)
Target: You and up to 1 willing individual/level
Duration: 1 hour/level or until discharged and then 1 round/level (D)
Saving Throw: None
Spell Resistance: None

As you take your first few steps, you see that your footprints seem to dimly glow. Not that anyone else can see them.

While under the effects of this mystery, your footsteps appear to leave no trace and you possess no scent. This imposes a -10 penalty on attempts to track you with the Survival skill and makes you undetectable to the scent ability. However, to you and all targets designated when you cast this mystery, your footprints appear to glow with the approximate light of a candle.
As a full-round action, you may teleport up to 5 feet/2 levels backwards along your trail, although this discharges the mystery. The glow is visible to effects such as see invisibility, true seeing, or truth revealed.

Shadow’s Release
Initiate, Dark Journey
Level/School: shadow 4/Abjuration
Range: Personal
Target: You
Duration: 1 hour/level

Your skin suddenly seems to sweat forth a dark, reflective liquid. As this happens, you slip free from whatever binds you.

This mystery functions like the spell freedom of movement, except that it does not offer any protection or aid when you are in areas of bright illumination.

Shadow’s Venom
Apprentice, Shadow Snare
Level/School: shadow 3/Conjuration (Creation)
Range: 0 ft (see text)
Effect: one dose of poison
Duration: 10 minutes

You capture some of the detrimental effects of shadow within a small vial of poison.

You generate one dose of poison, held in a glass vial, which appears directly in your hand (or by your feet if you have no free hand). You may create any sort of liquid poison with which you are familiar, with a maximum value of 100 gp/level.

You are at no risk of accidentally exposing yourself while applying this poison (although you are still subject to its effects if it is used against you). At the end of the duration, the poison and vial both disappear.

Shadowed Landscape
Master, Blackened Sky
Level/School: shadow 7/Evocation [Darkness]
Range: 1 mile
Area: 1 mile-radius circle, centered on you.
Duration: 1 hour

As you invoke this mystery, the ground upon which you step darkens, as if a huge cloud had passed in front of the sun. When you look up, however, the sky is clear.

This mystery darkens the surrounding area. Areas of bright illumination become areas of (nonmagical) shadowy illumination, and areas of shadowy illumination or total darkness become magically dark (obscuring even darkvision). [Light] spells of 6th level or less are suppressed within the area.

Shadowstep
Fundamental
Level/School: shadow 0/Transmutation
Range: Personal
Target: You
Duration: 1 round

You conjure a small patch of shadowstuff, helping you move through the battlefield unhindered.

During the round that this fundamental is cast, you may move over difficult terrain with no penalty.

Shadows Fade
Initiate, Tug Upon the Weave, Unbinding Shade
Level/School: shadow 4, void 4/Abjuration

See ToM p.150

Shadows Fade, Greater
Initiate, Tug Upon the Weave, Unbinding Shade
Level/School: shadow 6, void 6/Abjuration

See ToM p.150

Shadows Passing
Initiate, Dark Relic
Level/School: shadow 5/Conjuration (Teleportation)
Range: Close (25 ft. + 5 feet/2 levels)
Target: up to 1 Small object/level
Duration: 1 round/level
Saving Throw: Will Negates (object)

Reaching out into the shadows of objects, you sense how to move them about. Of course, it would be wasteful to leave this power unused.

Once per round as a swift action, you may teleport up to 1 unattended Small or smaller object/level anywhere within range. A Medium object counts as two Small objects, a Large objects counts as two Medium objects, and so forth. No object containing a living creature (whether a mouse trap with a mouse or a castle with a king) can be teleported in this fashion. Alternately, you may instead teleport a single attended object no larger than your normal size limit. An attended or magical item is granted a Will save to resist for that round. Different items may be teleported each round.

Shadowy Touch
Fundamental
Level/School: shadow 0/Necromancy
Range: touch
Target: creature touched
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

As a soft black aura conceals your hand, you feel the power of the void run through it.

You must succeed on a melee touch attack to deal 1d3 negative energy damage. Undead are healed by this ability instead of damaged by it.

jiriku
2014-06-02, 01:39 AM
Sharp Shadows
Apprentice, Cloak of Shadows
Level/School: shadow 3/Abjuration

See ToM p.150

Shattering Image
Apprentice, Hollow Facade
Level/School: shadow 1/Illusion (shadow)
Range: Long (400 ft. + 40 ft./level)
Effect: Visual and audio figment that cannot extend beyond 4 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration + 1 round
Saving Throw: Will disbelief (if interacted with); see text
Spell Resistance: Partial; see text

From nothing, you bend and twist both light and shadow, filling the void with your figment. Many will be foolish enough to believe it. Some won’t be so lucky.

This mystery creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, temperature, or sound. So long as you concentrate on the image, you may move it within the limits of the size of the effect. Otherwise, it remains static.
Anyone who successfully disbelieves this illusion takes 1d6 + 1/level (max +10) [piercing] damage as the shadow trap reveals its true deadly nature. Spell resistance applies against the damage but not against the figment itself.

Sickening Shadow
Initiate, Darkened Alleys
Level/School: shadow 5/Necromancy [Darkness]

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a

Sight Eclipsed
Apprentice, Cloak of Shadows
Level/School: shadow 2/Illusion (Glamer)

See ToM p.150

Sight Obscured
Fundamental
Level/School: shadow 0/Illusion (Glamer)

See ToM p.150

Skeleton Key
Fundamental
Level/School: shadow 0/Conjuration (Creation)
Range: Close (25 feet + 5 ft/2 levels)
Target: one lock
Duration: Up to 1 round/caster level; see text

Slowly, a large black key comes into existence within the desired lock. It changes its form with every passing moment, looking for the one that fits the lock.

This fundamental can unlock any nonmagical lock, given enough time. For every 1 point of the lock’s Open Lock DC, it takes 1 round for the skeleton key to unlock it. Furthermore, while the skeleton key is active, all Open Lock checks made against that lock automatically fail, as the key occupies too much space to work around. The key can be removed with a DC 20 Strength check (which ends the effect), and vanishes automatically when the lock is unlocked or when the effect ends.

Locks that do not have an Open Lock DC (such as one warded with the arcane lock spell) cannot be opened with this mystery.

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

See ToM p.150

Spiritual Presence
Initiate, There is no Self
Level/School: void 5/Conjuration (creation
Range: Medium (100 ft + 10 ft/level)
Target: one willing creature
Duration: Concentration + 1d4 rounds (up to 1 minute/level)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Focusing your chi, you pour your spiritual essence into your ally. His eyes glow with an unnatural radiance as you infuse him with spiritual power.

While you concentrate, the subject is bolstered by your chi. The subject gains 2 bonus hit dice (d10s), plus an additional bonus hit die for every three caster levels you have above 9th (3 hit dice at 12th level, 4 hit dice at 15th, etc.). The target gains the commensurate number of temporary hit points (apply Constitution modifier, if any), and gains a competence bonus on attack rolls equal to the number of hit dice gained, and a competence bonus on Fortitude saves, skill checks, martial initiator level, and caster level (if any) equal to half the number of hit dice gained.

Spun of Myth
Initiate, Twilight Lore
Level/School: shadow 6, void 6/Divination

Your head is filled with stories and tales; with legends and myths of the highest order. The ones you need fall neatly into place in the center of your mind.

This mystery functions like the legend lore spell.

Squelch Light
Fundamental
Level/School: shadow 0/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Area or Target: 1 5-foot square or one or more [light] spells
Duration: Instantaneous or 1 round

The lights are beginning to annoy you, so you decide it is time that they go away.

Squelch light allows you to make a dispel check (1d20+1 per caster level, maximum +15) against each [light] spell within range. The DC to dispel such effects is 11 + the caster level of the spell. If there are no [light] effects within range, this mystery fills a single 5-foot square within range with nonmagical darkness for 1 round.

Steel Shadows
Apprentice, Cloak of Shadows
Level/School: shadow 1/Abjuration

See ToM pp.150-151

Step into Shadow
Initiate, Ebon Roads
Level/School: shadow 4/Conjuration (Teleportation)

See ToM p.151

Stuff of Nightmares
Apprentice, Waking Nightmares
Level/School: shadow 2/Conjuration (Calling)
Range: Close (25 ft.+5 ft./2 levels)
Effect: 1 horrific shadow elemental
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: No

You open a rift to a very dark place as you brace your mind against the horror of what you have called into the world.

This spell calls a horrific shadow elemental. The creature appears where you designate and attacks your foes to the best of its ability, departing when the mystery’s duration expires. If you can communicate with it, you can direct it to perform as you wish. However, if you are killed or knocked unconscious before the duration expires, the elemental becomes uncontrolled and can act as it pleases, and will not depart at the end of the mystery’s duration. Horrific shadow elementals hate light and living creatures and will generally attempt to destroy both if given the opportunity.

The exact creature you can call depends on your caster level. You can call a lesser creature if you wish.


Caster LevelCreature summoned
1st - 5thSmall horrific shadow elemental
6th - 10thMedium horrific shadow elemental
11th – 15thLarge horrific shadow elemental
16th – 20thHuge horrific shadow elemental


Sudden Pit
Apprentice, Dark Snare
Level/School: shadow 1/Illusion (shadow)
Range: Close (25 ft + 5 ft/2 levels)
Area: 1 5-foot square
Duration: 1 hour/level
Saving Throw: Reflex Negates
Spell Resistance: No

As your opponent moves just as you expected, he watches in horror as the floor drops from under his feet.

The square you designate becomes a pit trap opening into an extradimensional pit 10 feet deep, plus an additional 10 feet per four caster levels. The walls of the pit are formed of impenetrable shadowstuff that is immune to harm. The pit can be detected with the Search skill, disabled with Disable Device, or escaped with a Climb check. The DC for all such checks is 10 + your caster level.

Summon Ooze
Apprentice, Ebon Alluvium
Level/School: shadow 3/Conjuration (summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned ooze
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A revolting, tenebrous ooze erupts from the point that you designate, bubbling like a cauldron of boiling tar.

You summon an ooze to your aid. It appears where you designate and acts immediately, attacking your opponents to the best of its ability. Although you can’t communicate with the creature, you can direct it not to attack, to attack particular targets, or to move where you desire it through sheer force of will (other orders are too complicated to communicate).

Your caster level limits what types of ooze you are capable of summoning, as listed on the table below. You may summon a lower-level ooze if you wish; advance the ooze by +1 Challenge Rating / 2 caster levels by which you exceed the ooze’s minimum required caster level (for example, a 13th level shadowcaster can advance a summoned nightmarish gray ooze by +3 CR). You must have the statistics for the ooze present at the game table before you can begin casting this mystery. If you do not have statistics for a particular ooze available when you cast this spell, then you cannot summon that sort of ooze.

If the ooze possesses the Split ability, new oozes created through splitting are not under your control, but will not attack you. A new ooze created through the Split ability disappears at the same time as the original when the mystery’s duration ends.


Caster LevelOoze
5th – 6thNightmarish gelatinous cube (MM)
7th – 8thNightmarish gray ooze (MM)
9th – 10thNightmarish reason stealer (MM2)
11th – 12thNightmarish shadow jelly (PlH)
13th – 14thNightmarish black pudding (MM)
15th – 16thNightmarish void ooze (PlH)
17th +Nightmarish corrupture (MM4)

Summon Umbral Servant
Master, Shadow Calling
Level/School: shadow 7/Conjuration (Summoning)

See ToM p.151

Sustained Stride
Fundamental
Level/School: shadow 0/Necromancy
Range: Touch
Target: Willing creature touched
Duration: 24 hours or until expended
Saving Throw: No
Spell Resistance: No

You send a bit of shadow around your target's legs, allowing it to keep them moving.

The target of this mystery automatically succeeds on all Constitution checks to continue a forced march, but not those made to continue running. Whenever the target fails a Constitution check to continue running, it may end this mystery prematurely as an immediate action to treat the failure as a success.

Symbol of Whelming
Master, Ancient Ward
Level/School: shadow 7/Enchantment

As the symbol is placed upon the wall, it dimly glows with hidden power.

This spell functions like symbol of death, except that all creatures within the radius of the symbol of whelming instead take nonlethal damage equal to their current hit points.
Unlike symbol of death, the symbol of whelming has no hit point limit; once triggered, it simply remains active for 10 minutes per caster level. Creatures immune to nonlethal damage do not trigger the symbol of whelming[i].

Note: Magic traps such as symbol of whelming are hard to detect and disable. A character with trapfinding can use the Search skill to find a symbol of whelming and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of whelming.

There/Not There
Initiate, Font of Emptiness
Level/School: void 4/Abjuration
Range: Personal
Target: You
Duration: 12 hours

Embracing the void, you render yourself elusive to divination magics.

You become immune to [divination] effects that are 3rd level or lower or are produced with a caster level less than 7. To detect you with other divinations, the caster must succeed on a caster level check against a DC of 15 + caster level.

If the [divination] effect grants a sense or scans an area, the effect works but doesn’t detect you. If it targets you specifically, it simply fails. There/Not There also wards your gear and any spells that are operating on your person.

Thought of Oblivion
Master, One with Naught, There is No World
Level/School: shadow 7, void 7/Transmutation
Range: Close (25ft+5ft./2levels)
Target: 1 object
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a quick thought and momentary expenditure of energy, you force something into nothing.

This mystery allows you to completely destroy 1 object or construct that weighs up to 50 lbs./level. An unattended nonmagical item automatically fails its saving throw. On a successful save, a magic or attended item or a construct is reduced to half its current hit point total. An item or construct destroyed with this mystery leaves no trace behind save for its shadow, which remains for 24 hours and is easily observable. Artifacts cannot be harmed by a thought of oblivion.

Thoughts of Shadow
Apprentice, Umbral Mind
Level/School: shadow 2/Transmutation

See ToM p.151

Tomb of Night
Master, Ebon Walls
Level/School: shadow 8/Conjuration (Creation)

See ToM p.151

Tome of Night
Apprentice, Twilight Studies
Level/School: shadow 2/Divination/Illusion (shadow)
Range: 0 ft.
Effect: One magical book
Duration: 10 minutes/level or until discharged
Saving Throw: None
Spell Resistance: No

As the shadows congregate before you, a single page slowly sews itself from fibers of shadow, followed by another and another. In seconds, you possess a sizeable volume with a dark black binding. The book floats gently into your hand.

You create a magical book. If you have at least one hand free, the tome appears in that hand. If you have no hands free, it falls by your feet. Once during the book’s existence, you may page through the book and discharge this mystery to either imitate the effects of any fundamental of shadow (cast at your caster level) or to gain a +5 competence bonus on a single Knowledge check. Once used, the book disappears into the shadows once more.

Tools of the Trade
Fundamental
Level/School: shadow 0/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 nonmagical item weighing 5 pounds or less.
Duration: 1 hour

Reaching into the shadows, you pull out a small item.

This mystery creates a temporary nonmasterwork, nonmagical item that has no moving parts, costs no more than 1 gp and weighs no more than 5 lbs. If you copy a specific item, your shadow tool has the form but not the function of the original (thus, a key created with this effect will not open any locks).

Torment Nature
Initiate, Midnight Savagery
Level/School: shadow 4/Enchantment [Fear, Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 1 animal/level, no two of which can be more than 30 feet apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Most natural being can only pray to understand the nature of shadows. As you fill such targets with shadow magic, they become angry and confused.

Up to one animal/level is either [dazed], [confused], [frightened], or has its attitude towards all other creatures changed to hostile. All animals must be affected in the same way. Affected animals may attempt new Will saves at the end of each of their turns to recover.
Starting at caster level 13th, you may affect magical beasts with this mystery as if they were animals. Starting at caster level 17th, you may affect fey creatures with this mystery as if they were animals or magical beasts.

Touch the Void Dragon
Master, Embrace of No-Mind
Level/School: void 7/Transmutation
Range: Personal
Target: You
Duration: 10 minutes/level

You bring yourself into alignment with the elements about you.

You gain a +4 enhancement bonus to one ability score depending on which element is dominant in the surrounding area. Mountains or underground areas increase Constitution, The seashore or underwater areas increase Strength, the plains or aerial environments increase either Wisdom or Charisma, and the desert or volcanic areas increase either Dexterity or Intelligence. If the environment around you changes substantially (for example, if you teleport to a new locale), then the bonus granted changes at the beginning of your next turn. If the environment grants you a choice of two ability scores to enhance, you choose which score to enhance upon entering the environment.

The enhancement bonus increases by +2 for each three caster levels above 15th (+6 at 18th level, +8 at 21st level, etc.).

Special: If you have the [dragonblood] subtype, you cast this mystery at +1 caster level.

Trail of Haze
Apprentice, Night's Long Fingers
Level/School: shadow 2/Illusion (Phantasm)

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a

Transcend Mortality
Master, One with Naught
Level/School: shadow 9/Abjuration
Range: Personal
Target: You
Duration: 1d6+4 rounds

You allow shadow to flood you, achieving your full potential for a few moments of time.

You can invoke this mystery as an immediate action. For the duration of the mystery, you are all but indestructible. You gain the following benefits:

Damage reduction 30/epic.

Spell resistance equal to 21 + your caster level.

Acid, cold, electricity, fire, and sonic resistance 50.

Immunity to ability damage, disease, energy drain, [poison], and [death] effects.

+10 enhancement bonus on all saving throws.

Although this spell makes you effectively unkillable for the duration, that comes at a horrific price. You gain these benefits by channeling shadow into yourself, allowing it to consume your essence totally. When the spell ends, you are instantly slain and your body vanishes, leaving no trace behind save for its shadow, which remains for 24 hours and is easily observable. This effect allows no save and can't be prevented by any means, though you can be resurrected normally afterward by any effect which does not require a corpse.

Treacherous Hoard
Master, Dark Dreams
Level/School: shadow 7/Transmutation [Curse]
Range: Medium (100ft.+10ft./level)
Target: Up to 1 creature/2 levels
Duration: 1 round/level or Permanent (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

Weaving shadow magic through coin after coin, you greatly increase your enemies’ burdens.

Upon casting this mystery, the weight of all carried (but not worn or wielded) gear on the targets is increased to 10 times normal. Any creature rendered immobile by the weight of its gear becomes petrified, transformed into a statue of semiprecious stones (worth as much as the combined gp value of all of its gear).

Trick of the Light
Fundamental
Level/School: shadow 0/Illusion (Shadow)
Range: 10 feet.
Effect/Target: See Text
Duration: 1 minute
Saving Throw: Will disbelief (if interacted with)

Summoning shadow, you manipulate your surroundings to your liking.

This is the most basic of mysteries, used to cloak surroundings, create an air of mystery, or intimidate foes. Any effect within the limitations of either prestidigitation, silent image, or [i]ghost sound[i/] can be accomplished through this fundamental (chosen at the time of casting).

Truth Beyond Truth
Master, Ebon Truth, There Is No Truth
Level/School: shadow 8, void 8/Divination
Range: 30 feet
Target: See text
Duration: 1 round/level
Saving Throw:None
Spell Resistance: No

[i]You deny the reality around you, replacing it with a shadowy reflection of what could have been.

Once per round, when you or an ally or enemy within 30 feet rolls an attack roll, saving throw, or skill check, you may force it to be rerolled. The target must take the results of the reroll, even if it is worse than the original.

Every time that you make another creature reroll using this mystery, you gain a +1 deflection bonus to your AC. At the end of this mystery, however, you gain a number of negative levels equal to the size of this deflection bonus. These negative levels never result in actual level loss and go away after 24 hours. However, if the number of negative levels gained is sufficient to kill you, you disappear without a trace, leaving not even so much as dust behind. You cannot be resurrected, even by a true resurrection spell, although there is a 50% chance that an effect such as desires manifest, miracle, reality revision, or wish can restore your corpse for later resurrection.

Truth Revealed
Master, Eyes of the Night Sky, Gaze Upon Emptiness
Level/School: shadow 7, void 7/Divination

See ToM p.151

Tugging Shadows
Apprentice, Shadow Puppetry
Level/School: shadow 2/Transmutation
Range: Medium (100 ft + 10 ft./level)
Target: 1 creature
Duration: 1 round/level
Saving Throw:Reflex negates
Spell Resistance: Yes

Shadows whirl around your target’s feet, locking them soundly in place unless you wish otherwise.

Your target is for the mystery’s duration. However, once per round as a standard action, you may slide the target 30 feet along the ground in any direction that you wish. If this effect is used to drag the target into an obviously harmful area, such as off a cliff, into a pool of lava, or underwater, the target is entitled to a new saving throw with a +4 bonus. Each round on its turn, your victim can attempt a new Reflex save to escape as a full-round action, ending the mystery’s effect.

Turbulent Dreams
Apprentice, Waking Nightmares
Level/School: shadow 1/Enchantment (Compulsion) [Mind-Affecting, Sleep]
Range: Close (25 ft.+5 ft./2 levels)
Target: 1 living creature
Duration: 1 hour (see text)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

[i]Your foe collapses, plunged into a fitful, nightmare-filled sleep.

Your foe falls asleep. If woken prematurely, he must save again or take 1d4 Wisdom damage as nightmares invade his waking mind.

Twilight Gap
Master, Endless Void
Level/School: shadow 8/Conjuration (Teleportation)
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

Traveling along a road of shadows, you quickly reach your destination.

The emptiness of darkness connects all planes and all locations in a web of nothingness. By means of this mystery, you travel to any location you have seen (including places you have seen a likeness of, so long as the likeness is accurate). You may carry inanimate objects with you on this journey, up to your normal maximum load.

This trip is not for the faint of heart, however. Upon reaching your destination, you must make a Fortitude save. If the destination is feet away, you become dazed for one round on a failed save. If the destination is miles away, you fall unconscious on a failed save. If the destination is on another plane, you die on a failed save. However, you need not save if your destination lies within the realm of shadow (although the continually changing landscape makes use of this mystery difficult).

Twilight Paranoia
Initiate, Twilight Conspiracy
Level/School: shadow 4/Enchantment (Compulsion) [Mind-Affecting]
Range: Long (400 ft. + 40 ft./level)
Area: 40-foot radius emanation
Duration: 10 minutes/level
Saving Throw:None
Spell Resistance: Yes

As the energies of shadow play among your hands, so too do they play among the minds of your enemies, creating perceptions of unseen foes, perhaps in each other.

All creatures in the area of this mystery have their senses sharpened, gaining a bonus to Spot and Listen checks equal to 1/2 of your caster level.

However, this benefit has its price, as creatures in the area see potential for ambush, spies, and betrayal at each turn. All affected creatures are considered flanked, and take a –4 penalty on saving throws against [fear] affects. No creature in the area can willingly use the Aid Another action or administer advantageous magic to another.

Twisted Summons
[b]Initiate, Twisted Mockery
Level/School: shadow 6/Illusion (Shadow)
Range: Close (25ft.+5ft./2 levels)
Effect: one shadowy, warping creature
Duration: 1 round/level (D)

Reaching into the inky darkness of shadows, you conjure forth a near duplicate of another creature.

You summon any living, corporeal creature with no more than 1 HD/level and with a Challenge Rating no higher than the highest-level mystery you are capable of preparing. That creature gains the dark template and all attacks made against it have a 20% miss chance. However, the summoned creature does not have any of the spellcasting, spell-like or supernatural abilities that the original had.

As a full-round action, you can change the form of the summoned creature into another. You may choose any living, corporeal creature, but its Hit Dice and Challenge rating must be lower than that of the previous form. It heals damage as if it had rested for a day, but does not otherwise recover from any negative conditions afflicting it.

jiriku
2014-06-02, 01:41 AM
Ubiquitous Shadow
Initiate, Twilight Conspiracy
Level/School: shadow 5/Divination
Range: 1,000 feet
Target: You + 1 willing creature/level
Duration: 1 hour/level
Saving Throw:None or Fortitude Partial; see text
Spell Resistance: No

Shadows connect all things. That has always been true. Now, you use that principle to connect you to your allies in both body and mind.

You form a telepathic bond with up to 1 willing creature/level. All creatures in this bond can communicate with you or each other telepathically. Furthermore, as a full-round action, anyone in the telepathic bond can gain sensory input from another participant for 1 round.
Unfortunately, the bond also links the participants in a more bodily sense. Whenever a creature in the bond takes damage, all other participants take an equal amount of nonlethal damage, or half that much if they succeed on a Fortitude Save. Any participants receiving sensory input from a creature while they are damaged instead takes an equal amount of lethal damage and is not entitled to a Fortitude save.

Umbral Authority
Apprentice, Umbral Charm
Level/School: shadow 2/Enchantment [Fear, Mind-Affecting]
Range: Close (25 ft.+ 5 ft./2 levels)
Targets: Personal
Duration: 1 round and 1 minute/level or until discharged.
Saving Throw: No and Will partial
Spell Resistance: No and Yes

Shadow wrap about your face and your form, making your visage more impressive and frightening.

You gain a gaze attack for one round which causes affected creatures with Hit Dice no greater than half your caster level become [frightened] for 1d4 rounds unless they succeed on a Will save. In addition, you can discharge this mystery to gain a +10 competence bonus on a Diplomacy or Intimidate check.

Umbral Body
Master, Dark Metamorphosis
Level/School: shadow 8/Transmutation

See ToM p.152

Umbral Citadel
Master, Castle of Darkness
Level/School: shadow 9/Conjuration (Creation)
Range: Long (400 ft + 40 ft/level)
Effect: one castle up to 10 ft/level on each side and up to 5 ft/level tall.
Duration: 24 hours

A castle of black rock rises up before you, just as you envisioned it.

This mystery creates a stronghold from raw shadowstuff to meet your needs. The stronghold can measure up to 10 feet/level on a side, and up to 5 feet/level high. For every twenty feet of height beyond the first twenty feet, you may add an additional floor beyond the first to the stronghold. In addition, if your stronghold has more than one level you may put in a number of staircases, ramps, or similar structures ranging between the floors up to your level. You may split off the contents into any number of rooms and control the positioning of doorways. All rooms must possess at least 5 feet to a side, however. All walls are 2 feet thick and appear to be made of black stone, but are as difficult to damage as adamantine. All doors appear to be made of iron, but are as difficult to damage as walls of force. You may freely designate the mundane furnishings within your umbral citadel, but these furnishings are only quasi-real and vanish if removed from it.

You may also choose from one of four additional effects:

Trapped: When casting this mystery, you may select a number of traps, both mechanical and magical, from the Dungeon Master’s Guide or Dungeonscape whose total Challenge Rating does not exceed twice your caster level. These traps may be placed throughout the stronghold as you desire.

Minions: When casting this mystery, you may create a number of nightmarish creatures whose total CR does not exceed your caster level – 5. These creatures obey your orders if you can communicate with them and do not attack you if you cannot communicate. They may not leave your stronghold and do not have any of the spell-like or supernatural abilities that normal creatures of their type would possess.

Flying: 10 minutes after the castle’s creation, it floats up into the sky at a rate of 5 feet/round until it reaches a height of 100 feet. From that point on, you can direct it to fly as a swift action. The castle effectively possesses a fly speed of 40 feet with average maneuverability, but it must remain at least 100 feet above the ground at all times (giving it a flight order that would go against this results in that order being ignored). When the spell is dispelled or its duration ends, all creatures within drift gently to earth, as with the spell feather fall.

Extraplanar: The umbral citadel exists within a pocket dimension of the plane of Shadow that extends 10 feet/level beyond the citadel’s boundaries, and has a single entrance on the plane from which the spell was cast. Conditions within the pocket dimension mimic the plane of Shadow, although you determine the environment, reflecting almost anything you can visualize. You control factors such as atmosphere, water, and the general shape of the terrain, but everything you create is formed from shadowstuff and is only quasi-real. When you enter the citadel and its associated pocket dimension, you may choose for the entrance is shut and made invisible behind you when you enter. You may open it again from your own side at will. The pocket dimension and its contents are invisible to creatures in on the plane from which the spell was cast, although it may be glimpsed briefly as a reflection on water, flickering shadows cast by unseen walls, or momentary phantasmal images of a dark faerie landscape.

Multiple castings of this mystery can be used to make larger strongholds. You cannot create an umbral citadel within a space that is too small to enclose it or is unable to bear its weight. You cannot form the citadel around yourself. You must enter and make your way through just like everyone else.

Special: In order to avoid slowing down gameplay, you cannot cast this spell during combat unless you have prepared a map of the umbral citadel and written statistics for any traps or minions beforehand.

Umbral Explosion
Master, Penumbral Master
Level/School: shadow 7, void 7/Universal
Range: Personal
Target: You
Duration: instantaneous

You build up the power of shadow within you before allowing it to erupt.

Upon casting this mystery, you simultaneously cast a number of mysteries whose total level is less than or equal to six, in any combination. Daily uses are consumed as normal.

Umbral Fist
Apprentice, Night's Long Fingers
Level/School: shadow 3/Transmutation

See Cityscape web enhancement http://www.wizards.com/default.asp?x=dnd/we/20070307a

Umbral Hand
Fundamental
Level/School: shadow 0/Transmutation
Range: Close (25 ft. + 5 ft./2 levels)

See ToM p.152

[b]Umbral Immunity
Initiate, Shadow’s Shield
Level/School: shadow 6/Abjuration
Range: Personal
Target: You
Duration: 1 round/2 levels

You quickly connect yourself to the shadows around you, affording you some defense.

This mystery may be cast as an immediate action. For its duration, you gain a deflection bonus to your AC and immunity to [fear] effects. As you advance in level, the deflection bonus improves, and you can choose to gain different sets of immunities (choose only one set per casting).


Caster LevelAC BonusImmunities
Up to 11th+1[Fear] effects
12th – 13th+2[Fatigue] and [exhaustion] conditions
14th – 15th+3[Sickened] and [nauseated] conditions
16th – 17th+4Ability damage and ability drain
18th and up+5[Death] effects and precision damage


Umbral Sludge
Apprentice, Ebon Alluvium
Level/School: shadow 1/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square
Duration: 1 round/level
Saving Throw:see text
Spell Resistance: No

A stain of black spreads along the ground as if from a thousand unseen pores. Although it possesses none, the liquid gives the vague impression of life.

This mystery functions as the area function of grease. Any creature who falls [prone] within the area, however, becomes [nauseated] for 1 round, or [sickened] with a successful Fortitude save.

In addition, once per round as a move action, you may command the sludge to move up to 10 feet. The sludge can climb up and down vertical surfaces, such as stairs or walls, and can even hang on ceilings (although it cannot be commanded to fall from the ceiling to the floor).

Anyone clinging to a surface covered in umbral sludge must make a Reflex save to avoid falling and a Fortitude save to resist being [nauseated] (or [sickened]) each round.

Umbral Touch
Apprentice, Touch of Twilight
Level/School: shadow 3/Transmutation

See ToM p.152

Unbidden Strike
Fundamental
Level/School: shadow 0/Transmutation
Range: Touch
Target: Touched weapon
Duration: 1 hour/level or until expended
Saving Throw: Will negates (object)

You grant a weapon the ability to strike on its own. If anyone gets too close, that is.

Whenever another creature approaches within range of an unattended and unsheathed weapon affected by this mystery, it makes an immediate melee attack against that individual, with an attack roll bonus equal to your Charisma modifier and the weapon’s enhancement bonus (if any). A weapon’s range is equal to its normal reach when wielded by an appropriately sized creature, if a melee weapon, or its normal range, if it is a ranged weapon. A ranged weapon must be provided with some piece of ammunition in order for it to function properly. Once a weapon has made an attack in this way, the mystery’s effect ends.

The weapon has the same sensory capabilities you normally do, but lacks any special capabilities such as darkvision or blindsense. It cannot make Spot or Listen checks with a DC higher than 10 and has no special ability to detect invisible creatures.

Unbound Essence
Initiate, Turn Fate’s Wheel
Level/School: void 6/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Target: One living creature
Duration: 1 hour
Saving Throw: Will negates
Spell Resistance: Yes

Twisting the void within your target, you throw the creature’s elements into total disarray.

The target creature’s ability scores are re-ordered at random, and the creature is [sickened] as the harmony of elements within it is disrupted.

Unearth Secrets
Initiate, Secrets in the Void, Midnight Secrets
Level/School: shadow 6, void 5/Divination
Range: Personal
Target: You
Duration: one minute or one hour
Saving Throw: Will negates (object) or none
Spell Resistance: No

Every fact about a person, place, or thing is hidden within its shadows. By siphoning lore from the realm of shadows, you gain the information you desire.

As you cast this mystery, ask one yes or no question about a person, place, or thing with which you are familiar. If the person, place, or thing is at hand, the answer is delivered to you at the end of 1 minute. If it is not at hand, the answer is delivered to you at the end of one hour. If a person or object is targeted, it is entitled to a Will Save. On a successful save, you receive a misleading answer. This mystery can reveal the truth about what was or what is, but it does not have the ability to predict the future – the shadows of future events have not yet been cast.

Unfettered Soul
Initiate, Font of Emptiness
Level/School: void 5/Transmutation
Range: Personal
Target: You
Duration: one round/level or until discharged

You tap deep into your own arcane power to enhance the innate void within you.

Each round this mystery is in effect, you gain a free temporary void point. If you don’t spend this point by the beginning of your next turn, you lose it (though you gain another free point in the next round while the spell is in effect). In addition, you can discharge this mystery to use void points more than once in the current round (though you may only spend one void point to modify the result of any one die roll or action, as normal).

You must have at least one void point to cast unfettered soul. Once the mystery ends, whether the duration expires or it is dispelled, you become fatigued.

Special:You can cast this mystery as an immediate action. Humans cast this spell at +1 caster level. You cannot spend a void point to gain additional castings of this spell.

Unravel Dweomer
Initiate, Tug Upon the Weave, Unbinding Shade
Level/School: shadow 4, void 5/Abjuration

See ToM p.152

Unshakable Quest
Master, Eternal Servitude
Level/School: shadow 7/Enchantment (Compulsion)[Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: One day/level or until discharged (D)
Saving Throw: Will Negates
Spell Resistance: Yes

You bind a shadow into your victim, subverting his will and compelling him to do as you require.

An unshakable quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. While an unshakeable quest cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The creature must follow the given instructions until the unshakable quest is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions (such as “Wait here” or “Defend this area against attack”), the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions: for example, if you order the recipient to protect you from all harm, it might place you in a nice, safe dungeon for the duration of the spell.

The victim cannot voluntarily abandon the quest unless it gains the benefit of an effect that suppresses [compulsion] effects (such as a protection from evil spell), but others can forcibly prevent the subject from pursuing its quest. For each 24 hour period in which the subject does not pursue the unshakable quest, it takes 1 point of Strength drain as the shadow within punishes it for failing to follow the quest. When the subject’s Strength is reduced to 0 by this mystery, it dies and becomes an undead shadow (MM 221) 1d4 rounds later. This shadow is uncontrolled and filled with hatred for those who prevented it from completing the unshakable quest.

An unshakable quest can be ended by limited wish, miracle, or wish, or by exorcising the shadow within the victim. Break enchantment, dispel magic, and remove curse do not affect it.

Unveil
Initiate, Veil of Shadows
Level/School: shadow 6/Divination

See ToM p.152

Visage of Falsehood
Apprentice, Hollow Facade
Level/School: shadow 2/Illusion (Glamer) [Fear, Mind-Affecting]
Range: Personal and Close (25 ft + 5 ft/2 levels)
Target: You and all living creatures within range
Duration: 10 minutes/level or until discharged
Saving Throw: Will partial; see text
Spell Resistance: Partial; see text

Your features shift slightly, making you seem genial and trustworthy. Others are more at ease with you, so long as they are willing to believe what you say.

You gain a +5 competence bonus on Bluff checks. The bonus increases to +10 at caster level 9th, and to +15 at caster level 17th.

In addition, the first time a creature succeeds on a Sense Motive check to see through your lies, the mystery is discharged and all living creatures within range must make a Will save or become [shaken] for 1d4+1 rounds.

Visage of the Void
Master, Unravel the Weave
Level/School: Void 9/Abjuration
Range: Personal
Target: You
Duration: 12 hours

You wrap yourself in the void, embracing spiritual emptiness.

You gain absolute immunity to all hostile spells, spell-like abilities and supernatural effects of the divination school that are of less than 10th level (or that originate from creatures with 20 or fewer hit dice, in the case of effects that do not have a caster level). Effects that would grant a bonus against you or reveal information about you simply fail to functions. Effects that scan an area or augment the caster’s senses function, but fail to detect you or fail to provide any additional information about you. Effectively, you do not exist as far as such magics can discern.

Voice of Shadow
Apprentice, Ebon Whispers
Level/School: shadow 1/Enchantment (Compulsion) / Necromancy [Language-dependent, Mind-Affecting] or Necromancy; see text

See ToM pp.152-153

Voices From Nowhere
Apprentice, Voice from Beyond
Level/School: shadow 1/Illusion (Figment)
Range: Close (25 ft.+5 ft./ 2 levels)
Effect: Up to one phantom voice/level.
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

You reach out around you, forcing sound from shadow. Focusing harder, you force the sound into your own voice.

This mystery functions as the ventriloquism spell, except that your voice seems to come from up to 1 place/level. Not all locations need say the same thing.

Void Release
Initiate, There is no Self
Level/School: void 6/Necromancy
Range: Touch
Target: One willing creature
Duration: one minute
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)

With a touch, you rearrange the balance of elements within the target, turning weakness into strength.

The target can use his highest ability score in place of any one lower modifier (target’s choice). For example, a frail but brilliant wizard could use his high Intelligence score in place of his low Strength score, gaining improvements to melee attack and damage rolls, carrying capacity, Strength checks, and Strength-based skill checks.

[b]Void Strike
Apprentice, Touch of the Void
Level/School: void 3/Necromancy
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a touch, you throw the elements into disarray within the subject, weakening his spirit.

Make a melee touch attack against an opponent within range. If you hit, the target receives 1d4 negative levels, which last 1 hour per caster level (maximum 15 hours). You gain 5 temporary hit points for each negative level bestowed. The temporary hit points last for one hour. This mystery has no effect against undead.

Void Suppression
Initiate, Turn Fate’s Wheel
Level/School: void 5/Necromancy
Range: Touch
Target: One creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance: Yes

With a touch, you choke off the flow of void within the target, crippling it.

With a successful melee touch attack, you force the target to use his lowest ability score in place of any one higher score (caster’s choice) for 5 rounds. For example, a void disciple could force an ogre to use his low Intelligence modifier in place of his high Strength modifier, severely weakening the brute’s physical blows. This mystery has no effect against undead.

Void’s Caress
Apprentice, There is No Mind
Level/School: void 1/Transmutation
Range: Personal
Target: You
Duration: 1 minute

Manipulating the void within you, you restore order to the elements of your being.

When you cast this mystery, select any one negative condition currently affecting you, such as or [sickened]. This condition is suppressed. If the condition’s duration elapses while you are under the influence of void’s caress, you are no longer under the condition after the mystery ends.

[b]Volcanic Ruin
Master, Dark Wasting
Level/School: shadow 8/Conjuration (Creation)
Range: Long (400 ft. + 40 ft./level)
Effect: One or more lava jets or steam vents
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No

The ground below you trembles slightly with the stress that you build below it, allowing it to release volcanic destruction into the world.

Once per round, you may create a lava pool or steam vent anywhere within range as a standard action.

[list] A lava pool fills a 5-foot radius depression to a depth of five feet, or spreads out to thinly cover a 10-foot radius spread. Creatures within the lava sustain 2d6 [fire] damage per round while within it, or 20d6 [fire] damage per round for each round of total or near-total immersion. Creatures partially or totally covered with lava take half damage each round for 1d3 rounds after leaving the area.

A steam vent produces a 30-foot radius cloud of steam mixed with smoke, ash and dust. The steam grants concealment to those within it, but also deals 1d6 [fire] damage per round and suffocates creatures within it if they do not hold their breaths (see DMG 304 for details regarding suffocation).

Voyage into Shadow
Initiate, Ebon Roads
Level/School: shadow 6/Illusion (Shadow)

See ToM p.153

Walking Dead
Initiate, Twisted Mockery
Level/School: shadow 5/Necromancy
Range: Close (25ft.+5ft./2 levels)
Target: 1 corpse
Duration: 1 day/level (D)

Wrapping tendrils of darkness around a corpse, you lift it in the air like a marionette.

You animate a corpse as a skeleton or zombie under your control. When the mystery expires, or when you cast walking dead a second time while the first casting is still active, the corpse collapses and rapidly decays into a state of advanced deliquescence from which it can no longer be raised or animated from the dead.

Wall of Darkness
Initiate, Darkened Wards
Level/School: shadow 5/Evocation [Force]
Range: Close (25 ft.+5 ft./2 levels)
Effect: a 10-ft. square wall.
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A wall of condensed shadow springs up where you desire, protecting you from the most dire of fates.

This spell functions as wall of force, except as described herein. The wall is black as midnight and completely opaque. You can move through it without difficulty, although you cannot see through it or target effects through it that require line of sight or line of effect.

Ward of Reflection
Master, Ancient Ward
Level/School: shadow 9/Illusion (Shadow)
Range: Close (25 ft+5 ft/2 levels)
Area and Effect: 2 5-foot squares and one duplicate creature
Duration: 24 hours or until discharged
Saving Throw: None
Spell Resistance: Yes

As your enemy steps forth to oppose you, he suddenly finds a new contender in the fray: himself.

When a creature steps into one of the selected squares, a copy of the creature is made in the other selected square. The duplicate is identical to the original creature but has half its capabilities, as if it had a number of negative levels equal to half the victim’s total levels and hit dice (it suffers these penalties even if the creature that triggers the ward is immune to negative levels). The shadow duplicate possesses a functional copy of all of the original’s equipment, but cannot use charged or single-use items. The duplicate is made of extremely resilient shadowstuff, however, gaining regeneration 5 (fire). Its resemblance to the original is uncanny, and discerning which is the imposter requires a DC 30 Sense Motive or Spot check. Creatures whose total hit dice and levels exceed twice your caster level will not trigger the ward of reflection.

The duplicate immediately tries to destroy the original to the exclusion of all other activities, although it may protect itself from others who attack it. As a quasi-real creature, it is immune to [mind-affecting] spells and effects, and cannot be charmed, commanded, compelled, dominated, or otherwise forced to act against its will. You do not have any special control over the duplicate, nor even any special ability to communicate with it. The ward of reflection is discharged five minutes after it is triggered, and can duplicate only the first creature to trigger it.

Warp Body
Initiate, Twisted Mockery
Level/School: shadow 4/Transmutation
Range: Touch
Target: Living Creature Touched
Duration: 10 minutes/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You touch your target, and her flesh swells and distorts gruesomely, as if hands were pressing against her skin from within.

The touched target has its speed halved but gains a 50% chance of resisting any extra damage dealt by a critical hit or sneak attack. In addition, the touched target takes 1d6 charisma damage, but gain a +10 circumstance bonus on Intimidate checks or Disguise Checks (chosen by the shadowcaster at the time of casting). These bonuses do not stack with other circumstance bonuses gained from altering a creature’s appearance (such as disguise self).

Warp Spell
Initiate, Black Magic
Level/School: shadow 4/Abjuration
Range: Close (25 ft. +5 ft./2 levels)
Target: A spell or mystery cast by someone else
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: No

You reach out with shadowy energies, banishing your foe’s spell or mystery into the Plane of Shadow while replacing it with its dark reflection.

You can 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 (1d20 + caster level). If you do not, you have failed to take control of his 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 had used the counterspell action successfully, and you gain one additional use of an apprentice-path mystery that you know. You can keep this additional use until a later turn (requiring a standard action to activate), but it must be used within 1 hour or it is lost. You can also combine the activation of the additional spell or mystery with the immediate action required for the warp spell mystery itself, allowing you to cast the apprentice-path mystery out of turn.

Wave of Emptiness
Apprentice, Darkland Walker
Level/School: shadow 2/Necromancy
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature/2 levels, no two of which can be more than 30 feet apart
Duration: 3 rounds or until discharged
Saving Throw: Will negates
Spell Resistance: Yes

Waves of dark power spread from where you stand, making your foes doubt the existence of their fellows.

Affected creature lose the ability to perceive other living creatures by any means. Such creatures are effectively blinded against attacks made against them while in this state. In addition, the first creature to successfully damage a target discharges the effect for that target (and that target only), dealing it an extra 1d6 negative energy damage/2 levels (maximum 5d6).

Widened Eyes
Fundamental
Level/School: shadow 0/Divination

See ToM p.153

Withdraw Thought
Fundamental
Level/School: shadow 0/Necromancy
Range: Touch
Target: Touched nonmagical parchment or creature.
Duration: Instantaneous or 1 round/level
Saving Throw: None
Spell Resistance: Yes

As you touch your target, you will all information to fade away, one way or another.

If this mystery is used on nonmagical parchment, up to 1 piece of parchment + 1 additional piece/5 levels is rotted into dust. If used on a creature, the victim a -1d6 penalty to its Intelligence score (minimum of 3). If used more than once on the same creature, the penalty overlaps but does not stack.

Without a Trace
Apprentice, One with Nothing, Out of Mind
Level/School: shadow 3, void 3/ Illusion (Glamer)
Range: Touch
Target: Creature touched
Duration: Concentration (up to 1 round/level)+1d4 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you invoke this mystery and touch your target, its physical presence fades from existence for a short amount of time.

While this mystery is in effect, the target gains a +20 competence bonus on Hide checks, takes no penalties for accelerated movement while hiding, and can hide in plain sight as long as she is within 10 feet of some sort of shadow. Spells such as see invisibility and true seeing fail to reveal this ruse since the target is not actually invisible.

jiriku
2014-06-02, 01:42 AM
New Feats for Mystery Users
In general, any [metashadow] feat from Tome of Magic should be usable by both void disciples and shadowcasters. Such feats gain the [shadow] and [void] descriptors and are no longer considered [metashadow] feats. Any feats with the [shadow] or [void] descriptors can be used to qualify for these feats. The following new feats provide additional options for mystery users.

CHAIN MYSTERY [Shadow, Void]
You can cast a mystery that affects more targets than normal.
Prerequisite: Any three [shadow] or [void] feats.
Benefit: Once per day, you can alter a mystery that specifies a single target and has a range greater than touch to be chained so as to affect the primary target normally, then arc to a number of secondary targets equal to your caster level. This feat functions in most respects as the Chain Spell feat.
Special: You can take this feat up to three times. To take it a second time, you must have seven [shadow] or [void] feats. To take it a third time, you must have eleven [shadow] or [void] feats.

COERCIVE MYSTERY [Shadow]
You can cast a mystery that renders foes more pliable and vulnerable to your commands.
Benefit: Once per day, you can cause any mystery that deals damage so that any living creature damaged by the mystery takes a -2 penalty to Will saves for 3 rounds. This feat functions in most respects as the Coercive Spell feat.
Special: You can take this feat multiple times.

DEAFENING MYSTERY [Shadow, Void]
You can cast a mystery that deafens targets.
Benefit: Once per day, you can cause any mystery that deals damage so that any living creature damaged by the mystery is [deafened] for one minute. This feat functions in most respects as the Deafening Spell feat.
Special: You can take this feat multiple times.

ELEMENTAL ADMIXTURED MYSTERY [Shadow, Void]
You can modify a mystery that uses one element to add an equal amount of another element.
Prerequisite: Elemental Study
Benefit: Choose one element (air, earth, fire, shadow, void, or water) that matches an element you have selected for study via the Elemental Study feat. Once per day, you can then modify any mystery with an elemental descriptor that deals damage by adding an equal amount of the chosen element to the spell's normal effects. The altered mystery deals additional damage of the type shown on the table below (select a type of your choice), with each element counting separately towards the spell's damage cap. Thus a void lightning bolt cast at 10th level or higher deals 10d6 points of electricity damage and 10d6 points of untyped damage. Even opposed elements can be combined using this feat.


ElementDamage Type
AirElectricity or nonlethal
EarthAcid or bludgeoning
FireFire or light
ShadowNegative energy
VoidUntyped
WaterAcid or cold

FELL DRAIN MYSTERY [Shadow, Void]
Living foes damaged by your mystery also gain a negative level.
Benefit: Once per day, you can cause any mystery that deals damage to foes to also give a negative level to any living creature it damages. This feat functions in most respects as the Fell Drain feat.
Special: You can take this feat multiple times.

FELL FRIGHTEN MYSTERY [Shadow, Void]
Living foes damaged by your mystery are also [shaken].
Benefit: Once per day, you can cause any mystery that deals damage to foes to also inflict the [shaken] condition on any creature it damages. This feat functions in most respects as the Fell Frighten feat.
Special: You can take this feat multiple times.

FELL WEAKEN MYSTERY [Shadow, Void]
Living foes damaged by your mystery are also weakened.
Benefit: Once per day, you can cause any mystery that deals damage to foes to also inflict a -4 penalty to Strength for one minute to any living creature it damages. This feat functions in most respects as the Fell Weaken feat.
Special: You can take this feat multiple times.

FLASH FROST MYSTERY [Shadow]
You can cast a mystery that leaves behind a thin layer of slippery frost.
Benefit: Once per day, you can cause any area mystery that deals [cold] damage to deal +2 [cold] damage to all targets in the area and leave the area covered in a slippery layer of ice for 1 round. This feat functions in most respects as the Flash Frost Spell feat.
Special: You can take this feat multiple times.

MYSTERY OF THE UTTERCOLD [Shadow]
Through careful study of the primal force of shadow and its interactions with the negative energy, you have learned to wield the uttercold.
Prerequisites: Knowledge (the planes) 9 ranks, one [shadow] feat.
Benefit: You can turn mysteries with the [cold] descriptor into uttercold mysteries. Half the damage dealt by an uttercold mystery is [cold] damage, and the other half is [negative energy] damage. This feat functions in most respects as the Lord of the Uttercold feat.

PERSISTENT MYSTERY [Shadow, Void]
You can cast a mystery that lasts all day.
Prerequisite: Any seven [shadow] or [void] feats.
Benefit: Once per day, you can increase the duration of a personal- or fixed-range mystery you cast to 24 hours. This feat functions in most respects as the Persistent Spell feat.
Special: You can take this feat twice. To take it a second time, you must have thirteen [shadow] or [void] feats.

REPEAT MYSTERY [Shadow, Void]
You can cast a mystery that repeats on the following round.
Prerequisite: Any two [shadow] or [void] feats.
Benefit: Once per day, you can alter a mystery so that it is automatically cast again at the beginning of your turn in the following round. This feat functions in most respects as the Repeat Spell feat.
Special: You can take this feat up to four times. To take it a second time, you must have five [shadow] or [void] feats. To take it a third time, you must have eight [shadow] or [void] feats. To take it a fourth time, you must have eleven [shadow] or [void] feats.

SCULPT MYSTERY [Shadow, Void]
You can alter the area of your mysteries.
Prerequisite: Any [shadow] or [void] feat.
Benefit: Once per day, you can modify an area mystery by changing the area’s shape to either a cylinder (10-ft radius, 30-ft high), a 40-ft cone, four 10-ft cubes, a ball (20-ft radius), or a 120-ft line. This feat functions in most respects as the Sculpt Spell feat.
Special: You can take this feat multiple times.

SPLIT RAY MYSTERY [Shadow]
Your ray spells can affect an additional target.
Prerequisite: Any [shadow] feat.
Benefit: You can cause any ray mystery to fire one additional ray beyond the number normally allowed. This feat functions in most respects as the Split Ray Spell feat.
Special: You can take this feat multiple times.

TRANSDIMENSIONAL MYSTERY [Shadow, Void]
You can cast mysteries that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the mystery’s area.
Benefit: Once per day, you can cause any mystery to have its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the spell’s area. This feat functions in most respects as the Transdimensional Spell feat.
Normal: Only force spells and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any spell other than a force effect fails against an incorporeal creature.
Special: You can take this feat multiple times.

TWIN MYSTERY [Shadow, Void]
You can simultaneously cast a single mystery twice.
Prerequisite: Any three [shadow] or [void] feats.
Benefit: Once per day, you can cause any mystery to take effect twice in the same area or on the same target simultaneously. This feat functions in most respects as the Twin Spell feat.
Special: You can take this feat up to three times. To take it a second time, you must have seven [shadow] or [void] feats. To take it a third time, you must have eleven [shadow] or [void] feats.

UMBRAL MYSTERY [Shadow]
You can add the [darkness] descriptor to a mystery you cast.
Benefit: Once per day, you can alter a burst-, emanation-, or spread-shaped mystery so that it gains the [darkness] descriptor. This feat functions in most respects as the Umbral Spell feat.
Special: You can take this feat multiple times.