New Magic Items: Boots of Dark Flame: Price: 10,800 gp Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: Swift (command) Weight: 2 lbs.
These black, leather boots feel cold to the touch.
When activated, Boots of Dark Flame burst into harmless flames for 1 round. During this time, every space that the boots pass through is ignited with black flames, dealing 1d6 cold damage to any who pass through that space. The flames last for 3 rounds. Prerequisites: Craft Wondrous Item, Black Fire Cost to Create: 5,400 gp, 432 XP, 11 days.
Boots of Unhindered Travel: Price: 1,800 Body Slot: Feet Caster Level: 1st Aura: Faint; (DC 15) transmutation Activation: Standard (command) Weight: -
These boots bear images of rubble, vines, and other such impediments.
While wearing these boots, a spoken command word allows its wearer to walk unhindered across difficult terrain for 1 round, but not across terrain magically animated to hinder movement. Prerequisites: Craft Wondrous Item, Shadowstep Cost to Create: 900 gp, 72 XP, 2 days.
Bottomless Pouch: Price: 1,000 gp Body Slot: – Caster Level: 1st Aura: Faint; (DC 15) conjuration Activation: Standard (manipulation) Weight: –
This small, brown belt pouch appears completely empty.
This whenever this belt pouch is reached into, you can pull out any small, nonmagical item you wish, within the limits of the tools of the trade mystery. The items last for 1 hour, after which time they disappear. Prerequisites: Craft Wondrous Item, Tools of the Trade Cost to Create: 500 gp, 40 XP, 1 day
Bracers of Shadow: Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8) Body Slot: Arms Caster Level: 2nd (+1), 4th (+2), 6th (+3), 8th (+4), 10th (+5), 12th (+6), 14th (+7), 16th (+8) Aura: Faint; (DC 16) abjuration (+1); Faint; (DC 17) abjuration (+2); Moderate; (DC 18) abjuration (+3); Moderate; (DC 19) abjuration (+4); Moderate; (DC 20) abjuration (+5); Strong; (DC 21) abjuration (+6); Strong; (DC 22) abjuration (+7); Strong; (DC 23) abjuration (+8) Activation: - Weight: 1 lb.
These bracers are pitch black and attach to the arms like a second skin.
As long as the wearer is in shadowy illumination (but not darkness or bright light), they gain a deflection bonus to their AC that ranges from +1 to +8. Prerequisites: Craft Wondrous Item, Caul of Shadow Cost to Create: 500 gp, 40 XP, 1 day (+1); 2,000 gp, 160 XP, 4 days (+2); 4,500 gp, 360 XP, 9 days (+3); 8,000 gp, 640 XP, 16 days (+4); 12,500 gp, 1,000 XP, 25 days (+5); 18,000 gp, 1,440 XP, 36 days (+6); 24,500 gp, 1,960 XP, 49 days (+7); 32,000 gp, 2,560 XP, 64 days (+8).
Cloak of Shadowfighting: Price: 33,600 gp Body Slot: Shoulders Caster Level: 7th Aura: Moderate, (DC 18) transmutation, abjuration, and illusion Activation: Automatic activation Weight: 1 lb.
This black cloak seems to blow as if caught in an unseen breeze.
This cloak grants whoever wears it’s the power to keep fighting even in their darkest hour. The first time in a 24-hour period that its wearer is knocked below half of their total hit points, they are protected by a dancing shadows effect, granting them total concealment for 7 rounds.
The first time in a 24-hour period that its wearer is knocked below 2 hit point/level, they are automatically protected by a bolster effect, granting them 35 temporary hit points for up to 70 minutes.
Lastly, the first time in a 24-hour period that its wearer is attacked while below 1 hit point/level, the cloak briefly fuses into their skin, granting them DR 10/Magic for 1 round. Prerequisites: Craft Wondrous Item, Bolster, Dancing Shadows, Shadow Skin. Cost to Create: 16,800 gp, 1,344 XP, 34 days.
Ebon Veil: Price: 200 gp Body Slot: Head Caster Level: 1st Aura: Faint; (DC 15) abjuration Activation: automatic Weight: –
This black veil seems strangely inviting.
This small, black veil protects its wearer in times of misfortune. The first time each day that the wearer fails a saving throw, they gain a +1 resistance bonus on their next saving throw, so long as it is made within the next hour. Prerequisites: Craft Wondrous Item, Midnight Veil Cost to Create: 100 gp, 8 XP, 1 day
Ephemeral Eye: Price: 2,400 gp Body Slot: None Caster Level: 1st Aura: Faint; (DC 15) divination Activation: standard (mental) Weight: –
This small quartz orb possesses a deep whole on one size, reminiscent of an eye’s pupil.
This small, quartz orb floats through the air at its owner’s command, looking wherever you wish it to with a fly speed of 30 feet (perfect maneuverability). It sends its owner back a mental image of everything that it sees. The Ephemeral Eye cannot be ordered out of its owner’s line of sight. If the Ephemeral Eye leaves your line of sight, it become inactive for 24 hours. The Ephemeral Eye can remain active for 1 minute each day, but this duration need not be consecutive. The Ephemeral eye has an AC of 18 while active and has 1 hit point. Prerequisites: Craft Wondrous Item, Bend Perspective Cost to Create: 1,200 gp, 96 XP, 3 days.
Ghost Knife: Price: 50 gp Body Slot: None (held) Caster Level: 1st Aura: Faint; (DC 15) conjuration Activation: standard (manipulation) Weight: –
The small cube of ivory almost seems to glow.
This small cube of ivory, when grasped into the palm, bursts into a dagger (not dealing damage to its holder). The dagger is normal in all ways except that it deals damage to ethereal and incorporeal creatures as if it were a force effect. The moment that the dagger is released for any reason, the dagger and cube are both destroyed. Prerequisites: Craft Wondrous Item, Ghostly Dagger Cost to Create: 25 gp, 2 XP, 1 day
Gloves of Ranged Trickery: Price: 5,000 Body Slot: Hands Caster Level: 1st Aura: Faint; (DC 15) transmutation Activation: Standard (command) Weight: 1 lb.
These white gloves appear to have been stained black
Gloves of Ranged Trickery provide a +5 enhancement bonus on sleight of hand checks.
In addition, when the command word is whispered, the gloves can be made to fly off of their wearer’s hands, fly up to 20 feet away, make a sleight of hand check (including both its and its owner’s bonuses), and return. If prevented from returning, they get as close as possible (using an effective strength score of 4) and then fall to the ground. Prerequisites: Craft Wondrous Item, Quicker than the Eye, Umbral Hand Cost to Create: 2,500 gp, 200 XP, 5 days.
Helmet of Dark Lore: Price: 2,400 Body Slot: Head Caster Level: 3rd Aura: Faint; (DC 16) divination Activation: – and immediate (mental) Weight: 1 lb.
muffled echoes continuously emerge from this iron helmet.
This Ebon Helmet is filled with shadows that whisper into its wearer’s ears. It grants its wearer a +2 bonus on all knowledge check. In addition, once per day, the wearer may reroll a knowledge check. Prerequisites: Craft Wondrous Item, Darkened Lore Cost to Create: 1,200 gp, 96 XP, 3 days
Mask of Truth: Price: 10,800 gp Body Slot: – or Head Caster Level: 5th Aura: Faint; (DC 17) divination Activation: Standard (command) Weight: 1 lb.
This pitch black mask is almost completely featureless, featuring only a mouth hole.
This black mask seems featureless but its wearer has no problems seeing through it. By placing it on your head and speaking a command word, you can discern lies (as the spell) for 5 rounds. By placing it on the head of a corpse and speaking the command word, you can ask up to 2 questions of the corpse, as speak with dead. Regardless of how it is used, the Mask of Truth can only be used 3 times each day. Prerequisites: Craft Wondrous Item, Pry the Truth Cost to Create: 5,400 gp, 432 XP, 11 days
This ghostly white quill seems to glow with an unearthly light.
This writing quill remains completely white, regardless of how it is treated and what it is dipped into. Furthermore, it glows with the strength of a candle. With a command word, the ink is continually covered in an endless supply of ink until the command word is spoken once more. Prerequisites: Craft Wondrous Item, Liquid Night Cost to Create: 900 gp, 72 XP, 2 days
Pendant of Immediate Mysteries: Price: 26,400 gp Body Slot: Throat Caster Level: 11th Aura: Moderate: (DC 20) evocation Activation: - Weight: 1 lb.
This Pendant bears a deep black stone, in which dim lights sometimes appear to swirl about.
Once per day, its wearer may cast a mystery or spell with the shadow subschool as an immediate action. Prerequisites: Craft Wondrous Item, Contingent Shadow Cost to Create: 13,200 gp, 1,056 XP, 27 days
Portable Pyre: Price: 750 gp Body Slot: – (held) Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: – and standard (manipulation) Weight: –
This miniature pyre creates neither smoke nor heat
This miniature pyre provides light as an everburning torch. In addition, when planted into the ground, it turns invisible (and no longer provides light), The next time that something enters its square, it explodes as the invisible pyre mystery (CL 5). Prerequisites: Craft Wondrous Item, Invisible Pyre Cost to Create: 375 gp, 30 XP, 1 day
Robe of Fixed Follies: Price: 5,600 gp Body Slot: Body (non-armor) Caster Level: 7th Aura: Moderate; (DC 18) divination Activation: – (automatic) Weight: 2 lbs.
This mottled grey robe is covered in patches, stitches, and scorch marks.
The first time each day that its wearer fails an attack roll, saving throw, or skill check by 5 or more, they reroll it with a +5 bonus. Prerequisites: Craft Wondrous Item, Answers Unbidden Cost to Create: 2,800 gp, 224 XP, 6 days
Scarab of Echoes: Price: 16,200 Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) universal Activation: Swift (command) Weight: –
This ghostly white scarab appears to have been crafted from crystal
Once per day, when the command word is spoken, the next 4th level or lower spell cast within 30 feet of the scarab within the next round is stored in it. On its owner’s next round, they automatically spend a standard action to cast that spell themselves, making new decisions where applicable. Whether it absorbs and echoes a spell or not, it remains inactive for 24 hours. Prerequisites: Craft Wondrous Item, Echo Spell Cost to Create: 8,100 gp, 648 XP, 17 days
Shadow Incense: Price: 3,300 gp Body Slot: — Caster Level: 11th Aura: Moderate; (DC 20) abjuration Activation: See Text Weight: 1 lb.
This rectangular block of faintly-scented incense is a deep shade of grey.
When lit, the wispy smoke of this incense forms spiraling patterns on the floor, recognizable through a dc 15 spot check.Any shadowcaster who regains their mysteries while within 20 feet of the lit incense has all of their mysteries empowered for 24 hours, as if through the metashadow feat.
A block of Shadow Incense burns for 1 hour and disappears 1 hour after it is ignited (even if the fire would be prevented from burning it away). Prerequisites: Craft Wondrous Item, Flood of Shadow, Empower Mystery Cost to Create: 1,650 gp, 132 XP, 4 days.
This dark blue cape seems to stick by its wearer’s back, as if covered in a sticky paste
This cape helps its wearer respond to physical attack. When attacked, the wearer may speak a command word as an immediate action to gain the benefits of the Sharp Shadows and Shadowskin mysteries against one attack. Prerequisites: Craft Wondrous Item, Shadowskin, Sharp Shadows Cost to Create: 17,000 gp, 1,360 XP, 34 days
Sphere of Sequestration: Price: 6,000 Body Slot: – (held) Caster Level: 15th Aura: Strong; (DC 22) abjuration Activation: Standard (thrown) Weight: 5 lb.
This small metallic sphere is completely smooth and surprisingly heavy
This small, smooth sphere is used as a projectile weapon. If it successfully hits its mark, the sphere disintegrates and the foe is removed from existence for 1d4+1 rounds, as by the Shadow Sequestration mystery. If the sphere misses its mark, it does not disintegrate but requires a dc20 search check to find again. Prerequisites: Craft Wondrous Item, Shadow Sequestration Cost to Create: 3,000 gp, 240 XP, 6 days
Last edited by Realms of Chaos : 03-21-2008 at 11:08 AM.
Coin of Impediment: Price: 10,000 gp Body Slot: – Caster Level: 15th Aura: Strong; (DC 22) transmutation Activation: – Weight: –
You see a single, lonely gold piece, sitting on its own
Any creature bearing a coin of impediment on their person (even if it is in an extradimensional space) has the weight of all coins they possess increased to 1 pound at the beginning of the next encounter (including ones held in extradimensional space). The new weight remains until the coin of impediment is removed from its owner’s person.
Prerequisites: Craft Wondrous Item, Treacherous Hoard Cost to Create: 5,000 gp, 400 XP, 10 days
Incense of Explosion: Price: 750 gp Body Slot: – Caster Level: 5th Aura: Faint; (DC 16) evocation Activation: standard (manipulation) Weight: 1 lb.
This cube of dark grey incense smells vaguely of smoke
When this cube of incense is lit, it explodes, dealing 5d6 damage to everyone within a 30 foot-radius (DC 15 reflex save for half). Half of this damage is fire damage, and the other half is pure shadow energy.
Prerequisites: Craft Wondrous Item, Invisible Pyre Cost to Create: 375 gp, 30 XP, 1 day
Sphere of Mystery: Price: N/A Body Slot: None (held) Caster Level: 21st Aura: Overwhelming; (DC 25) universal. Activation: one minute (manipulation) Weight: –
This item appears to be nothing more than an orb of swirling shadows, but is solid enough to be picked up. When you stick your hand inside of it, you feel various switches, knobs, and levers floating through the orb
This orb is a powerful artifact of shadow. In order to operate successfully, you must first cast a mystery or a spell of the shadow subschool into the orb. An attempt to press a button, push a swith, or pull a lever without doing so deals 5d6 damage to the holder. After inserting shadow into the orb, the holder may make a dc 40 use magic device check. Upon success, an arcane caster who put in a spell gets a free wish spell, a divine caster who put in a spell gets a free miracle spell, or a mystery-user who put in a mystery gets a free desires manifest mystery. The use magic device check takes one minute to perform, provoking attacks of opportunity each round. Each time beyond the first that a single caster attempts to utilize the orb, there is a cumulative 5% chance that the orb of mystery turns into an sphere of annihilation upon completion, destroying the holder. Prerequisites: N/A Cost to Create: N/A
I was looking around at all of the various things that a “strategic caster” would need and there was one thing that I couldn’t find. I originally designed it as a single item in my head but it grew into its own category of items. Although I have decided to name them shadow charms, their true identity sounds so much better to me…remote detonators.
Enchant Shadow Charm
You can create the small items known as shadow charms. Prerequisites: Caster level 1st Benefit: You can create any shadow charm whose prerequisites you meet. Crafting a shadow charm takes one day for each 1,000 gp in its base price. To craft a shadow charm, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
Using Shadow Charms
Each Shadow Charm is crafted to hold a specific mystery with an area or a target, and a shadow charm only functions for an individual that has been carrying it for at least 24 hours, after which time the individual (if a shadow magic user) learns the identity of the contained mystery. After that period, its owner may place it down on the ground (dropping an item is a free action, as normal, although more time may be taken to hide it well). At anytime within 24 hours of leaving it, its owner may cause the spell within it to activate. If the owner wills it to activate from within 100 feet of it, it takes a mere standard action. If it is willed to activate from further, the owner must spend a full-round action, provoking attacks of opportunity, to give up one of their own daily uses of the contained mystery (for this reason, only shadow magic users can activate them from a distance, although no use magic device check is needed to do so). Shadow Charms may not be activated from across planar boundaries. When a Shadow Charm activates, if it holds an area effect, it is centered upon the square holding the Shadow Charm, or, in the case of a cone, emanates from it in a random direction. If it holds a targeted effect, it effects any creature in its square, or a random adjacent target (who gets a +2 bonus on any saving throw allowed) if no appropriate target resides in its square. It can only be activated once.
Finding Shadow Charms
Finding Shadow Charms is a tricky business. The base search dc to find one is 10+spell level, which is increased by +5 in shadowy illumination or by +10 in darkness. In addition, anyone using detect magic or mystic reflections must make a spellcraft check (DC 15+spell level), although more powerful divinations such as analyze dweomer automatically locate them. In addition to mundane destruction (1 HP, Hardness 2, Break DC 15) or dispelling, a successful disable device check (DC 20+spell level) removes the connection between a shadow charm and its latest owner, effectively disarming it.
Shadow Charm Pricing
The base price of a shadow charm is 100 x spell level x caster level
The Abyssym ”I have seen what lurks in the darkness. I have every right to fear it”
-Grimpt Telgon, Priest of Pelor
Shadows react differently with each type of magic it is paired with. When paired with arcane magic, it struggles to rip away, the force of which cancels out an opponent’s magic. When applied to the inherent magic of a warlock however, the exact opposite reaction ensues. The two forms of magic meld together, forming a mesh of shadowy magic. While children of night ascend into shadow, the Abyssym ascends into darkness. BECOMING AN ABYSSYM
Due to the prerequisites, it is perhaps best to assume that most are shadowcasters. Cultists have no more difficulty meeting the prerequisites, but shadowcasters will be able to get the most versatility due to their larger selection of mysteries. Entry Requirements Alignment: Any Nongood Skills: Knowledge (arcana) 6 ranks, Knowledge (the planes) 6 ranks, Spellcraft 6 ranks Shadowcasting: Able to cast 2nd-level mysteries Special: Eldritch blast 2d6
THE ABYSSYM HIT DIE: D4
Level Base Fort Ref Will Special Mysteries
Attack Save Save Save
1 +0 +2 +0 +2 Eldritch Blast +1d6, +1 level of existing mystery-using class/+1 level of existing invocation-using class
See in Darkness
2 +1 +3 +0 +3 Abyssym of Cold +1 level of existing mystery-using class/+1 level of existing invocation-using class
3 +1 +3 +1 +3 Bonus Metashadow Feat +1 level of existing mystery-using class/+1 level of existing invocation-using class
4 +2 +4 +1 +4 Eldritch Blast +2d6 +1 level of existing mystery-using class/+1 level of existing invocation-using class
5 +2 +4 +1 +4 Abyssym of Fear, +1 level of existing mystery-using class/+1 level of existing invocation-using class
6 +3 +5 +2 +5 Bonus Invocation +1 level of existing mystery-using class/+1 level of existing invocation-using class
7 +3 +5 +2 +5 Eldritch Blast +3d6 +1 level of existing mystery-using class/+1 level of existing invocation-using class
8 +4 +6 +2 +6 Abyssym of Darkness +1 level of existing mystery-using class/+1 level of existing invocation-using class
9 +4 +6 +3 +6 Bonus Metashadow Feat +1 level of existing mystery-using class/+1 level of existing invocation-using class
10 +5 +7 +3 +7 Greater Eldritch Splice, +1 level of existing mystery-using class/+1 level of existing invocation using class
Eldritch Blast +4d6
Class Skills (4 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Search, Spellcraft, Spot, Use Magic Device
As an abyssym, you blend together your shadow magic and invocations with great ease. Mysteries: At each level, you gain new mysteries and an increase in caster level as if you had also gained a level in a mystery-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that classes would have gained. If you had more than one mystery-using class before becoming an abyssym, you must decide to which class to add each level for the purpose of determining caster level and mysteries known. Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level (this does not include eldritch blast). You do not, however, gain any other benefit a characterof that class would have gained. If you had more than one invocation-using class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining caster level and invocations known. Eldritch Blast:At 1st level, and then again at 4th, 7th, and 10th levels, the damage from your eldritch blast is increased by +1d6 See in Darkness (Su): Borrowing from shadow magic and fiendish blood alike, you improve your sight, allowing you to see through darkness and magical darkness out to 60 feet. Abyssym of Cold (Ex): Starting at 2nd level, you can start to modify your eldritch blasts and mysteries through the interaction of energies that they generate. As a free action, you may add the cold descriptor to the next eldritch blast or mystery that you cast. Any creatures that are targeted or who are caught in the area of this eldritch blast or mystery take 1 cold damage/caster level (if a mystery) or invoker level (if an eldritch blast) Bonus Metashadow Feat: At 3rd level, and again at 9th level, you gain any metashadow feat that you qualify for as a bonus feat. Abyssym of Fear (Ex): Starting at 5th level, you can draw more power into your mysteries and eldritch blasts. As a free action, you may add the fear subschool and the mind-affecting descriptor to the next eldritch blast or mystery that you cast. Any creatures that are targeted or who are caught in the area of this eldritch blast or mystery must make a will save or become shaken for 1d4 rounds. This ability may be used with abyssym of cold. Eldritch Splice (Ex): Starting at 5th level, the roiling powers of your magics start to mix. You may apply any eldritch essence or blast shape invocation to any applicable mystery. In addition, you may apply any applicable metashadow feat to your eldritch blast or an invocation, by using up a daily use of that mystery. Bonus Invocation: At 6th level, an abyssym learns a new invocation, which must be an eldritch essence or blast shape invocation of a grade that they have access to. Abyssym of Darkness: At 9th level, an abyssym can power their mysteries and eldritch blasts even further. As a free action, you may add the darkness descriptor to the next eldritch blast or mystery that you cast. If the area or target of the invocation or mystery is occupied by a spell with the light descriptor of a lower or equal spell level, the light is dispelled. If the mystery or eldritch blast has a target, a 20 foot-radius emanation, originating from that target, is covered in shadowy illumination for 1d4 rounds. If the mystery or eldritch blast has an area, that area is covered in shadowy illumination for 1d4 rounds. This ability may be used with abyssym of cold and abyssym of fear. Greater Eldritch Splice (Su): At 10th level, your shadow magic and invocations have nearly roiled together to become one. Once per hour, plus one additional time per day per point of charisma bonus (if any), as a standard action, you may cast both a mystery and an invocation simultaneously. If the mystery would be cast as a spell, it is cast as a spell-like ability. If the mystery would be cast as a supernatural or extraordinary ability, so is the invocation. If both the mystery and the invocation allow saving throws, each one uses the higher of the two save DCs. This ability may not be used in combination with the abyssym of cold, abyssym of fear, or abyssym of darkness abilities.
PLAYING AN ABYSSYM
The depths of your power have been realized. By combining the your tainted blood with shadow magic, you have managed to grasp true power. You have learned that power invariably complements power and search out for any and all new sources to complement that which you already hold. You need not forsake or forget about your compatriots, for they are a power all their own, able to compensate for your shortcomings. Neither, however, do you desire to oppress them, for doing so would make them liabilities. More than your other pursuits, you seek to ascend into darkness, as darkness is your birthright and strength.
The Nightshade covenant sees you in much the same manner as the Votaries of Vecna view children of night, as a paragon of their cause. The Votaries of Vecna, for this reason, is not particularly friendly towards abyssyms, although membership is not denied to them should they truly wish for it. The Tenebrous Cabal admires your control of shadow magic and its interactions with invocations.
At low levels, you are just like any other mystery user or invocation user. As such, is may be wiser to remain at the back of the battlefield, harassing your opponents with mysteries, or, should you run out, with eldritch blasts.
As you advance, your shadow magic and invocations warp and fuse, granting you far greater versatility than practitioners of either path possess. Although this greatly increases your power, it is still best, throughout your career, to remain away from the fray.
As a practitioner of both learned shadow magic and innate invocations, your methods are somewhat improvised, but not random. Some of the processes must be actively learned and practiced in some manner, but the mixing of the two energies happens all on its own, triggered by increasing the ties to both forms of magic simultaneously. Your ascension to shadow, unlike that of the children of night, is arcane, rather than physical.
Your mental abilities are key as you level up, especially charisma, which makes your abilities more virulent. Of course, you now have to choose both mysteries and invocations carefully. Most of your mysteries will either have an area, modifiable through blast shape invocations, or will deal damage, which allows eldritch essences to function upon them.
Abyssyms usually take up a live and let live approach towards other abyssyms. They have nothing that they can learn from one another and they naturally vie for sources of power if left in the same vicinity. When an abyssym joins a shadow magic organization, they are more expected to lead than to receive aid, although they may find some if they ask. The most reliable source of aid that an abyssym can call upon are the fiends from which they gained their power. Fiends (devils, demons, and yugoloths alike) respect their desire to ascend to shadow and are generally more willing to help them to such an end.
ABYSSYMS IN THE WORLD “Children of night, as you call them, have quite their journey midway. I, meanwhile, intend to finish it.”
-Nelson Greymane, Abyssym
Abyssyms communicate a new viewpoint on shadow, seeing it as a midway point towards darkness. These enigmatic arcane practitioners have by far extended the range of what their powers can do through the mixing of two taboo forms of magic. Some players would be overjoyed to mix these dark magics together.
Despite the scarcity of abyssyms in the world, it is easy to describe their everyday life. They typically work by night (or by dusk, if they should need some inconspicuous light). The first part of their day is spent studying or practicing their art, occasionally followed by some experimentation with their abilities. Afterwards, they proceed in their pursuit of power. This pursuit can take multiple forms, ranging from studying an ancient shrine in a library to exploring a tomb for a powerful item.
When abyssyms acquire a position of status, they treat it as another source of power, using it to gain more if possible. As abyssyms need to remain more or less free in their pursuit of power and ascension, they tend to ignore high-maintenance positions, sometimes leading to large problems.
Despite their scarcity, rumors and stories of one particular abyssym have reached across the planes. Mae Kiar, it is said, managed to bodily and spiritually ascend into darkness after capturing the soul of the balor her family’s soul belonged to. The exact method by which she captured the soul, as no such method exists either in shadow magic nor invocations, remains unknown to this day. Mae Kiar today still lives as a deity of darkness and shadow (see later post for details).
The Tenebrous Cabal officially greets abyssyms with open arms. Unofficially, they are not trusted and the cabal often sends spies to try and gain insight into their power. None has ever found their way onto the parliament of shadow.
The Votaries of Vecna will allow abyssyms to join, but they keep an even shorter leash on them, allowing nothing less than complete and utter compliance from them.
The Nightshade Covenant, which is dedicated to darkness as much as shadow, is the only group that really welcomes someone to aspires to merge their powers with darkness.
As a combination of two untrusted sources of magic, very few people think highly of abyssyms. Common folk are normally frightened to death of them, seeing them as darkness incarnate. Stronger opponents seek to drive away such a threat, if possible. Warlocks tend to view you indifferently but most shadow magic users are unfriendly, as the basis of an abyssym’s philosophy is that darkness, and not shadow, is the true eternal power.
Nearly everyone is an enemy of an abyssym, from the paladins that wish them dead, to the mystery users who think them wrong, to the shadow organizations that think them wrong, to the everyday farmer who fears them as he fears death. Most warlocks are used to such solitude, however.
Characters with ranks in Knowledge (arcane) or Knowledge (the planes) can research abyssyms to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 10:Abyssyms are dark practitioners of both shadow magic and invocations DC 15:Abyssyms are never good news, and they are almost always evil and self-centered. DC 20: The mixing of shadow magic and invocations allows them to meld together, lending the abyssym great versatility.
A bardic knowledge check or a Gather Information check can reveal the same information as these Knowledge checks, but in each case the DC is 5 higher than the given value.
ABYSSYMS IN THE GAME
Abyssyms are rare, as they not only need the tainted bloodline of a warlock but the dedication to learn shadow magic and the devotion to shadow that fuels the mixing of the two. For this reason, it is logical to assume that the PCs have neither heard of nor fought one yet
The abyssym is appropriate for players who like both component forms of magic, as the abyssym makes each more versatile. To make the player’s investment worthwhile, try to vary your encounters, for if the player is forced to rely on the exact same tactics in each encounter, then the experience may quickly become dull.
Due to the unique nature of both component classes and the ways that they are allowed to interact, it is much harder to adapt this class. To make it more PC friendly, you could easily reverse engineer the abyssym so that it is actually working towards light from darkness. This way, good players will have an equal chance to partake in the benefits of this class.
Encounters with abyssyms should take advantage of their tremendous versatility. Regardless of their opponent, they should appear as if they were completely prepared. Use of both mysteries and invocations also helps to hammer home exactly what they are fighting against. EL 8: Nelson Greymane has been an abyssym for under a year, but he is slowly getting the hang of it. The PCs might run into him when researching an ancient power, or they might be in direct conflict with him if they stand in his way. Alternately, the PCs may be contacted to help Nelson reach a new reservoir of strength. Nelson Greymane CR 8
Male Human Shadowcaster 3/Warlock 3/Abyssym 2
TN Medium humanoid (human) Init +1; Senses See in Darkness; Listen +0, Spot +0 Languages Common, Abyssal, Infernal AC 18, touch 11, flat-footed 17 hp 36 (8 HD) DR 1/cold iron Fort +7, Ref +3, Will +9 Speed 30 ft. (6 squares) Melee +2 Club +5 (1d6+1) Ranged Eldritch Blast +6 (3d6) Base Atk +4 ; Grp +3 Atk Options Abyssym of Cold Special Actions Detect Magic, Still Mystery, Extend Mystery, Enlarge Mystery Combat Gear2 orbs of shadow (apprentice 1st), 2 Gems of Night Invocations (CL 5; 1d20+5 to overcome SR)
Least—Breath of Night, Spiderwalk, Summon Swarm Mysteries Known (CL 5th)
3rd—Invisible Pyre (spell, 1/day)
2nd—Frigid Smoke (spell, 1/day), Sight Eclipsed (spell, 1/day)
1st—Cursed Flame (spell, 1/day), Steel Shadows (spell, 1/day)
0—Mystic Reflections (supernatural, 3/day), Caul of Shadow (supernatural, 3/day), Arrow of Dusk (supernatural, 3/day) Abilities Str 8, Dex 12, Con 12, Int 14, Wis 10, Cha 16 Feats Still Mystery, Enlarge Mystery, Extend Mystery, Weapon Focus (Eldritch Blast). Skills Concentration +9, Hide +12 Intimidate +7, Knowledge (arcana) +7, Knowledge (the planes) +7, Move Silently +12, Spellcraft +6 Possessions combat gear plus +2 club and 400gp
The Dark Mind ”Every dark corner of our mind has potential.”
-Talias Versago, Dark Mind
Every synapse, every deep and dark corner of the mind has potential for use. A Dark Mind uses the power of shadows to continually put their synapses to work. Where no information would be transfered, however, shadows of thoughts manifest to fill the gap. Some would call them insane, for indeed, the strain of continual thought, even through sleep, does effect them. They know the truth, however. They know that they have unlocked their entire mind.
BECOMING A DARK MIND
The most common dark minds are psions, but psychic warriors and wilders have no real problems qualifying for its prerequisites. All that is really required is the desire to fill the mind, and the willingness to deal with what comes of doing so.
Entry Requirements Skills: Knowledge (psionics) 8 ranks, Knowledge (the planes) 4 ranks, Concentration 8 ranks Psionics: Able to manifest 2nd-level powers. Special: Must have been exposed to shadow at some point prior to taking this class, either through travel on the Plane of Shadow, being subject to a mystery or a spell with the shadow subschool, or through physical contact with a shadow or dark creature.
THE HIT DIE: D6
Level Base Fort Ref Will Special Mysteries
Attack Save Save Save
1 +0 +2 +0 +2 Mental Torment, Apprentice Mysteries, +1 level of existing manifesting class
Mind Forced Open
2 +1 +3 +0 +3 Mental Shadow, Fundamental of Shadow +1 level of existing manifesting class
3 +1 +3 +1 +3 Forced Awareness, Fundamental of Shadow +1 level of existing manifesting class
4 +2 +4 +1 +4 Mind’s Shadow, Fundamental of Shadow +1 level of existing manifesting class
5 +2 +4 +1 +4 Hollow Mind, Synergistic Thought +1 level of existing manifesting class
Fundamental of Shadow
Class Skills (2 + Int modifier per level): Concentration, Craft, Hide, Knowledge (psionics), Knowledge (the planes), Move Silently, Psicraft, Spot
As a dark mind, you force your mind open to get the greatest possible performance out of it. Powers Known: When a new dark mind level is attained, the character gains additional power poins and access to new powers as if she had also gained a level in any one manifesting class she belonged to previously. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one manifesting class before she became a dark mind, she must decide to which class she adds each level of dark mind for purpose of determining power points per day, powers known, and manifester level. Mysteries Known: You have the ability to cast a small number of mysteries. To cast a mystery, you must have an intelligence score of at least 10 + the mystery level, so if you have an intelligence score of 10 or lower, you cannot cast mysteries. High ability scores do not provide bonus mysteries. Saving throws against your mysteries have a DC of 10 + mystery level + your Int modifier.
Your selection of mysteries is extremely limited. You begin in this class knowing only a single 1st-level mystery. Every level afterward, you gain an additional mystery known. As with the shadowcaster class, you may not skip ahead in a given path. Your mysteries must all be drawn from an apprentice path, and you cast them all as arcane spells. You can use each mystery you know once per day. You gain a fundamental at 2nd level and every level afterwards, each of which is cast as a supernatural ability usable three times per day. Mental Torment (Ex): The strain of having one’s brain continually used, even during one’s sleep, wears one down. You are continually fatigued and require 10 hours of sleep (or 4 hours of meditation) to regain health. This fatigue does not make the process of regaining spells or power points any more difficult than normal. Any effect that removes fatigue only works for 1d4 hours, after which time the condition returns. In addition, you gain Body Fuel as a bonus feat. Mind Forced Open (Ex): Once per level each week, you may take 20 on any intelligence based check without expending any extra time. Mental Shadow (Ex): Starting at 2nd level, you start to back up your mind with a shadowy copy. Whenever you become psionically focused, you remain that way until you have expended your psionic focus twice or until your power point reserve drops to 0. Forced Awareness (Ex): One benefit of having two minds is that one can be more active at any given time. Starting at 3rd level, you no longer need to sleep, although you are still perpetually fatigued. The strain on the body is far greater, however, leaving the dark mind continually exhausted. The strain of exhaustion does not hinder the regaining of mysteries or power points. Mind’s Shadow (Ex): Starting at 4th level, your shadow mind can operate individually for short periods of time. Whenever you take ability damage or ability drain to a mental ability score, you gain a temporary equal bonus to that ability score, which decreases by 1 point every hour. If your ability damage or ability drain is healed, simultaneously reduce your temporary bonus by the amount healed. Hollow Mind (Ex): Starting at 5th level, you can hide your true mind behind your shadow mind. As a result, you are protected as if by the personal mind blank power. Synergistic Thought (Ex): At 5th level, your dark mind is finally completed. As it forces awareness and works synergistically with the normal mind, all of the dark mind’s mental ability scores are increased by 2. Your health, however, has taken a real battering, lowering your constitution score by 2.
PLAYING A DARK MIND
You have mastered the mind. You alone use every piece of it and have a second, shadowy copy to rely on. The mysteries behind thought are no longer mystery. Your actions now are your own, although many a dark mind has been driven insane by their perpetual fatigue. Without any further goal to look forward to beyond the full formation of your dark mind, you may choose your own destiny.
As a general rule of thumb, you are not allowed into shadow organizations, as your true allegiance remains with the mind. Psionic organizations scoff at your methods but praise your success nonetheless. Some hold you as a paragon, able to think through multiple minds.
Despite your increased mental capacity, your combat capabilities have not changed, with one exception. The addition of shadow magic grants you new abilities, abilities that do not require power points to activate. Although the mysteries will be pretty weak, they should not be discounted.
Your ways are always learned through experimentation. Even so, the willingness to learn is not enough. You must have also had some encounter with shadow, which leaves a kernel of darkness in your mind, which the dark mind expands.
Continual advancement is desirable for the dark mind, for to quite the path early is to take the strain of the class and not reap all of its benefits. Although you need not be any more careful than normal with your selection of powers, you should select your mysteries and fundamentals carefully.
The most reliable resource that a dark mind possesses is other dark minds. Although some psionic experts almost worship dark minds for their abilities, only another dark mind can truly appreciate the torment that they had to endure to go through. Make sure not to invest too much in these friends, however, for they can crack at a moment’s notice.
Magic and (to a greater extent) psionic items can also help you in your travels, wherever they may take you. Most useful among them are items that help offset your newfound physical frailness.
DARK MINDS IN THE WORLD “Yes, I’m his friend. Or, at least I’m the first mind’s friend. The second mind is still deciding.”
-Derk Craigor, companion of a dark mind
The dark mind prestige class is a perfect class for those who wish to play an insane character while still being completely playable. This prestige class opens up a new horizon of role-playing opportunities. It gives the same advantages of the class from which they came, and gives them new ones as well, in the form of increased mental faculties and shadow magic.
Daily life is hard to define for a dark mind, as the process that generates their second mind is almost completely automatic after it is started. Some practice with shadow magic and psionics is usually stuck into the day somewhere. Otherwise, they live their day completely normally, albeit with some small (insane?) discrepancies. One common practice among many dark minds is an hour-long ritual of meditation, meant to quiet their mind for a short respite. Although this does not calculate to any in-game effect, it normally prolongs the onset of insanity in dark minds.
There are very few dark minds of note. The most famous is, or was, named Teka (his last name was lost to history). After completing the development of a second mind, he attempted what no one had ever tried before, to develop more. He opened a portal in his mind to the plane of shadows, hoping the shadows would flood in to develop infinite minds. Instead, both minds imploded into that portal, sending his thoughts out of his body and onto the plane of shadows. His minds merged with the plane, granting him a semblance of divinity. Even so, no dark mind envies the madness he found with the infinite minds he did indeed create for himself in the end.
Dark minds have varied success within shadow organizations. The Tenebrous Cabal does not let them join, as their shadow magic is a mere side effect to another endeavor. The Nightshade Covenant neither denies them membership nor greets them openly. The Votaries of Vecna allows them in with relative ease, so long as they try to dedicate themselves to shadow and the mind in equal part.
Most common folk get the impression that dark minds are both powerful and unstable. When they learn how the dark mind gets power, their views are proved correct. Most shadow magic users are indifferent or unfriendly towards dark minds, seeing them as accidental dabblers in the art, although more adept than a shadowsmith. Psionics-users are indifferent or friendly towards dark minds, as they respect their ability to think using two minds simultaneously.
DARK MIND LORE
Characters with ranks in Knowledge (psionics) or Knowledge (the planes) can research dark minds to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 10: Dark Minds are mentally unstable and physically frail psionics-users. DC 15: Dark Minds flood every crevice of their mind with shadow, lending them some power with shadow magic. DC 20: The Dark Mind eventually creates a second mind out of shadow, lending them several benefits.
A bardic knowledge check or a Gather Information check can reveal the same information as these Knowledge checks, but in each case the DC is 5 higher than the given value.
DARK MINDS IN THE GAME
Dark Minds are rare, due to the required kernel of shadow that they need to pursue the path. Furthermore, their exhaustion often gives them a lethargic and antisocial view on the world. For these reasons, it is not too unbelievable that they have simply never run across a Dark Mind in the past.
Anyone who enjoys shadow magic, or deep role playing, would make a potentially good Dark Mind. As their powers aren’t specified, the player should enjoy their investment so long as you don’t take special measures to hinder them (such as placing them in a dungeon requiring many climb, swim, and jump checks to get through).
The Dark Mind is relatively easy to adapt. In a campaign without psionics, the power of the mind could instead be attributed to divination. A campaign without shadow magic can simply drop the shadow magic. Furthermore, some campaigns might link the dual nature of the dark mind to Demogorgon, making them formidable and insane foes.
Encounters with Dark Minds should try to feature both their shadow magic and their psionics. In addition, any hint of insanity or other such off-ness can make a dark mind truly memorable, especially if one is encountered on multiple occasions. EL 10: Talias Versago has been a dark mind for about as long as she can remember, which currently stretches back only a couple of months. She has been one for years and the strain has driven her insane. If met in a rare moment of mental clarity, she could serve as a potential informant or partner. Otherwise, she may well unleash an unprovoked attack against the party as they walk down the road. Talias Versago CR 10
Female halfling Wilder 5/Dark Mind 5
CN small humanoid (halfling) Init -1; Senses Listen +2, Spot +0 Languages Common, Halfling, Elven, Gnome AC 11, touch 11, flat-footed 11 hp 37 (10 HD) Fort +6, Ref +2, Will +11 Speed 20 ft. (6 squares) Melee +1 light mace +4 (1d6-2) Ranged Light crossbow +5 (1d8/19-20) Base Atk +5 ; Grp -2 Special Actions Wild Surge +2, Mind Forced Open, Body Fuel, Mental Leap, Inquisitor Combat Gear1 orb of shadow (apprentice 1st) Power Points/Day: 25, 25 remaining; Wilder Powers Known (ML 10th)
1st—mind thrust, vigor Mysteries Known (CL 5th)
3rd—flicker (spell, 1/day)
2nd—congress of shadows (spell, 1/day), thoughts of shadow (spell, 1/day)
1st—voice of shadow (spell, 1/day), mesmerizing shade (spell, 1/day)
0—umbral hand (supernatural, 3/day), mystic reflections (supernatural, 3/day), caul of shadow (supernatural, 3/day), arrow of dusk (supernatural, 3/day) Abilities Str 4, Dex 9, Con 10, Int 16, Wis 14, Cha 17 SQ Psychic Enervation, Elude Touch, Surging Euphoria, Volatile Mind, Mental Torment, Mental Shadow, Forced Awareness, Mind’s Shadow, Hollow Mind, Synergistic Thought Feats Body Fuel, Up the Walls, Speed of Thought, Mental Leap, Inquisitor Skills Autohypnosis +15, Concentration +12, Intimidate +16, Knowledge (psionics) +16, Knowledge (the planes) +16, Psicraft +16, Swim +0 Possessions combat gear plus +1 Light Mace, Light Crossbow with 20 bolts, Gauntlets of Ogre Power, Amulet of Health +2, Type II bag of Holding
Every night, the sun must set and the shadows must rise. There are those who would use these shadows to rise up and claim power. There are even those who would place shadows where none once were just to claim this power. Then again, there are those who fight for the light. These individuals dispel the shadows and keep a dedicated vigil throughout the night and into the dawn. These individuals, dedicated to the eradication of evil and those who would fight in it, are the Disciple of Dawn, and their vigil is eternal.
Adventures: Evil can sprout forth anywhere at any time. Although many Disciples of Dawn dedicate themselves to the protection of a single sight, others follow the philosophy that the only way to protect against the dark is to go out into the world and fight it. Others believe that setting a good example for others will prevent them from turning to the shadows for power.
Characteristics: As a disciple of dawn, you have the ability to peer through deceptions and attack those who would hide in the dark. By the end, you can become a globe of pure light, perfect for fighting creatures of darkness.
Alignment: Disciples of Dawn exclusively come from members of paladin orders. The same strict tenants regarding behavior and attitude still apply, restricting this path to lawful good characters.
Religion: In many ways, Disciples of Dawn are more connected to their precepts than to their deity, something that deities of good and law allow. The exception to this rule, however, is Pelor, who many disciples of dawn worship as the paragon of what they hope to become.
Background: All disciples of dawn start as members of paladin orders. Eventually, one is approached by a disciple of dawn and is asked if they are willing to serve their church in a new way. They are free to deny this offer without stigma but those who accept find a whole new world ahead of them.
Races: As much as orders of paladins claim this is not so, race is a major factor in deciding who is invited. Generally, humans, half-elves, elves, and dwarves have no problem. The reputation of gnomes as fickle, halflings as theirves, and half-orcs as brutes unfortunately carries over, restricting those of these races to only the most devout.
Other Classes: So long as others are willing to help you banish darkness, you have no problem with their presence. You dislike rogues more than the regular Paladin and may refuse to lend them aid on that ground alone, unless they’ve proved themselves worthy of salvation. You hate and cannot abide by knowingly working with a shadow magic user.
Role: You are in many ways a great scout and mediator, able to see things that others can not and punish those who hide in the darkness. More than anything else, however, you are a frontline combatant, a fact that should not be forgotten.
Game Rule Information:
Disciples of Dawn have the following game stats. Abilities: More than anything else, your charisma is of prime importance to you, powering your ability to fight creatures of darkness. Wisdom, however, aids your perceptions. As a frontline fighter, strength and constitution are also of great importance. Alignment: Always Lawful Good Hit Die: d10
To qualify to become a Disciple of Dawn, a character must fulfill all the following criteria: Base Attack Bonus: +4 Skills: Knowledge (religion) 7 ranks Feats: Nimbus of Light Special: Smite Evil Class Feature Special: Must be invited by another Disciple of Dawn
The Disciple of Dawn’s class skills (and the key ability modifier for each skill) are:
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis) Skill Points at Each Level: 2 + Int modifier.
Disciple of Dawn
Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Shadows against Darkness, Smite Evil
2 +2 +3 +0 +0 Light’s Grace, Detect Mysteries
3 +3 +3 +1 +1 Excise Darkness
4 +4 +4 +1 +1 Pierce the Falsehoods
5 +5 +4 +1 +1 Dazzling Beacon
6 +6 +5 +2 +2 Pierce the Shroud
7 +7 +5 +2 +2 Fiery Beacon
8 +8 +6 +2 +2 Pierce the Unreal
9 +9 +6 +3 +3 Timeless Body
10 +10 +7 +3 +3 Beacon of True Light
All of the following are class features of the Disciple of Dawn prestige class.
Weapon and Armor Proficiency: A disciple of dawn gains no new proficiencies with weapons or armor. Smite Evil (Su): Paladin levels and disciple of dawn levels stack for determining the strength and uses per day of your smite evil ability Detect Mysteries (Sp): Starting at 1st level, You may use Detect Mysteries at will as a spell-like ability, wit a caster level equal to your class level. Shadows against Darkness (Ex): Starting at 2nd level, a disciple of dawn learns how to see the forces of evil, even against a cover of darkness. Concealment is no longer sufficient to hide from a disciple of dawn (although total concealment is). Furthermore, the disciple of dawn no longer loses their dexterity bonus to their AC when caught flat-footed. Light’s Grace (Su): Starting at 2nd level, you exert energy in a similar manner to a light spell. Whenever you enter the area of a spell with the darkness descriptor whose spell level is less than your disciple of dawn level, that effect is dispelled.
Whenever you enter the area of a spell with the darkness descriptor whose spell level is greater than your disciple of dawn level, you take a –2 penalty on all attack rolls, saving throws, and skill checks for as long as you remain.
Whenever you enter the area of a spell with the darkness descriptor whose spell level is equal to your disciple of dawn level, that effect is suppressed for as long as you remain but you take a –2 penalty on all attack rolls, saving throws, and skill checks for as long as you remain. Excise Darkness (Su): Starting at 3rd level, whenever you make a smite evil attempt against an undead or a creature capable of using shadow magic and hit, that smite evil attempt becomes an excision of darkness, adding your charisma bonus to your damage roll (minimum +1) in addition to the normal effects of a smite evil attempt. Pierce the Falsehoods (Ex): Starting at 4th level, you recognize falsehood whenever it appears. You automatically succeed on spot checks made to see through disguises, forgery checks made to see through forgeries, and sense motive checks made to see through bluffs. Dazzling Beacon (Su): Starting at 5th level, whenever you use your excise darkness ability, your target must make a Fortitude save (DC 10 + class level + charisma modifier) or become blinded for 1d4 rounds. Undead are not immune to this ability. Pierce the Shroud (Su): Starting at 6th level, you can see through the most subtle of disguises. You can see invisible and ethereal creatures just as easily as you can see material creatures. Fiery Beacon (Su): Starting at 7th level, whenever you use your excise darkness ability, you deal your target 1d4/class level fire damage, or half of that if they succeed on a reflex save (DC 10 + class level + charisma modifier) Pierce the Unreal (Su): Starting at 8th level, you can see through illusions. You may ignore the effects of all figments. In addition, you add your charisma modifier as a bonus to will saves against all other illusions (this stacks with divine grace) Timeless Body (Su): Starting at 9th level, you no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however ,remain in place. Bonuses still accrue, and you still die of old age when your time is up. Beacon of True Light (Su): Starting at 10th level, you can become a beacon of light in even the deepest darkness. This ability can be used once per day and must be activated in either darkness or shadowy illumination. For a number of rounds equal to your charisma modifier + 3 (minimum 1 round), you become an incorporeal orb of light that sheds bright illumination out to 30 feet and shadowy illumination out to 60 feet. While in this state, you gain a fly speed of 150 feet with perfect maneuverability and gain two light ray attacks, each of which require a ranged touch attack to hit and deal 2d12 damage. You may not use your spells (if any) while in this form but you may apply the effects of smite evil and Excise Darkness to your light rays.
Note to self: format properly in the future.
Last edited by Realms of Chaos : 04-26-2009 at 09:32 AM.
INITIATE OF THE SEVEN ENIGMAS “I study what I do not learn and see what is not there. My craft is of naught and has brought me power. However, if my work is a shadowy nothing, from where can this power come forth?”
-Serez Kezren, Initiate of the Seven Enigmas
Initiates of the Seven Mysteries are far unlike other mystery-users. Rather than improve their power over shadows, they study the mechanics of the shadows themselves, and by extension, the mechanics of all of reality. Those who plumb into the mysteries behind mysteries find themselves weaving their shadow magic in unimaginable ways.
BECOMING AN INITIATE OF THE SEVEN ENIGMAS
Initiates require relatively little to start along their track, other than the knowledge of how to and the concentration to manipulate their mysteries, accompanying some talent with the mysteries in question. Although a few cultists can take up this path, the number of shadowcasters who do so outnumber them immensely.
Entry Requirements Skills: Concentration 10 ranks, Knowledge (arcane) 10 ranks, Knowledge (the planes) 10 ranks Shadowcasting: ability to cast at least 2 initiate-level mysteries.
THE INITIATE OF THE SEVEN ENIGMAS HIT DIE: D4
Level Base Fort Ref Will Special Mysteries
Attack Save Save Save
1 +0 +0 +0 +2 Enigmas in mysteries +1 level of existing mystery-using class
The First Enigma (Imitation)
2 +1 +0 +0 +3 The Second Enigma (Illusion)
3 +1 +1 +1 +3 The Third Enigma (Manipulation) +1 level of existing mystery-using class
4 +2 +1 +1 +4 The Fourth Enigma (Reflection)
5 +2 +1 +1 +4 The Fifth Enigma (Form) +1 level of existing mystery-using class
6 +3 +2 +2 +5 The Sixth Enigma (Shadow)
7 +3 +2 +2 +5 The Seventh Enigma (Existance) +1 level of existing mystery-using class
Class Skills (2 + Int modifier per level): Concentration, Craft, Knowledge (arcane), Knowledge (the planes), Profession, Spellcraft.
As you advance, your actual shadowcasting may degrade but your power with mysteries remains as strong as ever. Mysteries: at each odd level, you gain new mysteries and an increase in aster level as if you had also attained a level in a shadowcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one shadowcasting class before becoming an Initiate of the Seven Enigmas, you must decide to which class to add each level for the purpose of determining mysteries per day, caster level, and mysteries known. Enigmas in Mysteries (Su): An Initiate of the Seven Mysteries finds power through the very mechanics of mysteries. Manipulating mysteries in this way is quite taxing. Whenever an enigma is utilized, they must succeed on a concentration check (dc 10+1/previous enigma successfully utilized that day). With a failure, the enigma fails to manifest and the daily use is wasted. Each enigma is a supernatural ability. The First Enigma (Imitation): The first mystery, often not noticed by onlookers, is that of imitation. After all, Shadow magic is nothing more than use of an objects shadow to control the object in question. Once per day per class level, by sacrificing a daily use of any mystery, the Initiate of the Seven Mysteries can gain an extra daily use of any mystery of a lower level. This extra use lasts for 24 hours or until used. The Second Enigma (Illusion): The first, and most basic allusion to shadow magic invariably appears in the power of illusion, giving form to imitation. Once per day per class level, by sacrificing a daily use of any mystery, the Initiate of the Seven Mysteries can imitate the effects of any illusion spell at least 1 spell level lower, other than those with the shadow subschool. The Third Enigma (Manipulation): The third mystery is that of manipulation, providing versatility for stagnant illusions. Once per day per class level, the Initiate of the Seven Mysteries may apply one metashadow feat to a mystery without using a daily use of that metashadow feat or increasing its casting time. The Fourth Enigma (Reflection): The fourth mystery is that of reflection, manipulated to provide an effect of equal power. Once per day per class level, on a round after casting a mystery, the Initiate of the Seven Mysteries may spend a full-round action to repeat the casting of that mystery (which apparently emanates from your shadow), without the expenditure of an additional daily use. The Fifth Enigma (Form): The fifth mystery is that of form, allowing prolonged manipulation of reflection. Once per day per class level, the Initiate of the Seven Mysteries can cast a mystery as an extraordinary ability, adding 2 to its save DC. The Sixth Enigma (Shadow): The sixth mystery is that of shadow, reflection given form. Once per day per class level, the Initiate of the Seven Mysteries can cast a mystery as a move action. The Seventh Enigma (Existence): The final mystery is that of existence, covering both shadow and its reflection. Once per day per class level, as an immediate action, the Initiate of the Seven Mysteries can ignore the effects of a 3rd-level or lower spell or mystery for one round. If its duration ends or if its area is vacated by the end of that round, it is completely ignored. Otherwise saving throws and spell resistance (if any) are checked for at the end of the round.
PLAYING AN INITIATE OF THE SEVEN ENIGMAS
Your ability to warp shadow magic has given it an entirely new feel in your hands. Just as the Plane of Shadow shifts, so does its magic. There is nothing wrong with what you do. You are simply directing the flow of the plane of shadow, to a lesser extent. These abilities are normally learned but have appeared naturally in some promising young prodigies.
Shadow-based organizations, as a whole, are confused about Initiates of the Seven Enigmas. They willingly let their shadowcasting degrade but increase their manipulation of it. Some view this view as intricacy while other (more ignorant) groups consider this laziness.
Initiates of the Seven Enigmas, more than anywhere else, are found as teachers, due to their scholarly outlook. In this niche, other shadow magic users accept them almost universally.
An Initiate of the Seven Enigmas makes for an interesting combatant. Due to a slightly lacking supply of mysteries, many assume that they are less versatile. The abilities they receive in return for this degradation, however, could not prove this viewpoint more false.
As you progress, your ability to modify and empower your mysteries becomes more powerful, and versatile. You must remember, however, not to take on more enemies than you can take, however, as each successive use of your abilities become harder and harder to release.
Your ways are almost guaranteed to have been learned ones. It is also likely that you learned from another Initiate of the Seven Enigmas. Some tomes describe the processes well enough to be used alone, however, and even others make purely intuitive leaps after observing movement on the plane of shadow over long periods of time.
Continuing advancement needs constant practice, study, and vigilance. Although you may not learn the strongest of abilities any time soon, you have happened upon a wellspring of new abilities.
Once you have started along this path, the mysteries taken count for much more than normal, due to your degraded progression. Other than this small issue however, the only things that you’ll truly need will be items and feats to help your concentration skill.
As a respectable sage or teacher within an organization, you might find loose ends of yours being met for you. Alas, magic items are often not provided. As a student of shadow, any opportunity to study its mechanics, such as in magic items utilizing mysteries, it a worthy investment. As you are still reliant upon your shadowcasting to protect you, items that increase your charisma and intelligence (or wisdom, for cultists) scores are vital. As you are likely to have relative frailty, any item that enhances your defenses is another boon.
INITIATES OF THE SEVEN ENIGMAS IN THE WORLD “The search for such knowledge as the workings of existence is a worthy endeavor. What worries me is that she, of all people, may succeed.”
-Glimdon Salagger, Foruton Librarian
The Inititiates of the Seven Enigmas allows the DM to showcase both the intellectual-side and alien-mindset behind shadow magic.
Initiates of the Seven Enigmas live in much the same ways as any other wizards. They must continue to learn their mysteries through constant study. To keep their minds steady, they often meditate. The only unusual part of their studies is the practicing of their enigmas. Although not necessary, most Initiates of the Seven Enigmas try to use each of their enigmas once after regaining their mysteries, to help them validate their studies. Once an Initiate of the Seven Enigmas finds a decent source of knowledge, they are loathe to leave it, and sometimes remain even long after their nature is revealed.
Initiates of the Seven Enigmas rarely choose to take notoriety directly, rather gaining it through those who they have provided tutelage. One, Totalas Grimp, educated many members of the Parliament of Shadow. For this reason, he is probably one of the most well-known Initiates.
Initiates of the Seven Enigmas rarely join a shadow organization. At least, not officially. Unofficially however, they are seen as unparalleled sources of knowledge. For this reason, many Initiates intrude upon the hospitality of several organizations over their career. This situation has led to a relatively stable symbiotic relationship between the two. Initiates of the Seven Enigmas help shadow organizations by passing on rumors or assisting in the teaching of new recruits. Meanwhile, the initiate benefits from safety, a roof above their heads, and a good steady of knowledge.
Most people respond to an Initiate of the Seven Enigmas in the same way that they would respond to any sage or philosopher. If their nature is discovered, less changes than one would expect. As the Initiate normally keeps to herself, most townsfolk have no problem with harboring them. In addition, due to an Initiate’s determination to learn, they are likely to ignore any sign to leave that falls short of direct violence or persecution. Even the most hardcore of priests thinks of them (incorrectly) as a frail practitioner of iffy magic, and therefore of little threat. Even so, it is easier to capture the one teacher than the many pupils.
INITIATE OF THE SEVEN ENIGMAS LORE
Characters with ranks in Knowledge (arcane) or Knowledge (the planes) can research Initiates of the Seven Enigmas to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 10: The Initiate of the Seven Enigmas is a philosopher among shadowcasters. DC 15: The Initiate of the Seven Enigmas sacrifices a bit of power from their Shadow Magic to gain more versatility with it. DC 20: The Initiate of the Seven Enigmas manipulates their powers through loopholes in reality called enigmas, which they activate through sheer force of will.
A bardic knowledge check or a Gather Information check can reveal the same information as these Knowledge checks, but in each case the DC is 5 higher than the given value.
INITIATE OF THE SEVEN ENIGMAS IN THE GAME
Initiates of the Seven Enigmas are the thinking intellectuals of Shadow Magic, studying it rather than taking it for granted. They are best used not for introducing shadow magic, but as a surprise when shadow magic’s novelty wears thin. The Initiates, remember, can modify the very nature of the mysteries they use, enough so to surprise any party.
With the unusual and thoughtful nature of this Prestige Class, this may prove to be the aspiration of a Shadowcaster or Cultist PC. The creativity that this class allows is an invaluable addition to any party.
With a few slight tweaks, the Initiate of the Seven Enigmas could be dedicated to shadow spells rather than to shadow magic. At an even more rudimentary scale, they could be dedicated to the mechanics of shadow magic or even to the mechanics of magic as a whole.
To be used at peak efficiency, the Initiate of the Seven Enigmas should only be thrown at the party once the rules of shadow magic have been established, only to have them knocked down by their new foe. Only after watching the Initiate do they realize the truly morphic power of shadow. EL 10: Serez Kezren is currently occupying a small town’s library. Although they know her nature and have made their wishes for her to leave quite clear (to the point of a few failed assassinations), she is determined to remain until her studies are complete. Serez Kezren CR 10
Female elf Shadowcaster 7/Initiate of the Seven Enigmas 3
TN Medium humanoid (elf) Init +1; Senses Low-light vision; Darkvision 30 feet; Listen +1, Spot +1 Languages Common, Elven, Sylvan, Gnome, Draconic, Goblin AC 19, touch 13, flat-footed 18 hp 34 (10 HD) Fort +7, Ref +5, Will +8 Speed 30 ft. (6 squares) Melee +1/Masterwork Quarterstaff +6 (1d6+1/1d6) Ranged Light crossbow +6 (1d8/19-20) Base Atk +5 ; Grp +5 Special Actions Shadowcast, Still Mystery, Extend Mystery, Enlarge Mystery, Empower Mystery, Maximize Mystery, Quicken Mystery, The First Enigma (imitation), The Second Enigma (Illusion), The Third Enigma (Manipulation) Combat Gear3 orbs of shadow (apprentice 1st), 3 potions of cure moderate wounds, Shadow Maniple, Ring of Nullification, Gem of Night Mysteries Known (CL 9th)
4th—Bolster (spell, 1/day), Shadow Evocation (spell, 1/day), Shadows Fade (spell, 1/day)
1st—Turbulent Dreams (spell-like, 2/day), Cursed Flame (spell-like, 2/day), Steel Shadows (spell-like, 2/day), Carpet of Shadow (spell-like, 2/day), Dusk and Dawn (spell-like, 2/day), Life Fades (spell-like, 2/day)
0—umbral hand (supernatural, 3/day), Mystic Reflections (supernatural, 3/day), Caul of Shadow (supernatural, 3/day), Arrow of Dusk (supernatural, 3/day) Abilities Str 10, Dex 13, Con 10, Int 17, Wis 8, Cha 14 SQ Able to notice secret of concealed doors, Sustaining Shadow (eat 1 meal/week), Enigmas In Mysteries Feats Shadowcast, Still Mystery, Empower Mystery, Extend Mystery, Maximize Mystery, Quicken Mystery, Enlarge Mystery Skills Concentration +13, Intimidate +15, Knowledge (arcana) +16, Knowledge (the planes) +16, Spellcraft +16 Possessions combat gear plus +1/Masterwork Quarterstaff, Light Crossbow with 20 bolts, Cloak of resistance +1, 75 gp.
SHADOW FUNDAMENTALIST ”More often than not, smoke and explosions are signs of ineptitude, not expertise.”
-Silias Gerer, Shadow Fundamentalist
The Shadow Fundamentalist knows, all too well, that the larger, more ostentatious of mysteries are worth very little if the basics of shadow magic remain unlearned. By mastering the fundamentals of shadow magic, they can gain a bottomless reservoir of power.
BECOMING A SHADOW FUNDAMENTALIST
Shadowcasters make up almost the entire population of shadow fundamentalists. The art is so focused that multiclassed characters simply have little incentive to pursue it. A few high-level cultists have attempted this path, but the number to have completed it can be counted on one human’s fingers.
Entry Requirements Skills: Knowledge (arcana) 6 ranks, Knowledge (the planes) 6 ranks Shadowcasting: ability to cast 5 or more fundamentals
THE SHADOW FUNDAMENTALIST HIT DIE: D6
Level Base Fort Ref Will Special Mysteries
Attack Save Save Save
1 +0 +2 +0 +2 Fine Manipulation +1 level of existing mystery-using class
2 +1 +3 +0 +3 Unlimited Fundamentals +1 level of existing mystery-using class
3 +1 +3 +1 +3 Library of Basics +1 level of existing mystery-using class
Class Skills (2 + Int modifier per level): Concentration, Craft, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Move Silently, Profession, Spellcraft, Spot
as a shadow fundamentalist, you focus on the manipulation of fundamentals. Mysteries: At each level, you gain mysteries known and an increase in caster level as if you had also gained a level in a casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one mystery-using class before becoming a Shadow Fundamentalist, you must decide which class to add each level for the purpose of determining caster level and mysteries known. Fine Manipulation (Su): whenever you cast a fundamental and modify it with one or more metashadow feats, no daily use of those metashadow feats are expended. In order to apply a metashadow feat to a fundamental, however, it must still have a remaining daily use. Unlimited Fundamentals: At 2nd level, you may cast your fundamentals at will. If you already possess this ability, you cast your fundamentals at +2 caster level. Library of Basics: At 3rd level, you gain access to all fundamentals.
PLAYING A SHADOW FUNDAMENTALIST
Most NPC shadow fundamentalists are indistinguishable from normal shadowcasters. They are, however, noticeably more drawn towards experimentation and novelty.
You know that your shadow magic is no weaker than those of others. In addition, you have a reliable, if weaker, source of secondary power to return to should your mysteries fail.
Thanks to your consistent skill at higher-level shadow magic, you are welcomed into most shadow magic organizations. Your unnatural fascination with the weakest of all forms of shadow magic, however, makes others somewhat weary of you. Though you may be accepted into organizations, don’t expect it to be with open arms.
Aside from slight discrepancies in your personality, your differences are most visible in combat. For you, it is not uncommon to unleash a quickened, empowered, maximized arrow of dusk each round, even in the midst of your more powerful shadowcasting. You protect yourself with seemingly insignificant wards and boons, which come together to make you a more formidable opponent.
The journey of a shadow fundamentalist has been written in script by several masters of the art and the same basic discoveries are almost always made in the same manner and in the same order. Nonetheless, none of these scripts are used those trying to discover the path, for discovery of the path is invariably an accident. Therefore, while the same cornerstone discoveries are going to be made in a set order, the actual process is one of self-discovery and experimentation.
As you advance, there is no reason to choose your mysteries or feats more carefully than any other shadowcaster, although it goes without saying that you should avoid learning additional fundamentals if it can be avoided.
You rarely obtain tangible benefit from other shadow fundamentalists, but they, sharing some of your views, are more willing to here out even your most outrageous ideas, give you an interesting tidbit of information, or even keep you overnight. Organizations to which you belong rarely give you much of value, either. As an extension of you shadowcasting philosophy, you are a bit of a packrat, knowing that hundreds of small items may provide the difference between life and death.
SHADOW FUNDAMENTALISTS IN THE WORLD “They may be unorthodox, but at least they are creative”
-Eddas Coradran, Lord of the First House, Parliament of Shadows
The shadow fundamentalist is a choice for those willing to explore the reaches of what other mystery-users take for granted. They are the inventive, the creative, the shrewd. Any shadow-casting class can take it but it is most common among neutral and chaotic shadowcasters, who find the most enjoyment in such novelty.
A shadow fundamentalists time is largely devoted to research, both into new, more powerful mysteries, and into how their fundamentals fit into such mysteries. Otherwise, they spend their time advancing their various other agendas, or adventuring to obtain new scraps of knowledge or interesting items.
Shadow fundamentalists are few and far between, but when one’s presence becomes known, few tend to forget them. An excellent example is Grombo “no-nose” Kilten, a gnomish shadow fundamentalist who managed to create five new fundamentals before losing his nose in the creation process of a sixth. Another is Malkin Tumwater, the only shadow fundamentalist to ever make it to the Parliament of Shadows.
The Nightshade Covenant allows in shadow fundamentalists but tends to ignore them in the midst of the struggles between their factions. After all, a pitiful fundamental seems unlikely to blot out the sun. The Tenebrous Cabal accepts them the most openly, respecting their tireless research into matters of shadow. The Votaries of Vecna regard their fundamentals as unnecessary tinkering, preferring to judge them by their total power in shadow magic.
Most people react to shadow fundamentalists exactly as they would to a shadowcaster. Very few can actually tell a difference. In general, shadowcasters are indifferent towards shadowcasters. Many arcane casters refer jokingly to their choice of specialty, at least…until they face one in combat.
SHADOW FUNDAMENTALIST LORE
Characters with ranks in Knowledge (arcane) or Knowledge (the planes) can research Shadow Fundamentalists to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 10: Some shadowcasters called shadow fundamentalists willingly focus on the weakest of their abilities. DC 15: Despite all odds, shadow fundamentalists gain surprising proficiency with their fundamentals. DC 20: Although shadow fundamentalists focus first and foremost on their fundamentals, their shadowcasting in general does not suffer.
A bardic knowledge check or a Gather Information check can reveal the same information as these Knowledge checks, but in each case the DC is 5 higher than the given value.
IN THE GAME
Shadow Fundamentalists have been well dispersed though many organizations, countries, and worlds. When introducing them, it is perhaps better to make them out to be an eccentric shadowcaster. Actually introducing their abilities might be better done through a tome or scroll depicting such varied possibilities with fundamentals, allowing shadowcaster PCs to pursue the class at their own pace.
This prestige class adds a noticeably lighter side to shadow magic, although not enough of one to effect views of it as a whole. As long as the player has an opportunity to cast fundamentals, they can be happy with their choice. Whenever one of their fundamentals truly helps them, they can feel a sense of accomplishment.
Shadow Fundamentalists, as their tricks are relatively simple, can easily be adapted to use more mundane sources of power, perhaps using smoke, darkness, or feeble illusions to accomplish their ends. Another, more obvious option is to simply convert it to affect cantrips and orisons instead of fundamentals.
Encounters with shadow fundamentalists should show off their intricacies of their art. It is not unusual for one to shoot out an empowered, maximized, quickened arrow of dusk every round, possibly followed by another mystery, the drinking of a small potion, or another empowered, maximized arrow of dusk. They are a flurry of fundamentals in combat, and a first impression should show that. EL 5: Simon Tellware has recently mastered the art of casting fundamentals. Recently noticed and hired by the Tenebrous Cabal, he has been gathering scraps of esoteric lore for the past couple of months, stopping every now and again to collect obscure baubles and such.
Simon Tellware CR 5
Male Human Shadowcaster 2/Shadow Fundamentalist 3
TN Medium humanoid (human) Init +0; Senses Listen +5, Spot +5 Languages Common, Elven, Dwarven AC 17, touch 11, flat-footed 17 hp 25 (5 HD) Fort +8, Ref +2, Will +6 Speed 30 ft. (6 squares) Melee Quarterstaff +2 (1d6/1d6) Ranged Light crossbow +2 (1d8/19-20) Base Atk +2 ; Grp +2 Special ActionsExtend Mystery, Empower Mystery, Maximize Mystery, Quicken Mystery Combat Gear1 orb of shadow (apprentice 1st)[i], 1 dark lantern, 6 potions of cure light wounds Mysteries Known (CL 5th)
2nd—Frigid Smoke (spell, 1/day)
1st—Cursed Flame (spell, 1/day, DC 13), Steel Shadows (spell, 1/day)
0—Umbral Hand (supernatural, at will), Mystic Reflections (supernatural, at will), Caul of Shadow (supernatural, at will), Arrow of Dusk (supernatural, at will, +2 ranged touch), Black Candle (supernatural, at will), Liquid Night (supernatural, at will), Shadow Hood (supernatural, at will, DC 12), Trick of the Light (supernatural, at will, DC 12), Darkened Eyes (supernatural, at will), Tools of the Trade (supernatural, at will), Shadow Vigor (supernatural, at will), Midnight Veil (supernatural, at will), Shadowstep (supernatural, at will), Shadowy Touch (supernatural, at will), Ghostly Blade (Supernatural, at will, +2 melee attack roll) Abilities Str 10, Dex 11, Con 12, Int 15, Wis 8, Cha 14 SQ Fine Manipulation Feats Extend Mystery, Empower Mystery, Maximize Mystery, Quicken Mystery Skills Concentration +6, Hide +5, Intimidate +7, Knowledge (arcana) +7, Knowledge (the planes) +7, Move Silently +5 Spellcraft +7, Spot +5 Possessions combat gear plus Quarterstaff, Light Crossbow with 20 bolts, Cloak of resistance +1, 25 gp.
Last edited by Realms of Chaos : 04-26-2009 at 09:49 AM.
Shadow Necromancer: “They’re corpses. Why would I give them a choice?”
-Pontias Giberton, Shadow Necromancer
Shadowcasters are famous for trying to separate themselves from the moral labels attached to their dark powers. The most famous example would have to be the Shadow Necromancer, who puts aside the normal stigma attached with reanimation of the undead to make an inexhaustible supply of loyal servants.
BECOMING A SHADOW NECROMANCER
Although a few rare cultists of dark causes best left unnamed take up this path, most of its practitioners are shadowcasters. Although some Shadowcaster/Necromancers and Shadowcaster/Clerics become shadow necromancers, the stress of multiclassing slows down the process. Entry Requirements: Skills: Hide 8 ranks, Knowledge (arcane) 8 ranks, Spellcraft 8 ranks. Shadowcasting: ability to cast the Walking dead mystery.
The Shadow Necromancer Hit Die: d6
Level BAB Fort Ref Will Special Mysteries
1 +0 +2 +0 +2 Aura of Shade, Moral Ambiguity
2 +1 +3 +0 +3 Ebon Guard (1) +1 level of existing mystery-using class
3 +1 +3 +1 +3 Twilight Aura +1 level of existing mystery-using class
4 +2 +4 +1 +4 Ebon Guard (2) +1 level of existing mystery-using class
5 +2 +4 +1 +4 Corpsecrafter +1 level of existing mystery-using class
6 +3 +5 +2 +5 Ebon Guard (3) +1 level of existing mystery-using class
7 +3 +5 +2 +5 Create Spawn +1 level of existing mystery-using class
8 +4 +6 +2 +6 Ebon Guard (4) +1 level of existing mystery-using class
9 +4 +6 +3 +6 Advanced Animations +1 level of existing mystery-using class
10 +5 +7 +3 +7 Ebon Army, Ebon Guards (5) +1 level of existing mystery-using class
Class Skills (2 + Int modifier per level): Concentration, Decipher Script, Hide, Intimidate, Knowledge (arcane), Knowledge (the planes), Listen, Move Silently, Spellcraft, Spot.
Class Features: The shadow necromancer is a master of undead animation, animating them with shadow instead of negative energy.
Mysteries: at every level after 1st, you gain new mysteries and an increase in caster level as if you had also gained a level in a mystery-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one mystery-using class before becoming a Shadow Necromancer, you must choose which class to add each level.
Aura of Shade (Su): A Shadow Necromancer emanates an area of supernatural shade, going out to 5 ft/class level. All undead within this area gain turn resistance equal to the Shadow Necromancer’s HD level while all other living creatures take a –2 penalty on saving throws. In addition, this area is kept in perpetual shadowy illumination.
Moral Ambiguity: A Shadow Necromancer sees past the petty labels given to him by those who do not understand his art. As a result, his alignment is not affected by the animation of undead.
Ebon Guard (Su): At 2nd level and every odd level afterwards, the Shadow necromancer may select one undead creature they have animated through the walking dead mystery to live on as their permanent minion. This minion gains maximum hit points per HD, gains the Dark template, and gains an intelligence score of 10 (even if 10 is higher than the base creature’s intelligence score). In addition, skeletons chosen can take full rounds of actions while zombies lose their penalty to attack and damage rolls. Lastly, these minions last until they are destroyed, at which point the Shadow necromancer can indicate a new undead to join their Ebon Guard.
Twilight Aura: The Shadow Necromancer’s Aura of Shade eventually starts to leak negative energy. Starting at 3th level, all undead within its reaches gain fast healing 1 while all attempts to use spells of the healing subschool require a dc20 caster level check.
Corpsecrafter: The Shadow Necromancer gains corpsecrafter as a bonus feat at 5th level.
Create Spawn: Starting at 7th level, any creature slain within the Shadow Necromancer’s Aura of Shade are reanimated as shadows 1d4 rounds afterwards, as long as they remain in the aura until that time. These Shadows are under the control of the Shadow Necromancer. A Shadow Necromancer can control up to 4 hit dice/level of shadows in this way (not counting towards any other limit of undead controlled).
Advanced Animation: At 9th level, a Shadow Necromancer gains any feat with corpsecrafter as a prerequisite as a bonus feat.
Ebon Army: At 10th level, a Shadow Necromancer’s entourage seems inexhaustible. All undead that they animate via the Walking Dead mystery become
members of their Ebon Guard, so long as they remain within their Aura of Shade. If they at any point leave the aura, they return to normal undead and the duration of Walking Dead begins, even if they return into the aura later. All specifically chosen members of the Ebon guard can enter and leave the aura freely. In addition, all members of the ebon guard can communicate telepathically with the shadow necromancer.
PLAYING A SHADOW NECROMANCER
Some NPC shadow necromancers, much like masters of shadow, become domineering individuals. Others, however, choose instead to use their undead to help in their research. Their undead can assist their research in ways as complex as an arcane dissection or as simple as fetching a nearby book or beaker. Although they have a small army at their disposal, they are more often than not simple researchers, as if to prove that undead animation does not effect the animator.
You are welcome in the tenebrous cabal if you should wish to join. Due to the nature of your minions, the Nightshade Covenant and Votaries of Vecna are more than pleased to see you join with them but wish to see you eradicated if you refuse to.
Your greatest weapons are two-fold. The first that you get is your aura of shade, protecting your undead from troublesome clerics while weakening the defenses of your foe. Your second powerful weapon is your ebon guard, an ever-expanding rank of intelligent, shadow-infused undead that protect you with far more proficiency than the normal walking dead.
The means by which you animate and empower the undead are often learned, rather than discovered. However, there are almost no shadow necromancers willing to teach. Instead, when most shadow necromancers reach an old age, they inscribe the instructions of how to establish an aura of shade and ebon guard onto the flesh or bone of one of their ebon guard and set it aside. Should the shadow necromancer never come back to it, it is ordered to go out into the world and try to teach a potential candidate. As many such undead are slain upon sight rather than read, it is not wholly unusual for a shadow necromancer to send out a random undead with such instructions every now and again.
Continued advancement leads to increased power of your army, as your aura of shade expands, the ranks of your ebon guard increase, and you eventually reanimate shadows within your aura, to say nothing for your increased shadowcasting ability. To take the most advantage of your aura of shade, it is best to take mysteries that require saving throws. From a strategic vantage point, however, choosing mysteries that summon additional aid is wise.
You tend to see other of your training almost as brothers, further distancing yourself from the stereotype of emotionally dead necromancers. After all, it may have been any shadow necromancer’s minion that taught you the art yourself. With close personal friends, together with your minions, other shadow necromancers, and members of your organization (if any), you have enough allies to accomplish many goals. Alas, many items created for the use of undead control merely effect how many undead you can control, a meaningless factor for shadow necromancers. If you can find something to increase the power of your undead, however, it would be insane to not try to obtain it.
SHADOW NECROMANCERS IN THE WORLD “The necromancer approached with his pitch-black horde and we all thought we were doomed, see. But then, he just asks to see the library. He reads a couple of cookbooks and is off on his merry way. I need another drink”
-Cayov Mcgallo, Baker
The shadow necromancer is the perfect road for someone who loves the undead. As one does not need to be evil to be a shadow necromancer (and indeed, could be good), this is an excellent way to put the craft into the hands of the PCs.
A shadow necromancer, as a rule of thumb, rarely lives too fancily. They prefer to live in Spartan accommodations (ranging down to and including cemeteries) with their minions. They spend a lot of their time researching and practicing their art. Even though they have minions, shadow necromancers are stuck delivering their own messages, due to their minions’ tendency to get killed on the road.
Only when a shadow necromancer really gets into a position of power do they really put their undead to work. They normally supplement the town’s guard with some of their ebon guard while lending out lesser undead to townspeople in need of cheap labor. Although such a society may seem appalling to an outsider, most people inside of the society actually appreciate how much easier the undead can make their lives.
The greatest known shadow necromancer to date is Callembar Glopt, the very first shadow necromancer and the creation of the Walking Dead mystery (He is not undead. Rather, the art of shadow necromancy is only about 60 years old). Since its creation, Callembar has been surpassed in his own art by Sigfried Trent, the first individual to enter the Nightshade Covenant by pure merit.
The Tenebrous Cabal welcomes you into its ranks with open arms and there are no limits, unofficial or otherwise, on how far they can progress in the Parliament of Shadows. Due to its relatively short existence, however, no shadow necromancer has ever made it into the parliament. The nightshade covenant also welcomes you with open arms. Its undead members see you as a natural boon while its other members see you as a way to keep the undead in check. The Votaries of Vecna have a special respect for the shadow necromancer. They are knowledgeable enough to know there is no means by which shadow magic can control existing undead. With that knowledge in tow, shadow necromancers seems as an obvious boon to the undead members of the votary. In fact, much like with children of night, a shadow necromancer who joins need not die in the process, should they not wish to for some reason.
NPC reactions to shadow necromancers are normally negative. They often see them as either a shadow caster or (more likely) as a necromancer, neither of which is openly welcomed in most societies. In a society that is already ruled by a shadow necromancer, however, individuals are at least friendly towards another follower of the same road. Most shadowcasters and necromancers alike are indifferent towards the shadow necromancer.
SHADOW NECROMANCER LORE
Characters with ranks in Knowledge (arcane) or Knowledge (the planes) can research shadow necromancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 10: Some shadow magic users called shadow necromancers expound upon undead reanimation. DC 15: shadow necromancers rely both on an aura of supernatural shade and an honor guard of shadow-infused undead to protect them. DC 20: shadow necromancers have actually managed to separate themselves from the normal stigma of undead reanimation. Many of them are actually benevolent.
A bardic knowledge check or a Gather Information check can reveal the same information as these Knowledge checks, but in each case the DC is 5 higher than the given value.
SHADOW NECROMANCERS IN THE GAME
Shadow necromancers prefer to do their own work, using their undead as aides rather than as proxies. Although the practice is new, it is possible that the nearby necromancer locked up in his tower is indeed a shadow magic practitioner. Otherwise, the option might fall into your players laps as another shadow necromancer’s skeleton walks up to your party, inscribed from head to toe with instructions.
Anyone who enjoys controlling others, managing complex tactics, or simply controlling the undead makes for an ideal shadow necromancer. Although there are some fights that even the souped-up ebon guard cannot win, the ability to control and empower so many troops should prove rewarding so long as they can replenish their troops when they fall.
The easiest adaptation to a shadow necromancer is to let it use negative energy, just like any other necromancer. Making it the stereotypical evil-to-the-bone necromancer is another way to fit it into play.
Admittedly, a hooded figure who carries around their own aura of shade, and who is surrounded by an honor guard of pitch black skeletons and zombies, is about as subtle as a hole in the head. Use that to your advantage. That way, when your players fight a shadow necromancer, they know that they aren’t facing just any old necromancer. As a twist, you could easily have that same imposing figure turn out to be good, and see if a party’s good faith can overcome their old prejudices. EL 17: Callembar Glopt is the venerable creator of the shadow necromancer. As its first practitioner, it nearly earned him a place within the Parliament of Shadows, which he politely turned down. Callembar has been traveling the world, looking for new scraps of necromantic lore for him to write down in his memoir. Callembar Glopt CR 17
Venerable Male Human Shadowcaster 9/Shadow Necromancer 8
TN Medium humanoid (human) Init +0; Senses Darkvision 30 feet; Listen +0, Spot +20 Languages Common, Elven, Dwarven, Gnome, Draconic AC 19, touch 13, flat-footed 19 hp 96 (17 HD) Fort +14, Ref +5, Will +12 Speed 30 ft. (6 squares) Melee +2/+2 quarterstaff +9 (1d6+1/1d6+1) Ranged +1 Light crossbow +9 (1d8+1/19-20) Base Atk +8 ; Grp +7 Special Actions Shadow Cast, Still Mystery, Extend Mystery, Line of Shadow, Quicken Mystery, Shadow Vision Combat GearRing of Nullification, Shadow maniple, 4 orbs of shadow , Greater Shroud of Night, 2 orbs of shadow (apprentice 1st) Mysteries Known (CL 16th)
8th—Soul Puppet (spell, 1/day)
7th—Summon Umbral Servant (spell, 1/day), Dark Soul (spell, 1/day), Truth Revealed (spell, 1/day)
6th—Twisted Summons (spell-like, 2/day)
5th—Walking Dead (supernatural, 4/day), Echo Spell (spell-like, 2/day)
4th—Bolster (spell-like, 2/day), Warp Body (spell-like, 2/day), Warp Spell (spell-like, 2/day)
3rd—Sharp Shadows (supernatural, 3/day), Dancing Shadows (supernatural, 3/day)
2nd—Sight obscured (supernatural, 3/day), Shadow Skin (supernatural, 3/day)
1st—Steel Shadows (supernatural, 3/day), Dusk and Dawn (supernatural, 3/day)
0—umbral hand (supernatural, 3/day), Mystic Reflections (supernatural, 3/day), Caul of Shadow (supernatural, 3/day), Arrow of Dusk (supernatural, 3/day, +7 ranged touch attack), Olden Tales (Supernatural, 3/day), Shadowy Touch (Supernatural, 3/day, DC 14)
Abilities Str 8, Dex 10, Con 14, Int 18, Wis 11, Cha 18 SQ Sustaining Shadow (eat 1 meal/week), Aura of Shade, Twilight Aura, Create Spawn Feats Favored Mystery (Walking Dead) (2), Extend Mystery, Shadow Cast, Still Mystery, Line of Shadow, Quicken Mystery, Shadow Reflection, Shadow Vision, Corpsecrafter Skills Concentration +22, Intimidate +24, Knowledge (arcana) +24, Knowledge (the planes) +24, Spellcraft +24, Spot +20 Possessions combat gear plus +2/+2 Quarterstaff, +1 Light Crossbow with 20 bolts, Cloak of resistance +1, 370 gp.
Shadowscout “I’ve never seen anything like it. They fought like a hivemind and rushed into the darkness.”
-Drael Fus, crystal guardian
The shadowcaster, almost in spite of itself, has always been quite adept at the role of a scout, at least compared to other spellcasters. Some shadowcasters, driven by necessity,
Have been forced to explore this road more thoroughly. By allowing their mysteries to atrophy, they gain the unique ability to link their consciousness with others, becoming one large mind. In addition, their studies include mundane imitations of common scouting techniques.
BECOMING A SHADOWSCOUT
Given the prerequisites, shadowcasters can easily qualify for this class. On the other hand, cultists can meet the prerequisites with equal ease, although they gain slightly less from the class. Some multiclassing rogues, scouts, ninjas, and factotums also decide to take this class, although the strain of multiclass means that they seem even further delayed in terms of what they get from the class. Entry Requirements: Skills: Search 4 ranks, Spot 8 ranks Feat: Shadow Vision or Shadow Reflection Mysteries: Ability to cast the Sight Eclipsed or Piercing Sight mystery
Shadowscout Hit Die:d6
Level BAB Fort Ref Will Special Mysteries
1 +0 +0 +2 +2 Trapfinding, Skirmish +1d6/+0 +1 level of existing mystery-using class
2 +1 +0 +3 +3 Shadowstep, Linksense
3 +2 +1 +3 +3 Skirmish +1d6/+1 +1 level of existing mystery-using class
4 +3 +1 +4 +4 Shadow Acuity
5 +3 +1 +4 +4 Umbral Hivemind, +1 level of existing mystery-using class
Class Skills (8 + Int modifier per level): Balance, Bluff, Climb, Concentration, Disable Device, Hide, Intimidate, Jump, Knowledge (arcane), Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (the planes), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble.
Class Features: The shadowscout specializes in reconnaissance, searching an area for traps, using enhanced senses and sending back what they know to their allies.
Weapon and Armor Proficiencies: The Shadowscout gains proficiency with light armor and with one martial weapon, should they not already possess these proficiencies.
Mysteries: At each odd level, you gain new mysteries and an increase in caster level as if you had also gained a level in your mystery using class. You do not gain any other benefits a character of that class would have gained. If you had more than one mystery-using class before becoming a Shadowscout, you must decide to which class to add each level.
Trapfinding: Starting at 1st level, a Shadowscout gains trapfinding, as the rogue class feature.
Skirmish (Ex): At 1st level, the Shadowscout gains the benefits of the skirmish ability, allowing them to deal an extra +1d6 damage on any attack made after moving at least 10 feet. The damage increases to +2d6 at 5th level. AT 3rd level, the Shadowscout gains +1 AC on any round in which they move at least 10 feet. This ability stacks with the skirmish abilities granted by any other class.
Shadowstep (Su): Starting at 2nd level, the Shadowscout can use the Shadowstep fundamental at will as a swift action.
Linksense (Su): Starting at 2nd level, a Shadowscout learns how to share their senses with another. At will, as a full-round action, they can link themselves to up to the indicated number of touched willing creatures. All such creatures share both an empathic link and a status effect amongst each member of the Linksense. The linksense lasts for 10 minutes/class level can include a number of other members up to the Shadowscout’s class level – 1.
Shadow Acuity (Su): Starting at 4th level, a Shadowscout gains darkvision out to 60 feet, low-light vision, and blindsight out to 10 feet. Any other member of their Linksense gains these senses as well. These abilities overlap (do not stack) with similar abilities already possessed.
Umbral Hivemind (Su): At 5th level, a Shadowscout and their linked targets are united as one. No individual linked to the Linksense can be flanked unless they all are. In addition, so long as a senselink is established, all of its members can communicate telepathically.
PLAYING A SHADOWSCOUT
You have tamed shadow into a tool. Through it, you and your compatriots can accomplish perception, and coordination with great ease. You are not as studious as many practitioners of shadow magic, but you may still read a tome or two if they happen to fall into your lap. By the same logic, if you have nothing better to do, why not practice?
The Tenebrous Cabal alone seems to have no real place for you. After all, what could someone who favors secrecy over knowledge provide to such a society. The Nightshade Covenant has a decent minority of Shadowscouts in its midst. After all, who better to scout the surface at night and lead raiding parties? The Votaries of Vecna maintain positive connections with Shadowscouts, but very few of them are willing to go through death to join them officially.
Your capabilities in combat are decent, but only if you have enough room to skirmish. Your true ability lies in coordinating others. By linking the senses of several creatures, the entire group detects any threat that one detects and the group can take out the threat together.
Your capabilities are most likely learned, even if you have had less education than the average shadowcaster. It is unlikely that you have learned your abilities within a shadow organization. Rather, it is likely that you have practiced under another shadowscout. After all, many say that it is impossible to understand a linksense without going through one.
Continued advancement requires less practice and study than most, leaving more time open for other endeavors. While you are unlikely to learn the most powerful forms of shadow magic, you at least have the most useful variety for your field.
As you advance, the sparse choices of learned mysteries become more vital, although it is best to choose mysteries that can give you some form of battlefield or sensory advantage.
You tend to regard other shadowscouts with a bit of disdain. The more you meet, the more business in the area that is already taken. Besides, having two shadowscouts in a group adds nothing that having one shadowscout did not already provide. You’ll likely want any piece of equipment that can increase your stealth, be it a scroll, potion, or wondrous item.
SHADOWSCOUTS IN THE WORLD “You’ll never find a shadow in the night.”
-Matius Gambry, Shadowscout
For ages, there have been stories of scoundrels able to coordinate tremendous works, compensating and accounting for each and every problem along the way. The shadowscout is the perfect path for player who want to be that person, for by linking senses with their party, any problem can be instantly identified and fixed.
A shadowscout’s daily activity is anything but daily. Most of them choose to rest during the day, and work during the night. They spend at least some time practicing their powers, if not studying. The rest of the time is spent on their particular jobs, which might be for their employer or of their own design.
As Shadowscouts need to remain secret to be of any use, neither they nor their employers see any need to give them notoriety. Some, however, have become well-known among possible employers. One would be Matius Gambry, who is known to never have failed a task thus far. Another is Waylen Burgren, who somehow managed to acquire the sphere of annihilation for Crestian, leader of the Votaries of Vecna. It is rumored that he is currently looking for a matching talisman of the sphere.
As shadowscouts usually work in groups and rely on teamwork, it is not unheard of for shadowscouts to develop permanent teams who in turn gain status. These teams, however, are often more easily discovered than individual shadowscouts.
The Tenebrous Cabal is weary of you. You have dedicated much more of your time to deception and secrecy than to your practice of shadow magic, making you more of a liability than an asset in most cases, although it is still possible to join. The Nightshade Covenant keeps a decent amount of shadowscouts at hand, ready to plan for future raids by moonlight alone. The Votaries of Vecna respect the combination of shadow magic and secrecy that a shadowscout possesses and typically pays shadowscouts a bit more than they would pay others for the same job. Although some shadowscouts find themselves in the regular employ of the Votary, very few want to join, as doing so would involve their own death. Nonetheless, there are rumors of a small handful of necropolitan shadowscouts within their midst.
The vast majority of people react to shadowscouts with a combination of the distrust they feel towards spies and the suspicion with which they view shadow magic. This is only if they know the shadowscout’s identity, however. Most individuals see them as regular shadowcasters, spellcasters, rogues, or scouts, providing a wide variety of views. shadowcasters try to remain indifferent towards shadowscouts, seeing them both as wasted potential and as potentially useful tools.
Characters with ranks in Knowledge (arcane) or Knowledge (the planes) can research shadowscouts to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 10: A shadowscout uses the power of shadow to accomplish greatly coordinated acts of thievery and reconnaissance. DC 15: A shadowscout is able to unite the consciousnesses of several individuals through a process called a linksense, allowing greater coordination among their accomplices. DC 20: Although they benefit from improved stealth, a shadowscout’s casting ability is greatly decreased.
A bardic knowledge check or a Gather Information check can reveal the same information as these Knowledge checks, but in each case the DC is 5 higher than the given value.
SHADOWSCOUTS IN THE GAME
Shadowscouts make it their business to be well-kept secrets, and it is indeed hard to detect their unique talents, meaning that it should not surprise players that they have not fought any in the past. In fact, they may well have fought one but did not know it.
As long as there are buildings to be looted, tactics to be formed, and team mates to stand by, a player should not end up thinking that their levels of shadowscout were wasted.
Shadowscouts can exist in settings that do not use shadow magic, requiring very little alteration. Shadowscouts make very few references to shadow magic through their class features, so it is possible to have their power originate from arcane magic, divine magic, or just about any other source from which supernatural abilities can be derived.
Encounters with Shadowscouts should focus highly on calculated tactics. While a Shadowscout on their own can put up a decent fight, they are at their best when they are directing others in combat. EL 10: Nackalais Teveren has been causing trouble among the dwarves. A cultist of Garl Glittergold, he believes that his god endorses pranks upon the other gods, including Moradin. He and a small group of cultists have been scouting out the nearby shrines of Moradin and are trying to determine how to best proceed. Nackalais Teveren CR 10
Male Dwarf Cultist 5/Shadowscout 5
TN Medium humanoid (dwarf) Init +0; Senses Darkvision 60 feet; Listen +2, Spot +10 Languages Common, Dwarven AC 15, touch 10, flat-footed 15 hp 62 (10 HD) Fort +5, Ref +9, Will +11 Speed 20 ft. (6 squares) Melee +1 warhammer +7 (1d8+1/x3) Ranged +1 Heavy crossbow +7 (1d10+1/19-20) Base Atk +6 ; Grp +6 Atk Options: Skirmish +2d6/+1 Special Actions Shadow vision, enlarge mystery, patron’s gift, Linksense Combat Gear1 orb of shadow (apprentice 1st) Mysteries Known (CL 8th)
2nd—Piercing Sight (spell, 2/day), Black Fire (spell, 2/day)
1st—Bend Perspective (spell, 2/day), Carpet of Shadow (spell, 2/day)
0—Shadowstep (spell-like, at will), Trick of the Light (spell-like, at will, DC 11) Abilities Str 10, Dex 11, Con 14, Int 10, Wis 15, Cha 12 SQ stability, stonecunning, trapfinding, shadow guardian (hidden faith), umbral acuity, umbral hivemind. Feats Shadow Vision, Path Focus (Dark Terrain), Greater Path Focus (Dark Terrain), Enlarge Mystery, True Believer Skills Disable Device +9, Hide +17, Move Silently +17, Search +13, Spot +10 Possessions combat gear plus +1 Warhammer, +1 Heavy Crossbow with 20 bolts, Cloak of resistance +1, +1 Shadow, Silent Moves Chain Shirt, 800 gp.
Black Maw Colossal Elemental (Extraplanar, Incorporeal) Hit Dice: 30d8+210 plus 30 (375 hp) Initiative: +13 Speed: Fly 40 ft. (perfect) Armor class: 19 (+5 deflection, -6 size, +9 Dex,), touch 18, flat-footed 9 Base attack/grapple: +22/— Attack: — Full attack: — Space/reach: 30 ft./0 ft. Special attacks: Blackest cage, forgotten corners, ravaging darkness, siphoned strength Special qualities: Beacon of darkness, blindsight 300 ft., elemental traits, incorporeal traits Saves: Fort +19, Ref +28, Will +12 Abilities: Str –, Dex 28, Con 24, Int 10, Wis 11, Cha 20 Skills: Listen +33, Spot +33 Feats: Ability Focus (blackest cage), Ability Focus (forgotten corners), Ability Focus (ravaging darkness), Dodge, Great Fortitude, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Mobility. Environment: Any Organization: Solitary Challenge rating: 20 Treasure: None Alignment: Usually neutral evil Advancement: — Level adjustment: —
A black mouth of gigantic proportions, partially concealed within an aura of darkness, creeps forwards. As it crosses the landscape, it leaves the ground it has crossed destroyed and cratered, as if large bites had been taken out of it.
Perhaps one of the greatest elementals related to the Plane of Shadow, black maws are ironically never found on the Plane of Shadows. Although they are intelligent and mobile, they are better related to bags of devouring than to normal shadow elementals, feeding nonliving matter directly to the Plane of Shadow and allowing living matter to get caught halfway.
A black maw fights simply by sweeping over foes, either ripping them to shreds thans to ravaging darkness, or else trying to capture them within the extradimensional space that they carry. Beacon of Darkness (Su): A black maw constantly radiates an area of darkness. They radiate darkness out to 60 feet and shadowy illumination all the way out to 200 feet. 9th-level or epic light effects cancel out any overlapping area between the effect and the beacon of darkness. Blackest Cage (Su): At the beginning of a black maw’s actions, all creatures sharing a square with the black maw must make a will save (DC 34) or be imprisoned, as the spell. Any creature sharing a square with a black maw can cast freedom to free any such imprisoned creature, as if standing in the square where they were captured. The will save DC is constitution-based. Forgotten Corners (Su): At the beginning of a black maw’s actions, all creatures in the black maw’s area of darkness must make a reflex save (DC 34) or become trapped within the extradimensional space of the black maw, although they remain conscious. This functions as the maze spell, and any creature within the black maw’s area of darkness can cast freedom to free any such captured creature, as if standing in the square where they were captured. The reflex save is constitution-based. Ravaging Darkness (Su): At the beginning of a black maw’s actions, each creature within 300 feet takes cold damage, the amount of which depends on the ambient lighting each creature stands in. Creatures standing in bright light take 1d6 cold damage, creatures standing in shadowy illumination take 3d6 cold damage, and creatures standing in darkness take 5d6 cold damage. Siphoned Strength (Su): At the beginning of a black maw’s actions, all creatures in the black maw’s area of shadowy illumination must make a fortitude save (DC 34) or take 1d4 strength damage and 1d4 dexterity damage. The fortitude save DC is constitution-based.
BLACK MAW LORE
Characters who have ranks in Knowledge (the planes) can learn more about black maws. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results20 Black maws are incorporeal “mouths” of the plane of shadow, feeding matter directly into it.
20 Black maws unleash a large amount of darkness, and damage any nearby who wander into darkness.
25 Depending on how close an opponent gets, they may become trapped midway between the material plane and the plane of shadow.
Blackroot Medium Plant Hit Dice: 6d8+24 (51 hp) Initiative: +0 Speed: 5 ft. Armor class: 18 (+8 natural), touch 10, flat-footed 18 Base attack/grapple: +4/+6 Attack: tendril +6 melee (1 Dex) Full attack: 4 tendrils +6 melee (1 Dex) Space/reach: 5 ft./5 ft. Special attacks: Infuse terrain, slow mulch Special qualities: Blindsight 60 ft., camouflage, immunity to cold, low-light vision, plant traits Saves: Fort +9, Ref +2, Will +2 Abilities: Str 14, Dex 10, Con 18, Int –, Wis 10, Cha 8 Skills: – Feats: – Environment: Plane of Shadow Organization: Solitary or patch (2-4) Challenge rating: 4 Treasure: 1/10th coins; 50% goods; 50% items Alignment: Always neutral Advancement: 7-14 (Large) Level adjustment: –
This stump appears blackened and dead. A few small roots or tendrils rise out of the ground around it.
Blackroot is the end result of a breeding program that attempted to grow assassin vines in the plane of shadow. The plane of shadow almost killed them, leaving them looking withered, but infused them with shadowstuff.
Blackroots grow no grapes or fruit of any sort.
When a blackroot detects food, it instantly uses its instill terrain ability. Once their foes are snared, they are assaulted by the blackroot’s many tendrils, which rip out of the earth. Once the prey is completely immobilized, it undergoes a slow mulching process. Camouflage (Ex): Since a blackroot looks like a normal plant when at rest, it takes a dc 20 spot check to notice it before it attacks. Anyone with ranks in Survival, Knowledge (nature), or Knowledge (the planes) may use those skills instead of spot to notice the plant. Infuse Terrain (Su): Once per encounter, a blackroot can infuse the area within a 30-foot radius of itself with shadowstuff. Doing so is a full-round action. On the round after the shadowstuff is infused, all terrain within range becomes difficult, as the carpet of shadow mystery (caster level 5th). On the second round after the shadowstuff is infused, the area bursts into black flames, acting like the Black Fire mystery (caster level 5th). On the third round after the shadowstuff is infused, the area immobilizes foes, as the clinging darkness mystery (caster level 5th). All of these abilities stack and effectively emanate out from the blackroot, moving as the blackroot moves. All of this abilities effects end the moment that the blackroot creating them dies. The blackroot is immune to the effects of their own infuse terrain ability. Slow Mulch (Su): Once a blackroot has killed a foe or left them helpless, that foe starts a minute-long process of burial amongst the blackroot’s roots. This does not take any effort on the blackroot’s part but the blackroot cannot move during this process. Each round of this process, the target takes 1d8 slashing damage. At the end of the minute, if they are still alive, they must immediately start holding their breath or begin to suffocate. Dragging a creature out of a blackroot’s clutches is difficult. The strength DC is 15+2 per round spent being buried.
Characters who have ranks in Knowledge (the planes) or Knowledge (nature) can learn more about the blackroots. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes) or Knowledge (Nature)
DC Results17 On the plane of shadow resides a rare, dead-looking plant called a blackroot, derived from an assassin vine breeding program.
22 From their exposure to shadow, blackroots have gained the ability to infuse their surroundings with shadow magic as well as an immunity to cold. In addition, blackroot tendrils steal mobility rather than physically damaging the foe.
25 When a nearby foe is immobilized, blackroots begin a slow process of grinding them into mulch.
CROOB Croob, Warrior 1 Small monstrous humanoid (extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor class: 11 (+1 size), touch 11, flat-footed 11 Base attack/grapple: +1/+0 Attack: Club +1 melee (1d6) Full attack: Club +1 melee (1d6) Space/reach: 5 ft./ 5 ft. Special attacks: — Special qualities: Light Sensitivity, Teka’s Madness, Low-light vision, Luminescence Saves: Fort +1, Ref +0, Will –3 Abilities: Str 10, Dex 10, Con 9, Int 11, Wis 8, Cha 13 Skills: Climb +4, Swim +4 Feats: True Believer, Toughness Environment: Plane of Shadow Organization: Solitary, Pair, Sect (10-100), Cult (50-500 plus 50% noncombatants plus 1 3rd-level fanatic per 20 adults and one leader of 4th-6th level), Covenant (1,000-10,000 plus 100% noncombatants plus 1 3rd-level fanatic per 20 adults plus 50-100 4th-6th level soothsayers plus 20-40 galks plus 1 7th-8th level leader plus 1 Geluk)
Challenge rating:[/b] 1/3 Treasure: 1/2 standard Alignment: Usually Chaotic Neutral Advancement: By Character Class Level adjustment: +0
This pale white humanoid is about the size of a gnome or halfling, but is hunched over, making it appear even smaller. It has deep bags underneath its pitch black eyes and its hands each end in a talon. Their bodies seem to glow with an eerie light.
Croobs are small castaways from the mad dreams of Teka with unstable and violent tendancies.
Their skin always ranges from a deep shade of grey to a chalky white. Their eyes are completely black. They wear ragged clothing, preferring dark colors to light ones.
The croob obediently obey the insane orders of their deity, which make perfect sense to the equally insane croob. This obedience is instinct rather than faith, preventing the presence of clerics or adepts. Instead, Cultists are abundant.
The croobs are secretive to a fault, going as far as hiding the success of a mission from their superiors. The only being that they are completely open with is Teka, who is too insane to truly make anything of their instinctual prayers.
Though croobs have no racial enemies, a couple of misinterpreted missions have caused genocides on the material plane. A few well-informed researchers are beginning to realize the threat that they hold, for they seem to be spawned faster than even goblins or kobolds, gather in larger numbers, and never need to sleep.
A croob is about 2 feet tall when standing completely erect (a rare occurrence) and weigh 40 to 50 pounds.
Croobs speak common and their own language, croob, with a voice that sounds like a soft breeze.
Croobs, as a general rule of thumb, don’t attack. Instead, they swarm and massacre. Sometimes, entire cults or covenants of them converge upon a target as small as a thorp, or even a small group of individuals, with even the normal noncombatants joining in the bloodshed. There have been tales of great individuals buried alive under the aftermath of a croob assault. These large-scale attacks are quite rare, however. Normally, croobs seek to escape combat, working in small groups or individually.
If these “sneaky” croobs are forced into combat, they fight erratically and with little subtlety. Furthermore, they don’t seem to notice that they are alone, taking advantage of an inexistent flanking opportunity or aiding an ally who simply isn’t there. Light Sensitivity (Ex): Croobs are dazzled in bright sunlight or within the radius of a daylight spell. Luminescence (Ex): Croobs continually give off light equivalent to that given off by a candle. This ability may not be suppressed and imposes a –2 penalty on hide checks. Teka’s Madness (Ex): Croobs have permanently been infected with Teka’s Madness, altering their mind to the point of insanity. Croobs take a –2 penalty to all wisdom-based skill checks and will saves, but needs not sleep.
Furthermore, a croob with a Charisma of 12 or higher can make an untrained knowledge check, using their charisma modifier instead of their intelligence modifier a number of times each day equal to their charisma modifier.
Lastly, a croob is unable to comprehend the concept of fighting on one’s own. When fighting alone, a croob must make a dc 10 will save each round or provoke an attack of opportunity at the end of their round.
The croob warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 8, Con 9, Int 11, Wis 10, Cha 13 Challenge Rating: Croobs with levels in NPC classes have a CR equal to their character level –3.
Croobs are decidedly fonder of the Plane of Shadow, where their progenitor still spawns them forth. Amongst their other mental deficiencies, they are extremely secretive and paranoid, leading to a society that by all means shouldn’t exist. In the end, the leader of the society is the one strong enough or clever enough to coax the most information out of their underlings, or by a Geluk, if they are lucky enough to possess one.
Croobs generally stay within a small area of land, which can be any form of terrain, only slightly modified by the creation of ramshackle structures. Once they have made their claim, they rarely step beyond it, save to fulfill Teka’s wishes.
In the center of each croob society is a pit of darkness called the spawning pool, from which all new croobs emerge as infants. The croobs themselves do not breed true (see galks).
Croob characters possess the following racial traits
–2 Strength, +2 Dexterity, –2 Wisdom
Small Size: +1 bonus to armor class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of medium characters.
A croob’s base land speed is 30 feet.
Racial Feats: A croob character gains True Believer as a bonus feat, otherwise gaining feats according to its character class
Special Qualities (see above): Light sensitivity, luminescence, Teka’s madness
Characters who have ranks in Knowledge (the planes) can learn more about the croob. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results10 On the plane of shadows is a race of insane cultists known as the croob.
15 The croob are the mad creations of a shadow deity named Teka, who drives her creations made through the process of their births.
25 Although alive, the croob do not breed true. The few croob who breed have monstrous children known as galks.
Cursed Walker Large Undead Hit Dice: 14d12+42 (133 hp) Initiative: +1 Speed: 30 ft. Armor class: 20 (-1 size, +10 natural, +1 Dex), touch 10, flat-footed 19 Base attack/grapple: +10/+20 Attack: Slam +16 melee (2d6+6) Full attack: 2 slams +16 melee (2d6+6) Space/reach: 10 ft./10 ft. Special attacks: Absorb Taint, Curse Item, Snatch Item, Spell-like abilities Special qualities: Curse Wielder, Damage Reduction 10/good, Darkvision 60 ft., Undead Traits, Unholy Toughness Saves: Fort +4, Ref +5, Will +12 Abilities: Str 22, Dex 12, Con –, Int –, Wis 16, Cha 16 Skills: — Feats: — Environment: Any Organization: Solitary Challenge rating: 14 Treasure: 1/10 coins; double goods; triple items (cursed items only) Alignment: Always Neutral Evil Advancement: 15-22 HD (Huge) Level adjustment: —
As this gigantic, chalk-white skeleton lumbers forward, you notice several trinkets lining its bones. Amulets and rings hang from its ribs, wands and scrolls reside within the ribcage, and two grey gems are locked in its eye sockets.
Though many shadow magic practitioners pretend not to notice it, there is indeed a malevolence of sorts about the plane of shadow. Some shadowcasters, seeking to control this malevolence, one unfortunate soul found their answer in cursed walkers when he killed a man with a scarab of death and reanimated him. Although the original creator was slain by his creation, his research lived on, and it has since been proven that cursed items are a crucial factor in their creation.
Cursed walkers walk the world, adding malevolent items onto their person and gaining strength from each one. Strangely, even malevolence normally undetectable to others is picked up by the cursed walker, and they are just as likely to pick up a mace of blood as a mundane butcher knife used to kill an innocent. In battle, however, a cursed walker would gladly steal a benevolent item and taint it to fit its needs.
To create a cursed walker, first, the individual to be reanimated must have been killed by a magic item. Next, a caster of caster level 12 or higher must cast create undead, create greater undead, or walking dead on the corpse after placing a gem of night (ToM, page 156) in each of the corpses eyes (replacing the material component for create undead). The cursed walker comes back indifferent (if walking dead or create greater undead was used) or hostile (if create undead was used) towards its creator. In addition, its creator cannot gain direct control over the cursed walker through any means.
In combat, a cursed walker has a straightforward strategy. Steal the opponent’s weaponry, curse it, and then curse any opponent not using weapons. Once their opponents are hapless, a cursed walker is content to continue on its merry way, but if pressed, a cursed walker will fight to the death. Absorb Taint (Sp): A cursed walker, when in danger, can absorb the taint of their cursed items directly into themselves, healing themselves. As a standard action, a cursed walker can heal 20 health. Each use of this ability uses up one of the cursed walker’s daily uses of their bestow curse spell-like ability. Curse Item (Sp): While a cursed walker eventually bestows curses upon all items it holds (after somewhere between a week and a month), it can spread the essence of taint from its cursed items to a new one, speeding up the process. As a standard action, a cursed walker can curse any item it possesses (roll on Cursed Item Common Curses, DMG page 272). Each use of this ability uses up one of the cursed walker’s daily uses of their bestow curse spell-like ability and the new cursed item only grants another daily use after 24 hours. Curse Wielder (Ex): A cursed walker is ironically immune to the cursed items that once slew them. A cursed walker also gains proficiency with any cursed item wielded, automatically succeeds on all spellcraft checks made to use cursed items, and is not limited by item space limitations (although they may not wield more than 2 weapons or wear more than one suit of armor at a time. How each curse is neutralized depends with the curse. Delusion: The cursed walker is aware that the item serves no real function. Opposite effect or target: The cursed walker is aware of the item’s true function. Intermittent functioning: The item always functions for the cursed walker and only when the cursed walker wishes for it to. Requirement: The requirement is ignored. Drawback: The drawback is ignored.
[i]Completely different effect:[i] The cursed walker is aware of the item’s true function.
In addition, the cursed walker is immune to all numeric penalties placed by cursed items and can put away cursed items and draw new ones even if a cursed item’s effect would normally prevent such action. Lastly, if a curse is only activated once a condition is met, all of that item’s effects are merely suppressed for 1d4 hours whenever that condition is met.
Snatch Item (Ex): A cursed walker can snatch items from others, both actively and reflexively. As a full-round action, a cursed walker can make an attack roll against a target, provoking an attack of opportunity from that target. If the attack is successful, the target takes no damage, but one visibly stowed item (including items worn, except armor) is stolen, ready to be cursed on the cursed walker’s next turn.
If an attack against the cursed walker made with a manufactured weapon succeeds, it takes a DC 20 strength check to remove the weapon afterwards. If this check fails, the cursed walker can curse the item on their next turn.
Spell-like Abilities (Sp): At will — detect evil.
In addition, 1/day per cursed item in their possession, a cursed walker may use bestow curse (DC 17). Caster Level 10th.
Unholy Toughness (Ex): A cursed walker gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
CURSED WALKER LORE
Characters who have ranks in Knowledge (the planes) can learn more about cursed walkers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results15 Cursed walkers are undead made from those killed by cursed items and reanimated using shadow. They are constantly on the quest for new items with cursed or unlucky histories.
20 Cursed walkers are highly resilient against all but good weapons, and have more fortitude than is normal with undead creatures.
25 Cursed walkers ignore the curses of the items they bear and can draw upon these cursed items to curse others, curse new items, or to heal themselves.
Dark Drone Small Vermin Hit Dice:16d8+16 Initiative: +2 Speed: 40 ft. Armor class: 18 (+2 Dex, +6 natural); touch 12; flat-footed 16 Base attack/grapple: +12/+11 Attack: Bite +15 melee (1d4+3) Full attack: Bite +15 melee (1d4+3) and two claws Space/reach: 5 ft./ 5 ft. Special attacks:, Pheromones, rapid molt Special qualities: Aura of darkness, darkness vision, immune to cold, scent, vermin traits Saves: Fort +12, Ref +7, Will +6 Abilities: Str 16, Dex 14, Con 12, Int –, Wis 12, Cha 8 Skills: — Feats: — Environment: Plane of Shadow Organization: Solitary; Scourers (2-10); Colony (50-500); Swarm (550-1,000) Challenge rating: 16 Treasure: 1/10 coins, 50% goods, 50% items Alignment: Neutral Advancement: 17-18 HD (Medium); 19-20 HD (Large); 21-22 HD (Huge); 23-24 HD (Gargantuan); 25-26 HD (Colossal) Level adjustment: —
The insect before you resembles a monstrous ant, except that its head bears uncountable eyes and that its skin seems slightly darker in hue
Dark drones are the quick-growing Plane of Shadow equivalent of monstrous vermin. Although other unique forms of vermin have evolved on the Plane of Shadow, they are invariably wiped out by the drones. Dark drones act exactly as any other ant, down to the way in which they protect and feed their queen. Strangely, despite these actions towards a queen drone, no such queen exists in any known colony, and no dark drone egg has ever been seen. How, or if, the dark drones reproduce is yet to be seen.
Dark Drones, due to their limited senses, are usually forced to live within shadow. Their pheremones provide a good defense against enemies, and they use their rapid molt ability if they are pressured too hard. Aura of Darkness (Su): Dark Drones emanate a 20-foot radius area of darkness. This darkness is not magical in nature, and can be seen though with darkvision. Darkness Vision (Ex): Despite their many complex eyes, dark drones can only see within areas of darkness (including their own aura of darkness). Bright light or shadowy illumination renders the dark drone blind (although it can still use smell). Pheromones (Ex): Dark drones have access to two pheromones, which they use instinctively in combat. Outside of combat, dark drones can identify each other by these pheromones (and as such, any disguise to fool them must also include an olfactory aspect). Battle-Initiator: The first time in each encounter when a dark drone attacks, and again when it dies, it unleashes a pheromone to excite and anger nearby dark drones. Any dark drone that come close enough to smell the pheromone within the next minute joins the combat if able and gains a +2 bonus to strength (these bonuses stack). Non-combatant: While not in combat, a dark drone unleashes a pheromone that calms others, as the calm emotions spell (DC 19 negates). Dark drones are immune to this pheromone, however, and can be as violent as they please. Upon releasing the battle-initiator pheromone, the non-combatant pheromone cannot be released until the end of the encounter.
If the dark drone is lowered to under one-half of their maximum hit points in combat, however, they unleash a burst of their non-combatant pheromone, which lasts one minute. This single use per encounter is all that they get in combat, even if healed above and knocked below half of their hit points several times in one encounter. Rapid Molt (Ex): Although a dark drone naturally molts several times within their lives, they can force a molt in a hurry if pressured, as often as once per week. Doing so takes a full-round action and provokes no attacks of opportunity. At the end of the action, the dark drone gains a hit die and heals health equal to twice their hit die, but they lose their natural armor bonus for 1 minute, after which it returns with a +1 bonus.
A dark drone cannot use this ability if doing so would cause them to grow a size category in a place unable to accommodate the new size.
DARK DRONE LORE
Characters who have ranks in Knowledge (the planes) can learn more about dark drones. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results15 Dark drones are quick-growing vermin from the plane of shadow, all dedicated to the protection of inexistent “dark queens”.
20 Dark drones unleash a small aura of darkness, and can only detect creatures within darkness or through scent.
25 Dark drons have a couple of pheromones which they use in combat, and they can rapidly molt if pressed too hard.
Darkling Swarm Fine Elemental (Extraplanar, Incorporeal, Swarm) Hit Dice:8d8 (36 hp) Initiative: +11 Speed: Fly 40 ft. (perfect) Armor class: 18 (+1 deflection, +7 Dex), touch 18, flat-footed 11 Base attack/grapple: +9/— Attack: Swarm (2d6 cold) Full attack: Swarm (2d6 cold) Space/reach: 10 ft./0 ft. Special attacks: Distraction, Shadow Vision Special qualities: Blindsight 60 ft., elemental traits, immune to weapon damage, improved evasion, incorporeal traits, swarm traits Saves: Fort +4, Ref +15, Will +4 Abilities:Str –, Dex 24, Con 10, Int 4, Wis 10, Cha 12 Skills: Hide +28, Listen +5, Spot +5 Feats: Ability Focus (distraction), Ability Focus (shadow vision), Improved Initiative Environment: Plane of Shadow Organization: Solitary, Dusk (2-4 swarms), or Nightfall (5-8 swarms) Challenge rating: 7 Treasure: None Alignment: Usually neutral evil Advancement: — Level adjustment: —
The creature you see is a swirling vortex of shadow. Looking closer, it is made up of thousands of tiny motes of darkness. It silently approaches.
Whenever a shadow elemental is damage, a few small motes of shadow escape. Of them, the largest often absorbs the others, becoming a barely sentient and altogether harmless creature known as a darkling. When thousands of darklings gather together, however, they can form a terrible swarm, killing every living thing it touches but leaving objects almost unscathed.
A darkling swarm is only barely sentient, but knows enough to go after spellcasters, who they consider to be the only ones truly capable of harming them. If sufficiently damage, the swarm may duck within the nearest object large enough (normally the floor). Distraction (Ex): Any living creature that begins its turn with a darkling swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based
[b]Shadow Vision (Su): Whenever a living creature takes swarm damage from a darkling swarm, they must make a DC 19 will save or fall under the effects of the Shadow Vision mystery, except that its duration is 1 round. The save DC is Charisma-based.
DARKLING SWARM LORE
Characters who have ranks in Knowledge (the planes) can learn more about darkling swarms. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results17 Darkling swarms are swarms of fine shadow elementals, extremely resilient against most forms of attack.
22 Anyone swarmed by a darkling swarm may have their vision temporarily corrupted by shadow.
GALK Large Monstrous Humanoid (extraplanar) Hit Dice: 8d8+56 (92 hp) Initiative: +1 Speed: 40 ft. Armor class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base attack/grapple:+8/+18 Attack: Claw +14 melee (1d6+6) Full attack: 4 claws +14 melee (1d6+6) Space/reach: 10 ft./10 ft. Special attacks: Assimilate, Improved Grab, Teka’s Curse Special qualities: Darkvision 60 ft., Inexistent Mind, Power Resistance 20, Spell Resistance 20 Saves: Fort +9, Ref +7, Will –3 Abilities: Str 22, Dex 12, Con 24, Int 6, Wis 1, Cha 10 Skills: Hide +12, Listen +4, Spot +5 Feats: Alertness, Endurance, Diehard Environment:Plane of Shadow Organization: Solitary, Pair, or Gang (3-8) Challenge rating: 8 Treasure: 1/2 coins, no goods, no items Alignment: Always neutral Advancement: 9-14 HD (Large); 15-20 HD (Huge) Level adjustment: —
The hulking figure before you has the mass of a giant. Its white skin stands in stark contrast to its dark surroundings. Its two-toed feet appear firmly rooted in the ground and its four wickedly clawed arms seem to emerge from its back. Its face is almost featureless, save for pitch black teeth that jut out of the slab of flesh at random
According to most definitions, croobs are not a proper species. Though they are indeed alive and they aren’t genetically viable with any other life form, they do not breed to create more croobs. Instead, Teka continually spawns more of them. The croobs do mate, however, and the resulting children grow to be the horrific and powerful protectors of the croob, the galks.
Many mistake the galks for a mutated Grey Render, but the two beings are in no way connected. Galks are far more insane than their croob progenitors, as well as being far more violent. Their entire body is formed not of bone and muscle but of pure flesh, ranging from the calcified flesh that forms a rough skeleton to the nearly gelatinous flesh on its stomach.
Galks need not eat, sleep, or breathe, gaining all of their nourishment from their assimilate ability.
Galks attack to kill. Whether facing one or multiple opponents, galks prefer to assimilate one opponent and then head after others. They may hide and wait for prey to approach but use little more in the way of tactics, although they are normally loathe to leave behind the croob society that they guard. Improved Grab (Ex): To use his ability, a Galk must hit a target with two or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Assimilate (Ex): A galk that begins a turn with a victim pinned and that makes one more successful grapple check automatically drags the victim directly into their stomach, where they are left to float in a shadow-infused mass of gelatinous flesh. The stomach can hold one medium creature, two small creatures, or four tiny or smaller creatures. Each round that a subject remains trapped, they take 1 point of wisdom damage. In addition, the subject has to hold their breath or start drowning. The subject is freed if they can make two consecutive successful grapple checks against the Galk or if the galk is slain. Teka’s Curse (Su): Any creature slain by a galk and revived by any means less than a true resurrection, miracle, or wish permanently from images of Teka’s madness, which infests their dreams. From that point onward, the target cannot sleep of their own accord, although prolonged periods of sleeplessness eventually force them asleep. This curse can be removed by a break enchantment, heal, limited wish, wish, or miracle spell, or by the unveil mystery. Inexistent Mind (Ex): Galks, running against all logic of life, have no form of mind or brain structure, but still manage to function. As such, it is immune to all mind-affecting effects and any attempt to read or contact its mind automatically fails.
Characters who have ranks in Knowledge (the planes) can learn more about galks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results16 Galks are the resulting spawn from croob mating. They are gigantic masses of flesh, functioning without muscles or brain.
21 Galks feed by inserting food into its stomach, where the creature’s psyche is picked apart as they drown. This assimilation is the only nourishment that a galk requires.
26 The few beings slain by galks and brought back to life are forever haunted by images of Teka’s madness, preventing proper sleep.
32 Galks breed no truer than the croobs. In the few cases when they manage to breed, the resulting offspring is a much more intelligent geluk.
GELUK Medium Monstrous Humanoid Hit Dice: 13d8+24 (78 hp) Initiative: +12 Speed: 20 ft. Armor class: 20 (+2 Dex, +6 insight, +2 natural), touch 18, flat-footed 18 Base attack/grapple: +12/+12 Attack: Slam +12 melee (1d6) Full attack: 2 slams +12 melee (1d6) Space/reach: 5 ft./5 ft. Special attacks: Mysteries, Psionic Powers, Special qualities: All-Around Vision, Clarity of Teka, Damage Reduction 10/good, Dual Actions, Immunity to Cold, Power Resistance 30, Spell Resistance 30, Telepathy 100 feet Saves: Fort +12, Ref +16, Will +17 Abilities: Str 10, Dex 14, Con 14, Int 20, Wis 16, Cha 22 Skills: Bluff +21, Diplomacy +21, Knowledge (arcana) +20, Knowledge (psionics) +20, Knowledge (the planes) +20, Psicraft +20, Spellcraft +20 Feats: Still Mystery, Empower Mystery, Maximize Mystery, Quicken Mystery, Improved Initiative Environment: Plane of Shadows Organization: Solitary or Entourage (1-2 plus 10-50 croobs plus 2-8 galks) Challenge rating: 15 Treasure: Double standard Alignment: Usually Chaotic Evil Advancement: by character class Level adjustment: +8
The strange being you see has an overlarge head, in which are embedded ten eyes, distanced equidistantly around the head. The head otherwise appears featureless. The rest of the body has a wiry, humanoid build. The flesh of the creature you gaze at is a deep shade of grey.
Although it is relatively rare for them, galks occasionally figure out how to mate. When this happens, it is revealed that the galk breeds no truer than croobs. Their offspring, made almost entirely out of grey matter, are known as the geluk. Geluks, unlike the past two generations of beings, represent their progenitor deity’s propensity for both psionics and shadow magic.
When a geluk reaches a society of croobs, it invariably takes command, sharing command with any other geluk that may already be there (although societies with two or more geluks are quite rare). Geluks serve as the minds of the society, interpreting Teka’s mad whispers into sane, long-term plans. They are also the most likely to parlay with another group of sentient beings.
The physiology of the Geluk is somewhat unique in the way that two individual minds are wired into one brain. Furthermore, these minds, rather than antagonistically fighting for control, work in harmony with each other. One mind is believed to specialize in shadow magic while the other is believed to specialize in psionics. On a side note, Geluks are physically incapable of breeding, although a few do try to teach galks how to do so, in order to continue a line of succession.
Geluks approach combat methodically and with a cool and calculating demeanor. They prefer to have won the match before it has even begun, either through infiltration, coercion, or overwhelming advantage of numbers. If forced into combat itself, the geluk uses both rounds of actions to attempt to disable its foes by any means necessary. Only in times of desperation do geluks ever use their rather ineffective slam attacks. Mysteries: Geluks cast mysteries (but not fundamentals) as 13th-level shadowcasters. Typical Mysteries known (DC 16+mystery level); 1st—Carpet of Shadow (supernatural, 3/day), Voice of Shadow (supernatural, 3/day); 2nd—Black Fire (supernatural, 3/day), Congress of Shadow (supernatural, 3/day); 3rd—Clinging Darkness (supernatural, 3/day), Flicker (supernatural, 3/day);4th—Warp Spell (spell-like, 2/day), Step into Shadow (spell-like, 2/day), Bolster (spell-like, 2/day);5th—Echo Spell (spell-like, 2/day), Pass into Shadow (spell-like, 2/day);6th—Flood of Shadow (spell-like, 2/day);7th—Prison of Night (spell, 1/day) Psionic Powers: Geluks manifest powers as 13th-level psions. Typical Psion Powers Known (power points 186; save DC 16 + power level): 1st—Conceal Thoughts, Deceleration, Demoralize, Entangling Ectoplasm, Psionic Grease; 2nd—Cloud Mind, Detect Hostile Intent, Ego Whip, Mental Disruption;3rd—Body Adjustment, Dispel Psionics, Psionic Blast, Forced Share Pain;4th—Death Urge, Psionic Divination, Psionic Freedom of Movement, Telekinetic Maneuver;5th—Ectoplasmic Shambler, Psionic Planeshift, Psychic Crush, Psionic True Seeing;6th—Psionic Contingency, Psionic Disintegration, Fuse Flesh, Psionic Overland Flight;7th—Insanity All-Around Vision (Ex): The many eyes of a Geluk grant them a +4 racial bonus on spot and search checks, and they can’t be flanked. Clarity of Teka (Ex): Geluks, unlike their predecessors, gain tremendous insight from their progenitor deity, adding their charisma modifier (normally +6) as an insight bonus (or penalty, if negative) to their AC, initiative checks, and all saving throws. Dual Actions (Ex): Each round, a geluk may take two full rounds of actions, meaning that they may make a full attack, manifest a power, and move, make two full attacks, etc. They may not, however, cast two mysteries or manifest two powers in one round (they are free to use their standard actions to use one of each, however).
Characters who have ranks in Knowledge (the planes) or Knowledge (psionics) can learn more about geluks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes) or Knowledge (Psionics)
DC Results17 Geluks are the enigmatic and strangely sane leaders of the croobs and galks, in charge of turning their mad god’s ravings into divine mandates.
22 Geluks are resilient against all but good weapons, against spells and powers alike, and have telepathic capabilities.
27 Geluks have two independently working minds, one of which deals with shadow magic, and the other of which deals with psionics.
Loress Small Outsider (extraplanar) Hit Dice: 1d8-1 (3 hp) Initiative: +0 Speed: 20 ft. Armor class: 14 (+1 size, +3 deflection) Base attack/grapple: +0/-5 Attack: Morningstar +0 melee (1d6-1) Full attack: Morningstar +0 melee (1d6-1) Space/reach: 5 ft./ 5 ft. Special attacks: — Special qualities: AC bonus, Burst of Knowledge, Darkvision 60 ft., Inner Gateway, Outsider Traits Saves: Fort +1, Ref +2, Wis +4 Abilities: Str 8, Dex 10, Con 8, Int 17, Wis 14, Cha 11 Skills: Knowledge (arcana) +7, Knowledge (architecture and engineering) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility and royalty) +7, Knowledge (religion) +7, Knowledge (the planes) +10, Search +7 Feats: Skill Focus (knowledge [the planes]) Environment: Plane of Shadow Organization: Solitary, Pair, Cognition (2-10), Erudition (20-40), Enlightenment (50-100 plus 1 3rd-level archivist per 20 adults plus 1 6th-level archivist) Challenge rating: 1/3 Treasure: Standard Alignment: Usually Lawful Neutral Advancement: By character class Level adjustment: +1
the short being appears to have been scrunched. Their large cranium is placed on a small, pale body wearing robes almost comically large for it. Furthermore, the figure before you is hunched over, as if of old age, making them appear shorter still. Their black eyes contain neither iris nor pupil, but appear to see all the same.
All outsiders originate from ideals. Although most originate from ideals of good and evil or law and chaos, some ideals are simply there, made to carry out purposes having little or nothing to do with morality. The loress are the perfect example. Originally hailing from the outer planes (which one exactly is unknown), they moved to the plane of shadow for reasons known only for themselves. Afterwards, they began their long-running project to collect all known knowledge in existence.
No deity of knowledge has yet to claim creatorship of the loress, and such deities often pin the blame for the race’s creation on others. Although not particularly good or evil, the loress are particularly bureaucratic (a trait many suspect came after they moved to the plane of shadow), and discovering an individual’s name or the location of the city hall might take as much paperwork as discovering where a long-dead rogue buried their loot.
Although relative noncombatants, the loress will fight to protect their lives and libraries. They are thoughtful combatants, using every tactical advantage given to them. AC Bonus: Loress add their intelligence bonus (if any) as a deflection bonus to their AC. Burst of Knowledge (Ex): The essence of a loress is knowledge and they can burn away at that essence to gain greater insight. By taking 1d4/HD damage and spending one minute in focus, the loress can take 20 on any knowledge check in which they are trained. Inner Gate (Su): As an escape mechanism of sorts, a loress has a small portal to the Plane of Shadow inside of them. As a full round action, a loress can take 1d6/HD damage to teleport to the Plane of Shadows. If the loress dies while not on the plane of shadows, the portal widens, sending the corpse to the plane of shadow and opening a usable portal which lasts 1d4 rounds.
Characters who have ranks in Knowledge (the planes) can learn more about loress. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results15 The loress are an ancient race of extraplanar lore gatherers, though which plane they originate from is unknown.
20 The loress have the unique ability to burn through their essence to gain greater insight into the world.
25 Within each loress is a small portal to the plane of shadow, which they use to escape if something goes wrong, and which briefly opens up if the loress is slain.
Shadow Magic is a very enigmatic form of sorcery. Just when all of its methods appear to have been discovered, it throws another curveball. One of the many mysteries concerning shadow magic are the existence of living mysteries. Occasionally, it appears that mysteries gain a life all their own. As no one has ever witnessed the creation of a living mystery, however, there is a great debate over whether they are creatures based on mysteries or whether the mysteries themselves have gained life.
Creating a Living Mystery
“Living mystery” is an unusual template, in that is is applied to a mystery rather than a creature. The characteristics of the living mystery are determined by the nature of the mystery/mysteries, including the caster level of the mysteries. The template can be applied to any mystery that creates an area or effect (as long as that effect is not a creature), has a target, or has a range of personal. Size and Type: A living mystery’s size depends on its caster level: 1st-6th is Medium, 7th-12th is Large, 13th or higher is Huge. Its type is ooze. Hit Dice: A living mystery has Hit Dice equal to its caster level. Its Hit Dice are d10s. Speed: A living mystery’s speed depends on its duration. A living mystery with a duration measured in rounds has a speed of 20 feet, a duration measured in minutes has a speed of 40 feet, a duration measured in hours has a speed of 60 feet, and a duration of 24 hours or longer has a speed of 80 feet. A mystery with any other duration has a speed of 20 feet. If two mysteries of different durations combine to make a living spell, the living mystery’s speed is based on the duration of the longer lasting of the parent mysteries Attack: A living mystery gains a slam attack it can use oonce per round. The slam attack deals damage based on the living mystery’s size (see the table below), plus its Strength bonus X 1-1/2, plus an amount of cold damage equal to twice its spell level. A successful slam attack also activates a living mystery’s Mystery Effect and Mysterious Enhancement abilities (see special attacks, below)
Living Mystery Size Slam Damage
Special attacks: A living mystery has three special attacks. Mystery Effect (Su): A creature hit by a living mystery’s slam attack is subjected to the normal effect of all component, area, effect, and targeted mysteries that it is comprised from. Saves apply normally for the mysteries, the DC is 10 + spell level + Cha modifier. Any attack rolls normally required for such mysteries are disregarded. Mysterious Enhancement (Su): Whenever a living mystery successfully hits with a slam attack, all component mysteries with range of personal are cast upon the living mystery. In addition, they may either add the highest spell level among mysteries they are based on as a resistance bonus to saving throws or as a deflection bonus to their AC for 1 round/HD. Engulf (Ex): A living mystery can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifier) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures are subject to the full normal effect of the mystery/mysteries each round on the living mystery’s turn, take cold damage as if hit by the living mystery’s slam attack, and are considered to be grappled. Special qualities: A living spell has 4 special qualities.
—Damage Reduction 10/magic
—Fast Healing equal to highest spell level X 2.
—20% miss chance against all attacks Saves: A living spell has no good saves, as is typical for a creature of the ooze type. Abilities: A living mystery has Strength, Constitution, and Charisma scores equal to 12 + its spell level. Its Dexterity and Wisdom scores are 10 + its spell level. It is mindless, and has no Intelligence score. Skills and Feats: Living Mysteries, being mindless, possess not skills or feats. Environment: Plane of Shadow Organization: Solitary Challenge rating: A living mystery’s Challenge Rating is equal to the spell level of the highest-level mystery upon which it is based plus one-half its caster level, rounded down, +1 (minimum CR 2). If the living mystery is based on multiple mysteries, increase the CR by one-half the sum of the additional spell levels (minimum increase +1) Treasure: None Alignment: Always Neutral Advancement: — Level adjustment: —
Killer Shade Medium Ooze Hit Dice: 5d10+10 (32 hp) Initiative: +1 Speed: 20 ft. Armor class: 11 (+1 Dex), touch 11, flat-footed 10 Base attack/grapple: +3/+5 Attack: Slam +5 melee (1d4+3 plus 6 cold plus mystery effect plus mysterious enhancement) Full attack: Slam +5 melee (1d4+3 plus 6 cold plus killing shadows plus mysterious enhancement) Space/reach: 5 ft./5 ft. Special attacks: Engulf, killing shadows, mysterious enhancement Special qualities: 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 6, ooze traits Saves: Fort +3, Ref +2, Will +2 Abilities: Str 15, Dex 13, Con 15, Int –, Wis 13, Cha 15 Skills: — Feats: — Environment: Plane of Shadow Organization: Solitary Challenge rating: 6 Treasure: None Alignment: Always neutral Advancement: — Level adjustment: —
A black mass of sludge trudges towards you, seeping fumes up into the air. Every now and again, an eyeball becomes visible before sinking back into the ooze’s depths
A killer shade is a living killing shadows mystery, unleashing bursts of unearthly energy as it attacks.
A killer shade normally hides in a dark crevasse or similar area, waiting to snatch up anything that gets too close. Engulf (Ex): A killer shade can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 15) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures take 5d8 points of damage (Will DC 15 half), take another 6 cold damage, and are considered to be grappled. Killing Shadows (Su): A creature hit by a killer shade’s slam attack or engulfed b it is dealt 5d8 damage (Will DC 15 half). Mysterious Enhancement (Su): Whenever a creature is hit by a killer shade’s slam attack, the killer shade either gets a +3 resistance bonus on all saving throws or a +3 deflection bonus to AC for 5 rounds.
Eternal Mass Large Ooze Hit Dice: 7d10+21 (59 hp) Initiative: +2 Speed: 20 ft. Armor class: 11 (-1 size, +2 Dex) Base attack/grapple: +5/+12 Attack: Slam +7 melee (1d6+4 plus 8 cold plus mysterious enhancement) Full attack: Slam +7 melee (1d6+4 plus 8 cold plus mysterious enhancement) Space/reach: 10 ft./10 ft. Special attacks: Engulf, Mysterious Enhancement Special qualities: 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 8, ooze traits Saves: Fort +5, Ref +4, Will +4 Abilities: Str 16, Dex 14, Con 16, Int –, Wis 14, Cha 16 Skills: — Feats: — Environment: Plane of Shadow Organization: Solitary Challenge rating: 8 Treasure: None Alignment: Always neutral Advancement: — Level adjustment: —
This bloated, grayish mass, seems to enlarge, calcify, and then shrink back to its normal size as it moves towards you.
An eternal mass is a living bolster, so named for its ability to withstand huge amounts of punishment.
An eternal mass makes no effort to hide itself, relying on its tremendous resilience to keep itself going. Engulf (Ex): An eternal mass can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living mystery merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 17) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures take 8 cold damage and are considered to be grappled. Mysterious Enhancement (Su): Whenever a creature is hit by an eternal mass’ slam attack, the eternal mass gains 35 temporary hit points (which last for up to 70 minutes) and either gets a +4 resistance bonus on all saving throws or a +4 deflection bonus to AC for 7 rounds.
Walking Detriment Huge Ooze Hit Dice:13d10+65 (136 hp) Initiative: +4/+17 Speed: 20 ft. Armor class: 12 (-2 size, +4 Dex) Base attack/grapple: +12/+25 Attack: Slam +15 melee (1d8+7 plus 14 cold plus greater life fades plus shadow vision plus languor plus mysterious enhancement) Full attack: Slam +15 melee (1d8+7 plus 14 cold plus greater life fades plus shadow vision plus languor plus mysterious enhancement) Space/reach: 15 ft./10 ft. Special attacks: Engulf, greater life fades, languor, mysterious enhancement, shadow vision Special qualities: 20% miss chance, blindsight 60 ft., damage reduction 10/magic, fast healing 14, ooze traits Saves: Fort +10, Ref +9, Will +9 Abilities: Str 21, Dex 19, Con 21, Int –, Wis 19, Cha 21 Skills: — Feats: — Environment: Plane of Shadow Organization: Solitary Challenge rating: 17 Treasure: None Alignment: Always neutral Advancement: — Level adjustment: —
The terrific being before you seems to be a mass of half-liquified skulls. As it approaches, you can smell the scent of death in the air.
A walking detriment is little more than an amalgam of the most harmful mysteries in existence, including greater life fades, languor, and shadow vision.
A living detriment makes no effort to keep itself hidden. It wades across the battlefield, weakening as many as possible but not pressing a fight unless forced to. They are normally content to keep moving in a straight line across the battlefield. Engulf (Ex): A living detriment can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living detriment merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 22) or be engulfed; on a success they are pushed back or aside (opponent’s choice) as the mystery moves forward. Engulfed creatures are afflicted by their greater life fades, languor, and shadow vision attacks, they take 14 cold damage and are considered to be grappled. Greater Life Fades (Su): A creature hit by a living detriment’s slam attack or engulfed by it take 13d6 nonlethal damage and are exhausted for 13 rounds. If they succeed on a Fortitude save (DC 22), they take half damage and are only fatigued. Languor (Su): A creature hit by a living detriment’s slam attack or engulfed by it must make a will save (DC 20) or suffer the effects of the languor mystery. Although the living detriment may use either version of this mystery, they prefer the slow version. Mysterious Enhancement (Su): Whenever a creature is hit by a living detriment’s slam attack, the living detriment either gets a +7 resistance bonus on all saving throws or a +7 deflection bonus to AC for 13 rounds.
[b]Shadow Vision (Su): A creature with 3 or more Intelligence hit by a living detriments slam attack or engulfed by it must make a will save (DC 19) or suffer the effects of the shadow vision mystery.
LIVING MYSTERY LORE
Characters who have ranks in Knowledge (the planes) can learn more about umbral devourers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (the Planes)
DC Results15 Some mysteries, for reasons unknown to shadow magic users, take on a life of their own.
20 Living mysteries are surprisingly resilient, resisting many attacks and healing themselves with ease.
25 A living mystery unleashed their mystery’s normal effect whenever they hit or engulf a foe.
There are a few strange tails of creatures who wanders off into the plane of shadows and finds a twisted mockery of themselves among their other umbral opponents. Most of these are thought of either as wise proverbs or as the ravings of lunatics and drunkards. The mockeries are out there, and though they are not mobilizing, it is hard to find ease knowing that each man woman child, and beast has a double of them waiting. Even if a Mockery’s double dies, the mockery remains as a twisted testament to their life. Some mockeries imitate individuals, and others exist to mock a race in general
Sample Mockery Creature[ Mockery Goblin, 1st-level Warrior Small Humanoid (Goblinoid, Shapechanger) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 40 ft. Armor class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 12 Base attack/grapple: +1/-3 Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) Full attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) Space/reach: 5 ft./5 ft. Special attacks: — Special qualities: Broken bonds, darkvision 60 ft., damage reduction 10/magic, immortal, immunity to cold and mind affecting effects, morphic anatomy, rejuvenation Saves: Fort +3, Ref +1, Will –1 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2 Feats: Alertness Environment: Plane of Shadow Organization: Ebon Gang (4-9), Dark Band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), Warband (10-24 with mockery worg mounts), or umbral tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 mockery worgs, and 2-4 mockery dire wolves) Challenge rating: 3 Treasure: Standard Alignment: Any Advancement: By character class Level adjustment: +0
This little humanoid has a flat face with a broad nose, pointed ears, and a wide mouth filled with small, sharp fangs. Although bipedal its arms hang down almost to its knees. Something about the small being seems off, but it is impossible to tell just what.
A mockery goblin fights just like other goblins, with low courage and great numbers. Their nature is rarely made visible unless they use their morphic anatomy ability. Broken Bonds (Ex): Most mockery goblins spend their entire lives on the plane of shadow, to which they are linked. If they leave the plane, however, the ties that kept them alive are forever broken, causing a slow death in the mockery goblin. Each week, the mockery creature takes 1 constitution damage. In addition, every month, the mockery creature’s constitution is permanently lowered by 1, which cannot be reversed even by a miracle or wish. Immortal: Mockery goblins do not die of old age. Morphic Anatomy (Ex): The mockery goblin, despite looking like an imitation of another creature, is truly a morphic shapechanger. As a swift action, they can extend their reach by 5 feet. As a move action, they can fit through gaps as narrow as 1 inch in diameter. As a standard action, they can imitate the alter self spell, except that it affects the mockery goblin regardless of their type and only lasts as long as it is concentrated on. In addition, the mockery goblin is immune to critical hits and sneak attacks
Creating a Mockery Creature
”Mockery” is an inherited template that can be added to any living creature or onto any unique or individual creature (referred to hereafter as the base creature).
A mockery creature uses all the base creature’s statistics and abilities, except as noted here. Size and Type: The mockery creature gains the shapechanger subtype. Speed: Each of the mockery creature’s movement speeds increases by 10 feet. Special qualities: A mockery creature retains all the special qualities of the base creature and also gains the following qualities.
—Darkvision out to 60 ft.
—Damage reduction 10/magic
—Immunity to cold and mind-affecting effects Broken Bonds (Ex): Most mockery creatures spend their entire lives on the plane of shadow, to which they are linked. If they leave the plane, however, the ties that kept them alive are forever broken, causing a slow death in the mockery creature. Each week, the mockery creature takes 1 constitution damage. In addition, every month, the mockery creature’s constitution is permanently lowered by 1, which cannot be reversed even by a miracle or wish. Immortal: Mockery creatures do not die of old age. Morphic Anatomy (Ex): The mockery creature, despite looking like an imitation of another creature, is truly a morphic shapechanger. As a swift action, they can extend their reach by 5 feet. As a move action, they can fit through gaps as narrow as 1 inch in diameter. As a standard action, they can imitate the alter self spell, except that it affects the mockery creature regardless of their type and only lasts as long as it is concentrated on. In addition, the mockery creature is immune to critical hits and sneak attacks Rejuvenation: Mockery creatures cannot truly die, short of their broken bonds ability, until their original has been killed. If a mockery creature is killed while its original yet lives, it comes back to life with full hit points 1d4 weeks later (if a Mockery Creature is not made as a mockery of a specific creature, assume that they do not rejuvenate). Abilities: Intelligence at least 3. Skills: A Mockery creature gets a +20 racial bonus on disguise checks to look like their original creature (if it is based on an individual). Environment: All Mockery creatures naturally remain on the plane of shadow. Challenge Rating: +2 Alignment: Any Level adjustment: —
Characters who have ranks in Knowledge (the planes) can learn more about mockery creatures. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results20 Every race and individual has a twisted mockery of it living somewhere on the plane of shadow.
25 Although mockeries look like the originals, they are truly morphic shapechangers, made to imitate forms on the material plane.
30 Mockery creatures can leave the plane of shadow if they must, but doing so dooms them to a slow and painful death.
Shadow Keeper Small Fey Hit Dice: 1d6+1 (4 hp) Initiative: +3 Speed: 20 ft.; fly 40 ft. (average) Armor class: 18 (+1 size, +4 deflection, +3 Dex), touch 18, flat-footed 15 Base attack/grapple: +0/-5 Attack: Shortsword +3 melee (1d4-2) or light crossbow +3 ranged (1d6/19-20) Full attack: Shortsword +3 melee (1d4-2) or light crossbow +3 ranged (1d6/19-20) Space/reach: 5 ft./5 ft. Special attacks: Keeper of Crossroads, Spell-Like Abilities Special qualities: Damage reduction 5/cold iron, light sensitivity, low-light vision, protector of shadows, spell resistance 16 Saves: Fort +1, Ref +5, Will +3 Abilities: Str 8, Dex 16, Con 12, Int 12, Wis 13, Cha 18 Skills: Diplomacy +8, Disguise +8, Hide +7, Knowledge (nature) +5, Move Silently +7, Perform (sing) +8, Sense Motive +5 Feats: Weapon Finesse Environment: Plane of Shadow or Underground Organization: Solitary or Pair Challenge rating: 1 Treasure: 50% goods; 50% items Alignment: usually neutral Advancement: 2-4 HD (Small) Level adjustment: +3
The small being before you looks almost like a miniature elf, with the exception that it possesses dusky skin and a pair of black butterfly wings.
It is said that long ago, a race of fey were sent from the material plane into the plane of shadow, to bring into it nature and joy. After millennia of failure, however, they returned to find their previous posts taken by new forms of fey. Retreating into self-imposed exile, they returned to the only post left for them, the guarding of darkened places in the world. Unlike most forms of fey, shadow keepers do not gather in groups. Instead, each meditates in isolation, protecting a cavern or area in the plane of shadows, meeting with each other only to mate and raise young or to protect an area of shadow from those who would desecrate it. Though their songs are rare, the few that have been heard speak of the wonders of shadow and solitude. The shadow keepers protect the darkness from those who would dare desecrate it with illumination. They also protect creatures native to that habitat and the area itself, from those who would seek to exploit it.
Shadow keepers are rather inept at combat, hoping to solve problems before they can start, either through diplomacy or, failing that, their keeper of crossroads ability. If a lasting problem does manifest itself, however, it is not uncommon for ten or more shadow keepers to gather. They fight under the cover of shadows, hiding themselves, threatening their opponents with illusions, and peppering their opponents with crossbow bolts or arrows of dusk, should they wish for the confrontation to remain nonlethal. Keeper of Crossroads (Su): Shadow Keepers understand how difficult it is for some to travel without light. Some more understanding Shadow Keepers offer travelers another way to travel without light. Less understanding Shadow Keepers punish travelers for their reliance upon it. A number of times per day equal to their charisma modifier (usually four times each day), a Shadow Keeper can grant a target darkvision out to 60 feet and a +10 bonus on survival checks or deny that target of any darkvision or low-light vision they possess (including superior low-light vision) and impose a –10 penalty on survival checks. Both uses of this ability require a successful touch attack against the target and last until the target is exposed to natural sunlight (but not equally bright light, such as a daylight spell). Light Sensitivity (Ex): Shadow Keepers are dazzled in bright sunlight or within the radius of a daylight spell. Protector of Darkness (Su): While in areas of darkness or shadowy illumination, Shadow Keepers add their charisma bonus (if any) as a deflection bonus to their AC. Spell-Like Abilities: At will—Arrows of Dusk, Black Candle, Trick of the Light (DC 14); 3/day—Dusk and Dawn, False Form, Voices from Nowhere (DC 15); 1/day—Without a Trace. Caster level 8th. The save DCs are Charisma-based.
SHADOW KEEPER LORE
Characters who have ranks in Knowledge (the planes) or Knowledge (nature) can learn more about the shadow keepers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes) or Knowledge (Nature)
DC Results15 Shadow keepers are few dedicated to the protection of dark places, both on the material plane and the plane of shadow.
18 Shadow keepers have the ability to help or hurt those traveling through their homes, depending on their moods, until their target sees the light of sun once more.
21 Shadow keeper employ a good range of shadow magic, gained from their long protection of darkness.
Shadow Ore Golem Large Construct Hit Dice:12d10+30(96 hp) Initiative: +4 Speed: 20 ft. Armor class: 29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25 Base attack/grapple: +9/+19 Attack: Slam +15 melee (2d8+6) Full attack: 2 slams +15 melee (2d8+6) Space/reach: 10 ft./20 ft. Special attacks: Wraith Strike Special qualities: Adaptive body, construct traits, damage reduction 10/adamantine, darkvision 60 ft., fast healing 10, hide in plain sight, immunity to magic, light vulnerability, low-light vision, shadow blend, slight build, unreliable Saves: Fort +4, Ref +8, Will +4 Abilities: Str 22, Dex 18, Con —, Int —, Wis 11, Cha 1 Skills: Hide +20, Move Silently +24 Feats: Combat Reflexes Environment: Any Organization: Solitary or Gang (2-4) Challenge rating: 11 Treasure: None Alignment: Always Neutral Advancement: 15-20 (Large); 21-32 (Huge) Level adjustment: –
This automaton is barely comparable to the iron or flesh golems in stories. The figure appears to be composed of loose, black stones, floating near each other in a roughly humanoid pattern. A dark mist seems to fill the space between the stones.
Shadow ore golems are semi-reliable guardians first created on the plane of shadow. They are created from loose chunks of shadow ore, kept coherent by bonds of shadow between them. They are often kept in areas of darkness, where they are most effective.
Shadow Ore Golems are normally ordered to wait in shadows until an intruder approaches. Then, they strike out from cover, striking their foes and occasionally hiding back within the shadows. Adaptive Body (Ex): Whenever a Shadow Ore Golem is hit by a weapon crafted of a special material, the Shadow Ore Golem’s slam attacks are treated as being crafted of that material for 1d4 rounds. Their slam attacks may be treated as multiple special materials, for this purpose. Hide in Plain Sight (Ex): A shadow ore golem can make hide checks without cover or concealment or while observed as long as they do so within 10 feet of shadowy illumination or darkness. Immunity to Magic (Ex): A shadow ore golem is immune to any spell or spell-like ability that allows spell resistance. Light Vulnerability (Ex): A shadow ore golem in an area of sunlight or within the radius of a sunlight spell loses their fast healing, hide in plain sight, slight build, and wraithstrike abilities, and has their reach halved Shadow Blend (Ex): while not in an area of bright light, a shadow ore golem gains concealment. Slight Build (Ex): much of a shadow ore golem’s area is taken up by insubstantial bonds between the chunks of shadow ore. By compressing the ore together, shadow ore golems can fit through areas as if they were up to two size categories smaller Unreliable (Ex): as the famed creators of automatons (MMII) have learned, shadow is a much less reliable power source than an elemental spirit. Therefore, at the beginning of each round, there is a chance that the shadow ore golem is unable to keep up with the events of the previous round, rendering it dazed and flat-footed for that round. The exact odds of this happening are determined by light conditions, as dictated below.
Wraith Strike (Su): As a swift action, a shadow ore golem can turn all slam attacks made for the rest of the round into melee touch attacks. The shadow ore golem does not add their strength modifier to the attack or damage rolls of such attacks. Once this ability has been used, it cannot be used again for 1d4 rounds. Skills and Feats: A shadow ore golem gains a +20 racial bonus on hide and move silently checks and gains combat reflexes as a bonus feat.
SHADOW ORE GOLEM LORE
Characters who have ranks in Knowledge (the planes) can learn more about shadow ore golems. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results15 Shadow ore golems possess unnatural stealth capabilities, hiding with little or no darkness available.
20 Shadow ore golems have much longer reach than one would expect, imitate any special materials struck with, and can bypass armor.
25 Despite their many defenses, the animating force of a shadow ore golem is unreliable, especially in bright light.
I don’t know the equation for calculating the cost of the shadow ore golem, but if someone could provide me with such an equation, I would be more than pleased to write this down.
Shadow Phantom Medium Abberation (incorporeal, shapechanger) Hit Dice: 10d8+20 (65 hp) Initiative: +2 Speed: Fly 30 ft. (perfect) Armor class: 15 (+3 deflection, +2 Dex), touch 15, flat-footed 13 Base attack/grapple: +7/— Attack: incorporeal touch +9 melee (1d6) Full attack: 2 incorporeal touches +9/+4 melee (1d6) Space/reach: 5 ft./5 ft. Special attacks:Baleful Translocation, Final Surprise Special qualities: Amorphous, Borrowed Form, Incorporeal Traits, Instant Movement, Veil of Corporeality Saves: Fort +5, Ref +5, Will +8 Abilities: Str –, Dex 15, Con 14, Int 12, Wis 13, Cha 16 Skills: Bluff +16, Disguise +18, Listen +10, Spot +9 Feats: Alertness, Deceitful, Flyby Attack, Improved Initiative, Environment: Plane of Shadow Organization: Solitary, pair, or mockery (2-4) Challenge rating: 5 Treasure: None Alignment: Always Neutral Evil Advancement: 11-20 HD (Medium) Level adjustment: —
A wisp of insubstantial shadow glides steadily towards you.
On the plane of shadow, some visitors have visited warped versions of familiar sights and heard the shouts of loved ones. The unlucky ones have run into a more difficult obstacle, themselves. Although not truly a copy of an individual, shadow phantoms populate the shadowy mockeries of inhabited areas, playing the “roles” of typical creatures, despite their incorporeal state. Whenever they pass through another creature, they become the perfect imitation, fooling both simple and magical tests.
A battle with a shadow phantom almost invariably starts with it rising up from the ground, passing through another party member (and making a touch attack against them using flyby attack), and then “walking” forward, making the one that lags behind look like a copy. Amorphous (Ex): A shadow phantom is immune to extra damage from critical hits and sneak attack. Baleful Translocation (Su): As a free action, a shadow phantom can attempt to switch locations with another creature up to 100 ft. away. This attempt is thwarted if the target to be switched with succeeds on a DC 18 will save. Regardless of success or failure, another attempt may not be made for 1d4 rounds. Borrowed Form (Su): Whenever a shadow phantom passes through the square of a target within one size category of themselves, they instantly take the appearance of that creature. This illusion covers visual, auditory, olfactory, tactile, and thermal components (but the illusion of the new form cannot cause any damage that the shadow phantom cannot) of both it and any items carried. Furthermore, the shadow phantom learns all languages known by the target for as long as they remain in that form. Any attempts to discern the original from the fake via divination reveals them both to have the same alignment, thoughts, and items (the shadow phantom, however, has access to none of this information). A true seeing spell reveals the shadow phantom for what it is. Any item copied in this way is nonfunctional (a sword, for instance, can still be used, but will only deal the normal 1d6 touch attack damage). Final Surprise (Su): When slain, a shadow phantom can make a final melee touch attack against any adjacent foe as an immediate action. If it succeeds, the touched target suffers the effects of the phantasmal killer spell (Save DC 18). Instant Movement (Ex): Whenever another creature moves through the shadow phantom’s space, the shadow phantom may make a move action as an immediate action as soon as the other creature occupies their space (their appearance is copied by the borrowed form ability). Veil of Corporeality (Ex): A shadow phantom truly appears to be corporeal. They can walk (and make appropriate sounds for walking), have tactile and thermal aspects included in their disguise, and can will their disguise to appear injured if appropriate. No spot or listen check can discern that the shadow phantom is truly incorporeal (although they may still see through the disguise). Skills: A shadow phantom has a +10 racial bonus on disguise checks while using the borrowed form ability.
SHADOW PHANTOM LORE
Characters who have ranks in Knowledge (the planes) can learn more about shadow phantoms. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results18 Shadow phantoms are particularly effective incorporeal shapechangers, native to the plane of shadow.
21 A shadow phantom’s disguise is almost complete, fooling mundane experimentation and even most divination spells.
25 A shadow phantom leaves one last surprise when slain, an illusion meant to frighten its killer to death.
28 The only flaw in a shadow phantom’s disguise is its inability to read its target’s mind or access its thoughts.
Shadow Scuttler Small Magical Beast Hit Dice: 3d10+6 (22 hp) Initiative: +3 Speed: 40 ft., burrow 20 ft. Armor class: 18 (+1 size, +4 natural, +3 dex) Base attack/grapple:+3/+0 Attack: Bite +6 melee (1d4+1 plus poison) Full attack: Bite +6 melee (1d4+1 plus poison) Space/reach: 5 ft./5 ft. Special attacks: Planar burrow, poison Special qualities: Darkvision 60 ft., low-light vision, shadow blend, shadow scuttle Saves: Fort +5, Ref +6, Will +3 Abilities: Str 12, Dex 17, Con 14, Int 2, Wis 14, Cha 8 Skills: Hide +6, Move Silently +6 Feats: Improved Iniatiative, Weapon Finesse Environment: Plane of Shadow Organization: Solitary or cluster (2-6) Challenge rating: CR 3 Treasure: None Alignment: Always neutral Advancement: 4-6 HD (Small); 7-9 HD (Medium); 10-11 HD (Large) Level adjustment: —
A small, segmented insect with at least 12 slender legs, each trailing off into shadow as it reaches the floor, emerges from the ground. A dark blue shell covers most of its body and its head is little more than mandibles surrounded by a ring of antennae, which apparently conceal its eyes.
The Shadow Scuttler appears to be the shadowy relation to the typical ankheg, although no genetic links have been made, as of yet. They appear to burrow using their fast-moving mandibles alone, and they possess a venom capable of slowing down attackers. Unlike ankhegs, however, they possess no ability to sense potential prey from their tunnels, and so prefer to hide in dark places and wait there for prey.
Shadow Scuttlers, being much smaller than their material cousins, have correspondingly smaller appetites. A couple of bite attacks provide it with a good meal, although it will not hesitate to kill prey that does not put up much of a fight. When in danger, they typically use their shadow scuttle ability to keep themselves safe long enough to use their planar burrow ability. Planar Burrow (Su): As a full-round action, a shadow scuttler can dig themselves from the plane of shadow to the material plane or visa-versa. This ability leaves no usable portal, however. When a shadow scuttler uses this ability, they reappear at the exact spot on the target plane in which they had last used this ability. Poison (Ex): Injury, Fortitude DC 13, initial damage speed is reduced by 10 feet for 1 hour, secondary damage target cannot run or charge for 1 hour. The save DC is Constitution-based. Shadow Blend (Su): While not in bright sunlight or within the radius of a sunlight spell, the shadow scuttler gains concealment. Shadow Scuttle (Ex): Once per hour, a shadow scuttler can take a withdraw action as an immediate action. If this is done in response to an attack, the attack has a 50% miss chance. If this is done in response to an area effect, the shadow scuttler has a 50% chance of avoiding that effect, so long as they move out of its area.
SHADOW SCUTTLER LORE
Characters who have ranks in Knowledge (the planes) can learn more about the shadow scuttlers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results12 It is said that ankhegs have a relation on the plane of shadow, known as shadow scuttlers.
18 Shadow scuttlers are defensive in nature, blending in with shadows, using a speed-slowing poison to stop pursuits, and having the ability to retreat a distance in a mere moment’s time.
25 Shadow scuttlers are known for their ability to tunnel between the material plane and the plane of shadow.
Throughout the ages, there have been those individuals depraved enough to attempt to infuse their body with darkness. In most cases, this actually means an infusion of evil through pact with a fiend, a transformation into an undead, or a deal with a deity of evil. In a few, rare cases, however, an infusion of darkness is literally meant as an infusion of darkness, taken directly from the plane of shadow. The mixing of constant existence with morphic shadow, however, makes for a poor excuse of a creature, doomed to misery for the rest of its (hopefully short) life. This technique is sometimes used upon others, to make an army of pliable creatures.
Sample Shadow-Warped Creature Shadow-warped Blink Dog Medium Magical Beast Hit Dice: 4d10+8 (30 hp) Initiative: +3 Speed: 50 ft. Armor class: 15 (+3 Dex, +1 natural, +1 deflection), touch 14, flat footed 12 Base attack/grapple: +4/+5 Attack: Bite +5 melee (1d6+1) Full attack: Bite +5 melee (1d6+1) Space/reach: 5 ft./10 ft. Special attacks: — Special qualities: Blink, darkvision 90 ft., dimension door, daylight sensitivity, endless agony, fortification, low-light vision, scent Saves: Fort +6, Ref +7, Will +1 Abilities: Str 12, Dex 17, Con 14, Int 6, Wis 11, Cha 7 Skills: Hide +2, Listen +2, Sense Motive +3, Spot +2, Survival +3 Feats: Dodge, Mobility, Track Environment: Plane of Shadow Organization: Solitary or Pair Challenge rating: 2 Treasure: None Alignment: Usually Chaotic Good Advancement: 5-7 HD (Medium); 8-12 (Large) Level adjustment: +3 (Cohort)
A big canine with yellow-brown fur and large ears looks completely different from its normal kin, bearing patches of wavering black fur and an unnaturally extended snout and neck. It disappears and quickly reappears somewhere else.
When a blink dog is subjected to large amounts of shadow, they may become infused with it. They maintain their teleportation abilities, but have been driven to the point of insanity. This insanity, combined with their lower intelligence, has kept shadow-warped blink dogs from remembering their own language.
Shadow-warped blink dogs, due to their insanity and related lack of language, rarely get together in groups of more than 2. As they cannot take advantage of flanking, they simply wade through the battle field, teleporting close enough for their improved reach to hit, biting, and then running away with their improved speed. Blink (Su): A shadow-warped blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action. Daylight Sensitivity (Ex): A shadow-warped blink dog is dazzled in areas of bright light. Dimension Door(Su): A shadow-warped blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the shadow-warped blink dog, which never appears within a solid object and can act immediately after teleporting. Endless Agony (Ex): The writhing of the unstable shadowstuff makes maintenance of the body nearly impossible, driving the shadow-warped blink dog insane with pain. The shadow-warped blink dog cannot fight defensively, use the total defense option, or use the combat expertise feat. In addition, the shadow-warped blink dog cannot use the concentration skill or any other intelligence-, or charisma-based skill check other than intimidate, and cannot cast any spells (or similar abilities) that take longer than 1 standard action to use. Lastly, the shadow-warped blink dog is immune to all charm effects. Fortification (Ex): As some of the shadow-warped blink dog’s organs are infused with shadowstuff, they may be able to move out of the way of an attack, providing a 50% chance to negate extra damage from a sneak attack or critical hit. This percentile is rolled separately from any granted by armor or other such exterior sources. Saves:Shadow-warped blink dogs take a –4 penalty on all will saves made against compulsion effects.
Creating a Shadow-Warped Creature
“Shadow-warped” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin (referred to hereafter as the base creature).
A shadow-warped creature uses all the base creature’s statistics and abilities except as noted. Speed: One of the shadow-warped creature’s speeds is increased by 10 feet, chosen at the time that the template is acquired. Armor class: A shadow-warped creature loses two points of natural armor (to a minimum of +0 natural armor) but gains a +1 deflection bonus to AC. Space/reach: The shadow-warped creature has their reach extended by 5 feet. Special qualities: A shadow-warped creature has all the special qualities of the base creature, plus the following special qualities.
—Darkvision 30 feet, or the shadow-warped creature’s existing darkvision is extended by another 30 feet. Daylight Sensitivity (Ex): A shadow-warped creature is dazzled in areas of bright light. Endless Agony (Ex): The writhing of the unstable shadowstuff makes maintenance of the body nearly impossible, driving the shadow-warped creature insane with pain. The shadow-warped creature cannot fight defensively, use the total defense option, or use the combat expertise feat. In addition, the shadow-warped creature cannot use the concentration skill or any other intelligence-, or charisma-based skill check other than intimidate, and cannot cast any spells (or similar abilities) that take longer than 1 standard action to use. Lastly, the shadow-warped creature is immune to all charm effects. Fortification (Ex): As some of the shadow-warped creature’s organs are infused with shadowstuff, they may be able to move out of the way of an attack, providing a 50% chance to negate extra damage from a sneak attack or critical hit. This percentile is rolled separately from any granted by armor or other such exterior sources. Saves: A shadow-warped creature takes a –4 penalty on will saves made to resist compulsion effects. Abilities: Increase from the base creature as follows: Str +2, Con +4, Int –4, Wis –2, Cha –4 Challenge rating: +0 Alignment: usually chaotic. Though the surging shadowstuff may not make a shadow-warped creature evil, it most certainly drives them insane. Level adjustment: +1
Characters who have ranks in Knowledge (the planes) can learn more about shadow-warped creature. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results15 Some creatures are infused with shadowstuff, strengthening their body but weakening their mind.
20 The warping nature of shadowstuff has given shadow-warped creatures a lifetime of agony, although it protects them in other ways as well.
25 Shadow-warped creatures are more susceptible to compulsion magic, leading some depraved souls to force the condition onto others against their will.
As is commonly known, both matter and shadow exist. Also known is that some magic utilizes shadow itself. Unknown, to all but a few scholars in existence, is that when shadow magic is invoked on our plane, an equal amount of material matter or magic is transferred to the Plane of Shadow, which is just as alien there as shadow magic is here. The plane of shadow, it seems, has come up with a solution to this problem. From random shadow stuff, oozes of various sizes have congealed, which work almost as scabs, absorbing material magic and keeping it sequestered until it is metabolized. Although it is alive (in the strictest sense of the word) umbral devourers do not truly die. Instead, as a dying blow would be dealt, the shadowstuff making up the umbral devourer is recycled elsewhere in the plane, where a new one is formed. As such, the population is on the incline, and their frequent slaughter by the material creatures (which umbral devourers assume to be a threat to the plane) makes sure that they are spread out among the plane, eating material matter wherever it may spawn.
Although they are very varied in strength, most use the same tactics. Once they detect magic, they move towards it, stealing the magic and then trying to destroy its source, if any. Detect Magic (Su): All umbral devourers can detect the presence of magic within a 300 foot-radius, although they can neither identify schools of magic, recognize how many sources or how strong the magic is, nor pinpoint the location of the magic. Spell Vulnerability (Su): umbral devourers have been created to recognize and destroy only material magic. Due to this, umbral devourers do not detect mysteries or magic of the shadow subschool with their detect magic ability. Furthermore, such forms of magic not only automatically overcome the umbral devourer’s spell resistance but treat the umbral devourer as having failed any related saving throws. Skills: umbral devourers have a +8 racial bonus on Climb and Swim checks and may always choose to take 10 on a Climb check or Swim check, even if rushed or threatened
Minor Devourer Small Ooze Hit Dice: 2d10+4 (15 hp) Initiative: +0 Speed: 10 ft., climb 10 ft., swim 10 ft. Armor class: 11 (+1 size), touch 11, flat-footed 11 Base attack/grapple: +1/-3 Attack: Slam +2 melee (1d4 plus 1d4 cold) Full attack: Slam +2 melee (1d4 plus 1d4 cold) Space/reach: 5 ft./5 ft. Special attacks: Aura of Cold, Drain Spells Special qualities: Blindsight 60 ft., Damage Reduction 2/Magic, Detect Magic, Ooze Traits, Spell Resistance 11, Spell Vulnerability Saves: Fort +2, Ref +0, Will –5 Abilities: Str 10, Dex 10, Con 14, Int —, Wis 1, Cha 1 Skills: Climb +8, Swim +8 Feats: — Environment: Plane of Shadow Organization: Solitary Challenge rating: CR 2 Treasure: None Alignment: Always neutral Advancement: 3-7 HD (Small) Level adjustment: —
A small ooze looks like nothing more than a living puddle of grayish muck.
Minor Devourers are the weakest of the umbral devourers, only able to digest very weak spells. There is always a chance of developing into a larger umbral devourer, but the risks needed to do so are extreme, making it almost impossible for the unintelligent ooze. A minor devourer weighs about 50 pounds.
Minor devourers are in many ways limited by their small metabolism. Once they have sated themselves, they either run away to digest or keep fighting. Aura of Cold (Su): A minor devourer emanates a weak area of cold. At the beginning of its turn, the minor devourer deals 1d4 cold damage to each creature within 5 feet of it. In addition, each of its slam attacks deal an additional 1d4 cold damage.
Drain Spells (Su): Once every 5 rounds, a minor devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 5 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 1st level). For each spell stolen in this way (regardless of spell level), the minor devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the minor devourer gains a permanent hit dice for every 5 temporary hit points lost. A minor devourer with 7 hit dice instead becomes a lesser devourer at the first opportunity in which the area can hold its new mass.
Lesser Devourer Medium Ooze Hit Dice: 8d10+32 (76 hp) Initiative: –1 Speed: 20 ft., climb 20 ft., swim 20 ft. Armor class: 9 (-1 Dex), touch 9, flat-footed 9 Base attack/grapple: +6/+7 Attack: Slam +7 melee (1d6+1 plus 1d6 cold) Full attack: Slam +7 melee (1d6+1 plus 1d6 cold) Space/reach: 5 ft./5 ft. Special attacks: Aura of Cold, Drain Spells Special qualities: Blindsight 60 ft., Damage Reduction 5/Magic, Detect Magic, Ooze Traits, Spell Resistance 14, Spell Vulnerability Saves: Fort +6, Ref +1, Will –3 Abilities: Str 12, Dex 8, Con 18, Int —, Wis 1, Cha 1 Skills: Climb +9, Swim +9 Feats: — Environment: Plane of Shadow Organization: Solitary Challenge rating: CR 6 Treasure: None Alignment: Always neutral Advancement: 9-14 HD (Medium) Level adjustment: —
This dark grey mass looks like a mobile mudslide, albeit with a dark grey color.
Lesser Devourers are the second most common of umbral devourers, and are likely the stage of life in which any umbral devourer spends the most time, weak enough to not be sought out, but strong enough to push back the occasional attack.
Lesser devourers normally weigh about 100 pounds.
Lesser devourers are not as limited as minor devourers, thanks to a wider radius over which they can steal spells, in addition to increased speed, allow them to render magical opposition harmless. In addition, they can steal magic more frequently. Their enhanced fighting capabilities over that of minor devourers means that they need not run off to digest their spells. Aura of Cold (Su): A lesser devourer emanates an area of cold. At the beginning of its turn, the lesser devourer deals 1d6 cold damage to each creature within 10 feet of it. In addition, each of its slam attacks deal an additional 1d6 cold damage. Drain Spells (Su): Once every 4 rounds, a lesser devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 10 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 3rd level). For each spell stolen in this way (regardless of spell level), the lesser devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the lesser devourer gains a permanent hit dice for every 5 temporary hit points lost. A lesser devourer with 14 hit dice becomes an average devourer at the first opportunity in which the area can hold its new mass.
Average Devourer Large Ooze Hit Dice: 15d10+90 (172 hp) Initiative: –2 Speed: 30 ft., climb 30 ft., swim 30 ft. Armor class: 7 (-1 size, -2 Dex), touch 7, flat-footed 7 Base attack/grapple: +11/+17 Attack: Slam +12 melee (1d8+2 plus 1d6 cold) Full attack: Slam +12 melee (1d8+2 plus 1d6 cold) Space/reach: 10 ft./10 ft. Special attacks: Aura of Cold, Drain Spells Special qualities: Blindsight 60 ft., Damage Reduction 10/Magic, Detect Magic, Ooze Traits, Spell Resistance 17, Spell Vulnerability Saves: Fort +11, Ref +3, Will +0 Abilities: Str 14, Dex 6, Con 22, Int —, Wis 1, Cha 1 Skills: Climb +10, Swim +10 Feats: — Environment: Plane of Shadow Organization: Solitary Challenge rating: CR 10 Treasure: None Alignment: Always neutral Advancement: 16-25 HD (Large) Level adjustment: —
This dark grey pool works its way across the ground. Light barely seems to permeate its membrane.
Although not the most common, the average devourer, also known as the umbral devourer, is perhaps the most commonly known of the species, as it is the most common one that provides a real threat.
Average devourers normally weigh about 500 pounds.
Average devourers are straightforward attackers, bolstering themselves by stealing spells whenever possible and attacking in all other situations. Aura of Cold (Su): An average devourer emanates an area of cold. At the beginning of its turn, the average devourer deals 1d6 cold damage to each creature within 20 feet of it. In addition, each of its slam attacks deal an additional 1d6 cold damage. Drain Spells (Su): Once every 3 rounds, an average devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 20 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 5th level). For each spell stolen in this way (regardless of spell level), the average devourer gains 5 temporary hit points, which last for 5 rounds. At the end of this time, the average devourer gains a permanent hit dice for every 10 temporary hit points lost. An average devourer with 24 hit dice becomes a greater devourer at the first opportunity in which the area can hold its new mass.
Greater Devourer Huge Ooze Hit Dice: 25d10+200 (337 hp) Initiative: –3 Speed: 40 ft., climb 40 ft., swim 40 ft. Armor class: 5 (-2 size, -3 Dex), touch 5, flat-footed 5 Base attack/grapple: +18/+29 Attack: Slam +19 melee (2d6+3 plus 2d6 cold) Full attack: Slam +19 melee (2d6+3 plus 2d6 cold) Space/reach: 15 ft./15 ft. Special attacks: Aura of Cold, Engulf, Drain Spells Special qualities: Blindsight 60 ft., Damage Reduction 20/Magic, Detect Magic, Ooze Traits, Spell Resistance 22, Spell Vulnerability Saves: Fort +16, Ref +5, Will +3 Abilities: Str 16, Dex 4, Con 26, Int —, Wis 1, Cha 1 Skills: Climb +11, Swim +11 Feats: — Environment: Plane of Shadow Organization: Solitary Challenge rating: CR 14 Treasure: None Alignment: Always neutral Advancement: 26-29 HD (Huge) Level adjustment: —
This gigantic mass of blackish liquid quivers and shakes as it approaches.
Greater devourers are rare and dangerous. They have been known to attack wizarding colleges and towers, although they are normally repelled, at least eventually.
Greater devourers normally weigh about 2,000 pounds.
Greater devourers take advantage of their new engulf attack, ramming over dangerous foes to absorb more spellpower while attacking other foes mindlessly. Aura of Cold (Su): A greater devourer emanates an area of cold. At the beginning of its turn, the greater devourer deals 2d6 cold damage to each creature within a 40 foot-radius of it. In addition, each of its slam attacks deal an additional 2d6 cold damage. Drain Spells (Su): Once every other round, a greater devourer can attempt to steal spells from nearby spellcasters. As a full-round action, it forces every spellcaster within a 40 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 7th level). For each spell stolen in this way (regardless of spell level), the greater devourer gains 5 temporary hit points, which last for 10 rounds. At the end of this time, the greater devourer gains a permanent hit dice for every 20 temporary hit points lost. An greater devourer with 29 hit dice becomes a superior devourer at the first opportunity in which the area can hold its new mass. Engulf (Ex): using its quick speed, a greater devourer can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The greater devourer merely has to move over the opponents, effecting as many as it can cover. Opponents can make opportunity attacks against the devourer, but if they do so they are no entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 25 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the devourer moves forward. Engulfed creatures are subject to the devourer’s drain spells and aura of cold ability each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
Superior Devourer Gargantuan Ooze Hit Dice: 30d10+300 (465 hp) Initiative: –4 Speed: 50 ft., climb 50 ft., swim 50 ft. Armor class: 2 (-4 size, -4 Dex), touch 2, flat-footed 2 Base attack/grapple: +22/+38 Attack: Slam +22 melee (3d6+4 plus 4d6 cold) Full attack: Slam +22 melee (3d6+4 plus 4d6 cold) Space/reach: 20 ft./20 ft. Special attacks: Aura of Cold, Engulf, Drain Spells Special qualities: Blindsight 60 ft., Damage Reduction 30/Magic, Detect Magic, Ooze Traits, Spell Resistance 25, Spell Vulnerability Saves: Fort +20, Ref +6, Will +5 Abilities: Str 18, Dex 2, Con 30, Int —, Wis 1, Cha 1 Skills: Climb +12, Swim +12 Feats: — Environment: Plane of Shadow Organization: Solitary Challenge rating: CR 18 Treasure: None Alignment: Always neutral Advancement: 31-34 HD (Gargantuan) Level adjustment: —
The approaching mass of pitch-black liquid is as large as a pond. It’s cytoplasm almost seems to crackle with energy as you feel the temperature around you drop.
Superior devourers are a tremendous threat to magical communities. On the few occasions that they have escaped the Plane of Shadow, they have caused mass destruction, annihilating any source of material magic that they find.
Superior devourers normally weigh about 20,000 pounds.
Superior devourers take advantage of their engulf attack, ramming over dangerous foes to absorb more spellpower while attacking other foes mindlessly. When injured, they attempt to Drain Spells each round, until there are no more sources to draw upon or they are bolstered enough for combat. Aura of Cold (Su): A superior devourer emanates an area of cold. At the beginning of its turn, the superior devourer deals 4d6 cold damage to each creature within a 60 foot-radius of it. In addition, each of its slam attacks deal an additional 4d6 cold damage. Drain Spells (Su): As a full-round action, a superior devourer can force every spellcaster within a 60 foot-radius to make a will save (DC 10 + 1/2 devourer’s HD + devourer’s con modifier) or lose a random spell (or spell slot, for spontaneous casters) of the highest level they have access to (maximum 9th level). For each spell stolen in this way (regardless of spell level), the superior devourer gains 5 temporary hit points, which last for 20 rounds. At the end of this time, the superior devourer gains a permanent hit dice for every 40 temporary hit points lost. A superior devourer with 34 hit dice becomes a perfect devourer (see epic monsters) at the first opportunity in which the area can hold its new mass. Engulf (Ex): using its quick speed, a superior devourer can simply mow down Huge or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The superior devourer merely has to move over the opponents, effecting as many as it can cover. Opponents can make opportunity attacks against the devourer, but if they do so they are no entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 29 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the devourer moves forward. Engulfed creatures are subject to the devourer’s drain spells and aura of cold ability each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
UMBRAL DEVOURER LORE
Characters who have ranks in Knowledge (the planes) can learn more about umbral devourers. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs Knowledge (the Planes)
DC Results15 Umbral devourers are oozes native to the plane of shadow, spawned by the plane itself to detect and destroy material magic.
20 Umbral devourers possess an aura of unearthly cold, often steal spells from the opposition, and the larger ones can even engulf their prey.
25 Umbral devourers are resilient against all but magic weapons, but resist magic itself. They are, however, weak against shadow magic.
Plagues and Poisons
Even the Plane of Shadow has some unique diseases and poisons, although perhaps not as many as most other planes.
Disease Infection DC Incubation Damage
Black Blight Ingested 16 1 week 1d4 Str
The Fading Inhaled 18 1d4 days 1d6 Dex
Black Blight: Black blight is caught by eating some plants indigenous to the plane of shadow. The target’s hair turns black and falls out as their skin becomes pockmarked and worn. It takes three consecutive saving throws to cure yourself of black blight, rather than the normal two. The Fading: In some less formed areas of the plane of shadow, especially near the darklands, the air is only partially formed and tries to disassemble anyone breathing it from the inside out. Every time that a creature takes damage from the fading, they must make another fortitude save or lose their sense of touch for the disease’s duration, imposing a –2 penalty on all climb, disarm device, jump, open lock, swim, and tumble checks. If they have already lose their sense of touch, they are rendered blind for the disease’s duration. If they are already numb and blind, they are rendered deaf for the disease’s duration.
Poison Type Initial Damage Secondary Damage Price
Ebon Extract Contact DC 17 1d4 Wis Unconsciousness for 1 hour 425 gp
Midnight Residue Contact DC 22 0 2d6 Str+2d6 Dex 1,500 gp
Black Root Vine Ingested DC 16 1 Dex 1d4+1 Dex 150 gp
Beverut Ingested DC 20 0 3d6 Dex 750 gp
Ebon Cloud Inhaled DC 15 1d4 Wis 2d4 Wis+1d4 Int 225 gp
Black Mist Powder Inhaled DC 25 0 -2 Will saves for 1 hour 175 gp
Shadow Scuttler venom Injury DC 13 -10 speed for 1 hour no running/charging for 1 hour 400 gp
Dark Ichor Injury DC 15 1d4 Dex sickened for 1 hour 200 gp
Although most deities live on the outer planes, a few live on or are closely related to the plane of shadow.
DOLUS God of Fools, the Hidden One, Trickster of Tricksters Demigod (Neutral Evil)
Dolus is a god of trickery, but he displays his trickery in a quite unusual way. Instead of inspiring his worshippers to trick others, he tricks his worshippers. He cares not who or what his thralls think they are worshipping, as long as the power of that worship goes out to him. Due to his nasty habit of stealing worship from other deities, he fears retribution too much to live on the outer planes. Instead, he lives on the Plane of Shadow, where his angry brethren are unlikely to ever find him. Dolus’ holy symbol, or its closest equivalent, is a featureless, black circle. All formal worshippers tattoo this symbol somewhere on their body.
Anyone is a potential worshipper of Dolus, even if they do not know it. Dolus commonly floods the plane of shadow with his divine essence, increasing the odds that cultists (see earlier post) will call upon him instead of their desired source of power. There are a very few individuals who know Dolus’ identity, and have, as an act of worship, set out on a quest to meet the hidden one himself. Dolus’ views towards his direct worshippers, as of yet, remains to be seen.
Although Dolus actively teaches nothing on his own behalf, his few direct followers have learned from example and gain power, complete tasks, and manipulate others without doing so much as revealing their faces. Portfolio: Secrecy, Manipulation, Shadow Domains: Technically, Dolus grants access to every domain. His few direct worshippers, however, are limited to the Secrecy, Shadow, Evil, and Trickery domains. Cleric Training: The only training that a cleric of Dolus truly needs is the discovery of Dolus’ name and identity. This task has not been made easy, however, and may require several divination attempts, an interrogation of another cleric of Dolus, or the recovery of ancient lore depicting him. Quests: Dolus doles out no quests. Instead, he allows his followers to assign themselves tasks. Clerics of Dolus make it their mission to meet Dolus, face-to-face. Prayers: Dolus accepts all forms of prayer with equal glee. As such, his few actual clerics usually choose to keep their prayers simple and quiet, knowing he will not mind. Temples: Dolus has many temples, spread out amongst the planes. Actual temples dedicated to him in particular, however, are nonexistent. A cleric of Dolus can send their worship to their deity from anywhere and a shrine of Pelor would work just as well as a shrine of Wee Jas. Rites: Despite the lack of formal rites, it is customary that if someone sees the face of a cleric of Dolus against their whims, that they mutilate, or magically alter their face. Herald and Allies: Dolus’ one ally and friend is his herald, a Gloom (ELH, page 192).
Mae Kiar: Reclaimer, Watcher of Darkness Lesser Deity (Neutral)
Mae Kiar is a deity of, for lack of better terms, justifiable vengeance. Formerly an abyssym, she slew the balor that owned her family’s souls and took his soul in turn. This remarkable act of vengeance allowed her to ascend. Mae Kiar watches for dark acts and sends her worshippers to claim vengeance for those unwilling or unable to claim it themselves. Seeking nothing from her divine kin, she has isolated herself on the plane of shadows, where she claims evils can be seen earliest. Although she is dark with her verdicts, she is not nearly as cruel as Cas (deity of spite, see heroes of horror for details). She appears as a humanoid woman of indistinguishable race, surrounding by a blurring shroud of shadow and possessing two piercing red eyes. Her holy symbol is a fist, with a long crack running down its center.
Mae Kiar’s cause appeals to few out there, but some individuals see her teachings as appealing, and so worship her. She is a bit contrary in that she attracts and supports both evil and good worshippers. Evil worshippers look to her as a deity of violence, torturing and slaughtering portrayers of other dark acts with utmost glee. Good worshippers look to her as a deity of protection, protecting the downtrodden against those they cannot fight against on their own. A few warlocks look to her as a paragon, one who was able to escape her curse. Portfolio: Vengeance, Justice, Shadow Domains: Evil, Good, Shadow, Wrath Cleric Training: Clerical training of Mae Kiar involves personal training by an elder cleric, culminating with a mission from the church. Quests: Mae Kiar’s missions always involve the righting of a wrong or the punishment of a wrongdoer. She is careful to give missions only to followers with an appropriate alignment for that mission. Prayers: Prayers to Mae Kiar always a proclamation of evils bested and those yet to be destroyed. Temples: Shrines to Mae Kiar are surprisingly common, appearing in good and evil towns alike, as well as on lesser-known roads. They are often small and hidden in shadow, however. Rites: The most famous of Mae Kiar’s rites is known as “the acknowledgement”, listing the name of the last evil thwarted before destroying a new one. Herald and Allies: Mae Kiar’s Herald is a unique dark trumpet archon of neutral alignment. Her planar allies include concordant killers (see MM IV) and, surprisingly, the rilmani (see Fiend Folio).
Mutart: Moon Maiden, The Silver Mistress Greater Deity (Neutral Good)
Deity of the moon and tide (and on occasion, love), Mutart is one of the older deities in the current pantheon. She appears as a human or elven (the exact race seems to change over time) female, wearing a long, silver dress. Her skin and hair looks pale and silvery as well, but she possesses glowing blue eyes. She seeks relatively little from her worshippers, impacting their life directly as little as possible. Her holy symbol is, in most cases, a crescent moon, although full moons are sometimes used as well.
The Moon Maiden, more often than not, appeals to sailors, who often need the moon’s light or fear a rough tide. Poets, writers, and other romantics also pay her homage from time to time. Most who worship her, however, are lycanthropes, who she feels particularly responsible for and who are the only ones to possess full moon holy symbols. Some overzealous religions relate presence of her churches (perhaps rightly so) to lycanthrope attacks, and so seek to drive them out.
Mutart teaches that just as the sun illuminates, so does the moon as its reflection, a fundamental lesson taught to most shadow magic users as an example of reflection. By the same ticket, this lesson has inspired many diviners to work in unusual ways. She also teaches that the moon calls out, to lovers, to the tide, and, unfortunately, to lycanthropes. Portfolio: Moon, Love, Ocean, Lycanthropes Domains: Good, Moon, Ocean, Oracle Cleric Training: Clerical training of Mutart is individualistic. As soon as an individual considers themselves worthy to be called a cleric, Mutart will accept them as one. Quests: Mutart’s missions are few and far between. She allows clerics to decide how they should proceed, for the most part, so long as their goals to not contradict her own.. Prayers: Mutart’s prayers differ from area to area. In one country, prayers to her may be complex hymns. In another, they may be poetic recitations. Temples: Mutart’s temples are grand and tend to be poetically placed, such as on the top of a large hill or on a seaside cliff. Rites: It is customary among clerics of Mutart to bow ones head whenever one sees the reflection of the moon upon water. Herald and Allies: Mutart has no true herald, instead claiming each moon acts in its own way as her herald, which she can make appear larger, smaller, or change color to signify events to entire worlds. Her planar allies are celestial or half-celestial lycanthropes.
Teka: Lord of Madness, Father of Croob Lesser Deity (Chaotic Neutral)
Teka is a deity that stands for nothing. His deific power was a terrible mistake that drove him to insanity. He appears as a floating, black brain, covered in cracks, as if about to shatter. Teka does not, and indeed cannot, leave the Plane of Shadow. His holy symbol is a black and cracked skull.
Since Teka’s ascension, he has formed the croob in a fit of madness, and through them, the galks and geluks. These individuals are among Teka’s only worshippers. A few small cults on the material plane worship Teka as well, but the number of individuals in these cults is far outweighed by the hordes of Teka’s creations. Teka’s enemies include most sane deities and individuals, although they are content knowing that Teka’s mind is no longer capable of forming a proper long-term plan.
Though Teka teaches nothing, the Geluks have made it their business to interpret every garbled message of Teka into a tangible message. The entire mass of “Tekan” philosophy encompasses several material plane philosophies. Portfolio: Insanity, Mind, Shadow Domains: Chaos, Madness, Mind, Shadow Cleric Training: Clerical training of Teka is best left undescribed, consisting of several atrocities, the least of which is self mutilation of the brain. Quests: Teka’s missions, even as interpreted by the Geluks, seem to make little sense. Some missions call for massacres among the croobs, while others call for peace treaties with buffalos. If the Geluks are trying to turn Teka’s thoughts into a plan, it is impossible to see where it is going. Prayers: Prayers to Teka consist of screams, moans, and gurgling noises. As such, one listening to a church of Teka may come to assume it is a torture chamber. Temples: Shrines to Teka are made ridiculously big, at the orders of the Geluks. Sometimes, the croob have to squeeze their way around a church to get to their home each day. Rites: Teka, according to the Geluks, accepts several rites, each of which is worse than the atrocities of clerical training. Herald and Allies: Teka, lacking the sanity to gather forces, has neither herald nor planar allies (unless the croobs, galks, and geluks are to be included in such a category).
Although I can not give its statistics and have only just remembered it, I feel that an honorable mention should go to the Shadow, member of the Dark Six from Ebberon. For purposes of Thoroughness, I also mention another deity of shadows, Erebus, from Dragon issue #322 (which, interestingly enough, is the first source to mention the Nightshade Covenant and creates the basis for shadow elementals as Darkness Pseudo-Elementals. I’d advise you to get the issue: it’s a great shadow magic history lesson, If you know where to look).
To match the three organizations given to us in the Tome of Magic, I provide you with three additional affiliations.
Reclaimers of the Mind Symbol: The symbol of the reclaimers is a brain, wrapped in bandages. Background, Goals, and Dreams: The reclaimers are group of shadow magic users, psionicists, and diviners, all dedicated to the reclaiming of knowledge, lead at all times by a council of three dark minds. Members: The reclaimers welcome all races equally, but only allow the magically or psionically adept enter their group. One is free to leave at any time, so long as they submit to having their mind probed for any withheld information. Secrets: The ultimate goal of the reclaimers, beyond the mere accumulation of lore, is to pull Teka back into the material plane, possibly restoring his sanity while keeping his divinity intact. Hidden by the council is a portal leading to the plane of shadow, which they expect will be instrumental. Until a member finds a means to complete their ends, however, the reclaimers are happy to accumulate knowledge. Type: College (secretly Cabal) Scale: 2 (neighborhoods)
Criterion Affiliation Score Modifier
Character Level +1/2 PC’s level
5 or more ranks in any knowledge skill +1 per skill
5 or more ranks in Knowledge (the Planes) +2
Able to use divination spells, mysteries, +2
or powers of 3rd level or higher
Visibly carries holy symbol of Teka +4
Completes a mission for the reclaimers +2 per mission
Brings back piece of forgotten lore +2 per piece of lore (max 2/year)
Has lived on Plane of Shadow for at least +6
Makes peaceful contact with croob society +2 (once only)
No ranks in any knowledge skill -2
No spellcasting, shadow magic, -10
or psionics ability
Good alignment -6
Fails mission for reclaimers -4 per mission
Titles, Benefits, and Duties:
Affiliation Score Title: Benefits and Duties
3 or lower Not affiliated or junior member with no benefits
4-10 Explorer: +2 competence bonus on decipher script and search checks.
11-20 Archeologist: 1/day, you may reroll a knowledge check, lore check, or bardic knowledge check and take the better of the two results.
21-29 Reclaimer: You can read a single piece of parchment as a full-round action. In addition, you may read items that were recently destroyed (reclaiming the raw knowledge from the destroyed item), as long as they were destroyed less than 1 round/level prior.
30 or higher Incarnate: You can take 20 on any knowledge check in which you have at least one rank, even when rushed or under pressure. +4 competence bonus on decipher script and search checks.
Executive Powers: Assassinate, Craft, Research
Shadowgauntlet Symbol: the symbol of the shadowgauntlet is an emaciated hand with fingers that seem a bit too long (anyone familiar with shadowgaunts recognizes the hand as belonging to them). Background, Goals, and Dreams: The shadowgauntlet, as it is named by others, exists entirely on the material plane, near the ruins of Gengardon. It appears, at first glance, to be an organization composed completely of shadowgaunts. When someone else enters though, they are treated as one of the group. Several sages, fighters, and explorers have traveled to the shadowgauntlet to meet the enigmatic shadowgaunts on equal grounds, where they can compete, fight, or trade equipment and information. Most people theorize that the shadowgauntlet is the shadowgaunt’s way of reaching out to other races. Despite the seeming fluidity of roles in the shadowgauntlet, senior members do seem to have more of a say in what happens, and members tend to offer wears to senior members with less compensation than normal. Members: The shadowgauntlet is mostly comprised of Shadowgaunts, although anyone who enters the structure that holds it is heralded as, at the very least, a probationary member. Type: Fighting Company Scale: 2 (one structure plus planar visitors)
Criterion Affilliation Score Modifier
Character level +1/2 PC’s level
Native to Plane of Shadow +1
Shadowcaster or Cultist +1
Beats another member of equal or higher level +2 (max 1/month)
in nonlethal combat.
Spends 1 or more years as an active member. +2/full year
Shares an interesting story of outside world +1 (max 2/year)
and presents it in interesting way
(DC 20 perform check).
Fulfills a mission request from a senior member +2 per mission
Defiles Gengardon -4
Does not show up at least once per month. –1 per absent month
Refuses three consecutive mission requests -2 per three refused missions
from senior members.
Titles, Benefits, and Duties: As a member of the Shadowgauntlet attends regularly over time, fights other members, brings in new stories, and fulfills the mission requests of others, they find themselves more respected amongst the other members of the shadowgauntlet. At the same time, some of the shadowy energies from the plane permeate the shadowgauntlet’s members due to their long proximity to it. The only thing that is truly expected from members is their regular participation, both in attendance and in missions.
Affiliation Score Title: Benefits and Duties
3 or lower Probationary member with no benefits.
4-10 Junior: you are more likely to be called upon for missions.
11-15 Apprentice: hide and move silently are always class skills for you.
16-22 True Member: You gain a +2 bonus on attempts to influence the attitudes of other shadowgaunt members. You gain a +1 dodge bonus to your AC in areas of shadowy illumination.
23-29 Senior Member: You gain a +2 inherent bonus to your dexterity score and an additional +2 bonus on reflex saves.
30 or higher Elder: 2/year, you may request that a mission be fulfilled. The mission is attempted by 1d4+1 effective cohorts of random classes. Their level is determined by your effective leadership score. You are free to accompany them on such a mission. You gain a +8 bonus on attempts to influence the attitudes of other shadowgaunt members.
Executive Powers: None.
The Seven Paths Symbol: The symbol of the Seven Paths is seven equidistant lines stretching out from one source. Background, Goals, and Dreams: The seven paths was founded by Farsen Gorlock, a half-orc initiate of the seven enigmas. Unusually philosophical for a half-orc, Farsen (the only Walker of Seven in the affiliation), he created the Seven Paths as a wizard college of sorts made exclusively for shadowcasters. Although the college is filled with shadowcaster students, only those that stay after their formal education to learn more actually enter the affiliation. Members: Although there are no racial stigmas within the seven paths, shadowcasters alone are allowed to join. Type: College Scale: 5 (City)
Criterion Affiliation Score Modifier
Character level +1/2 PC’s level
5 or more ranks in knowledge (arcana +2 per skill
or the planes)
Able to cast 3rd level mysteries +2
Able to cast 5th level mysteries +4
Possesses at least one item creation feat +2
Is an initiate of the seven enigmas +8
Brings a new student to the school +2/student (max 2/year)
Also casts spells -2
No ranks in Knowledge (arcana or the planes) -5 per skill
Does not spend at least one month per year -20
Titles, Benefits, and Duties: As you advance through the seven paths, your shadowcasting ability improves. You must, however, spend some time on campus, either performing research and experiments or teaching students. The college also requires you to fulfill special tasks every now and again.
Affiliation Score Title: Benefits and Duties
3 or lower Walker of One: no affiliation or junior member with no benefits.
4-10 Walker of Two: You are called upon regularly to perform special tasks. You gain a +2 bonus on attempts to influence the attitude of seven paths members.
11-15 Walker of Three: When crafting magic items, you can supplement your own life force with shadowstuff, allowing you to pay only 90% of the normal XP cost.
16-22 Walker of Four: Select one metashadow feat you possess that can be taken multiple times. You may use it one additional time per day. In addition, you gain a +4 bonus on attempts to influence the attitude of seven paths members
23-29 Walker of Five: Once per month, you may request any shadow magic scroll or potion costing 750 gp or less. You must replace them with shadow magic scrolls or potions of equal or greater value within one month of taking them.
30 or higher Walker of Six: You gain Cold Resistance 10. In addition, you gain a +6 bonus on attempts to influence the attitude of seven paths members.
Although mainly dedicated to shadow magic, it would be negligent to not print any new spells. Though not all of them possess the shadow subschool, the same thing could actually be said for shadow magic.
ASSASSIN SPELLS 1ST-LEVEL ASSASSIN SPELLS Darkened Mind: Conceal your thoughts from others. 2ND-LEVEL ASSASSIN SPELLS Shadow Touch: Inflict chilling cold instead of striking vital points. 4TH-LEVEL ASSASSIN SPELLS Cloak of Shadow: Cloak protects against mundane projectiles and allows short distance flight.
BARD SPELLS 1ST-LEVEL BARD SPELLS Dark Mist: Create illusory mist that only your allies can see through. 2ND-LEVEL BARD SPELLS Darkened Mind: Conceal your thoughts from others. 4TH-LEVEL BARD SPELLS Escape Tactics: Create shadow copies of you and allies to aid in your escape. 6TH-LEVEL BARD SPELLS Cloak of Shadow: Cloak protects against mundane projectiles and allows short distance flight. Shadow Replication: Imitate any apprentice mystery.
BLACKGUARD SPELLS 2ND-LEVEL BLACKGUARD SPELLS Shadow Steed: Grant mount concealment and ability to walk across unstable surfaces. 4TH-LEVEL BLACKGUARD SPELLS Dark Avatar: Create large, immobile creature of shadow to slow down assailants.
CLERIC SPELLS 1ST-LEVEL CLERIC SPELLS Detect Mysteries: detect nearby shadow magic Disperse Shadows: Increase areas of darkness to areas of shadow. 2ND-LEVEL CLERIC SPELLS Darkened Mind: Conceal your thoughts from others. 6TH-LEVEL CLERIC SPELLS Dark Avatar: Create large, immobile creature of shadow to slow down assailants. 8TH-LEVEL CLERIC SPELLS Phantom Avatar: Create illusory image of deity to harm and strike fear in creatures of opposed alignments.
SECRECY DOMAIN Granted Power: Once per day/2 class levels, you may spend a standard action to turn invisible for 1 round, as the invisibility spell.
SECRECY DOMAIN SPELLS
1 Undetectable Alignment: Conceals alignment for 24 hours.
2 Darkened Mind: Conceal your thoughts from others.
3 Nondetection: Hides subject from divination, scrying.
4 Selective Sight: Become invisible except to your allies.
5 False Vision: Fools scrying with an illusion
6 Mislead: Turns you invisible and creates illusory double.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Fortress of Secrecy: Create secluded extradimensional space to hold yourself and allies.
DRUID SPELLS 1ST-LEVEL DRUID SPELLS Shadow Impediment: Make the terrain rough and damaging. 2ND-LEVEL DRUID SPELLS Hunter of the Night: Make one creature more adept for night. Shadow Snare: Create an invisible trap out of ambient shadows. 4TH-LEVEL DRUID SPELLS Phantasmal Pack: create a pack of phantasmal animals to attack.
HEXBLADE SPELLS 1ST-LEVEL HEXBLADE SPELLS Dim: Lowers areas of light into shadow. 2ND-LEVEL HEXBLADE SPELLS Pin Shadows: Pin a target to the ground by their shadow. 4TH-LEVEL HEXBLADE SPELLS Cloak of Shadow: Cloak protects against mundane projectiles and allows short distance flight.
PALADIN SPELLS 1ST-LEVEL PALADIN SPELLS Disperse Shadows: Increase areas of darkness to areas of shadow.
RANGER SPELLS 1ST-LEVEL RANGER SPELLS Shadow Impediment: Make the terrain rough and damaging. 2ND-LEVEL RANGER SPELLS Shadow Snare: Create an invisible trap out of ambient shadows.
SORCERER/WIZARD SPELLS 1ST-LEVEL SORCERER/WIZARD SPELLS Detect Mysteries: detect nearby shadow magic. Dim: Lowers areas of light into shadow. Shadow Impediment: Make the terrain rough and damaging. 2ND-LEVEL SORCERER/WIZARD SPELLS Dark Mist: Create illusory mist that only your allies can see through. Net of Shadow: Create a mist to block opponents or catch your fall. 3RD-LEVEL SORCERER/WIZARD SPELLS Ebon Relay: Cast certain spells from another location as a swift action. 4TH-LEVEL SORCERER/WIZARD SPELLS Shadow Assault: Imitate a evocation that you have just cast. 5TH-LEVEL SORCERER/WIZARD SPELLS Transient Foe: Create a shadowy copy of your foe to fight them with. 6TH-LEVEL SORCERER/WIZARD SPELLS Escape Tactics: Create shadow copies of you and allies to aid in your escape. Shadow Thought: Briefly grand intelligence to the unintelligent 7TH-LEVEL SORCERER/WIZARD SPELLS Ephemeral Transformation: Grant one target the dark template 8TH-LEVEL SORCERER/WIZARD SPELLS Dark Banishment: Send one target back to the Plane of Shadow. 9TH-LEVEL SORCERER/WIZARD SPELLS Burst of Shadow: Damaging cone that may blind those who disbelieve it.
Burst of Shadow
Evocation/Illusion (Shadow) Level: Sorcerer/Wizard 9 Components: V, S Casting Time: 1 standard action Range: 20 feet Area: 20 ft. cone Duration: Instantaneous or Permanent Saving Throw: Will Half and Fortitude Partial Spell Resistance: Yes
As you complete the casting, you notice a miniscule portal to the plane of shadows open up at your fingertips. Fostering it with your own magical energy, you force it to enlarge, spilling waves of shadowstuff upon your enemies.
All targets within the range of this effect take 1d6/level damage (maximum 225d6). Due to its partially illusory nature, anyone succeeding on a will save takes only half that much damage. Any target that succeeds on their will save must make an additional fortitude save or become blinded as their sense of sight is overwhelmed by the assault.
Cloak of Shadow
Abjuration Level: Assassin 4, Bard 6, Hexblade 4 Components: V, S, M Casting Time: 1 standard action Range: Personal Target You Duration: 1 minute/level Saving Throw: None Spell Resistance: No
As the material components dissolve into the air, a black cape materializes on your back, flowing in rhythm to some unfelt breeze.
While this spell is in effect, you are immune to nonmagical projectiles. In addition, as a move action, you may fly up to twice your speed with average maneuverability. If you do not end this movement on another solid surface, however, you begin to fall. Material Component: a bat wing and a single drop of a demon’s ichor.
Illusion (Shadow) Level: Blackguard 4, Cleric 6 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft.+ 5 ft./2 levels) Effect: One shadow duplicate of caster Duration: 1 round/level Saving Throw: None Spell Resistance: No
As you crush the material component in your hand, a gigantic avatar appears behind you, bearing your likeness and ready to interpose itself between you and your foes.
This spell creates a large creature within range, armed with a shadowy version of your weapon. The creature cannot move and has hit points equal to your caster level x 5. Each turn, it makes an attack at your highest attack bonus, dealing 1d4/level damage with a successful hit. The creature can make attacks of opportunity and the DC of all tumble checks to get past them are increased by 1/2 of your caster level. Material Component: An oil of darkness, which is harmlessly crushed in the hand as the spell is cast.
Conjuration (Teleportation) Level: Sorcerer/Wizard 8 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature Touched Duration: Instantaneous Saving Throw: None or Will Negates Spell Resistance: Yes
As your hand makes contact with your foe, you watch their outline become blurred by shadow. Slowly, you watch them fade out of sight.
The target of this spell is sent to the Plane of Shadow. If the Target is a native to the Plane of Shadow, they may make a Will save to negate this spell’s effects.
Illusion (Shadow) Level: Bard 1, Sorcerer/Wizard 2 Components: S Casting Time: 1 standard action Range: 20 ft. Effect: Illusory Cloud spreads in 20-ft. radius from you, 20 ft. high Duration: 1 round/level Saving Throw: None Spell Resistance: No
As you form the final gesture of this spell, an inky blackness like smoke spreads from your hands. Despite its opacity, you can see easily through it to your allies, much in the same way as they can see you.
This spell creates an area of fog that acts to most as an obscuring mist spell. However, you and up to one individual/2 caster levels, chosen at the time of this spell’s casting, can see through the fog as if it weren’t there.
In addition, neither wind nor fire can eliminate the cloud and this spell may be cast underwater.
Abjuration Level: Assassin 1, Bard 2, Cleric 2, Secrecy 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Saving Throw: None Spell Resistance: No
As the spell is cast, you feel your mind get caught in a fog. Despite this apparent fogginess, you appear to think with equal ease.
While under the effects of this spell, the caster is immune to any attempt to read their mind or make telepathic contact with them, although other divination effects (such as those that divine alignment) function normally against the caster.
In addition, the caster’s manner becomes nearly as unreadable as their mind, imposing a –4 penalty on any sense motive check made against them.
Although they share many similarities, shadow magic is different from regular magic. By looking for the presence of distortions in the area, you can identify all shadow nearby shadow magic.
Detect Mysteries functions as detect magic with a couple of exceptions. On the first round, you learn of the presence or absence of shadow magic auras. On the second round, you learn the number of auras and whether each one was cast as a spell, spell-like ability, supernatural ability, or extraordinary ability. On the third round, you learn the strength, location, and school of magic of each aura.
Contrary to the name of this spell, detect mysteries also detects spells of the shadow subschool.
Evocation [Darkness] Level: Sorcerer/Wizard 1, Hexblade 1 Components: V, S Casting Time: 1 standard action Range: 0 ft. Area: 10 ft./level-radius emanation Duration: 1 minute/level Saving Throw: None Spell Resistance: No
As you cast this spell, you watch the area around you go dark. It stops short of full darkness, however, at a twilight shadow.
All squares filled with bright illumination within range are lowered to shadowy illumination.
Any light or darkness spell can dispel or counter Dim.
Evocation [Light] Level: Cleric 1, Paladin 1 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: 10 ft./level-radius emanation Duration: 1 minute/level Saving Throw: None Spell Resistance: No
As you cast this spell, the darkness are lifted as if by an unseen source of light, throwing darkness into dim illumination.
All squares filled with darkness within range are increased to shadowy illumination.
Any light or darkness spell can dispel or counter Disperse Shadows.
Evocation Level: Sorcerer/Wizard 3 Components: S, V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 5-ft. square Duration: 1 hour Saving Throw: None Spell Resistance: No
You set up a seed of darkness in the air, connecting it to yourself with a transient link of shadows. Using this link, you can launch further spells from this seed of darkness.
Once per round, as a swift action, you may cast an evocation, conjuration, or illusion spell of 2nd-level The spell must have a casting time of 1 standard action or less. You may use either your line of sight or its line of sight (and it is treated as having darkvision out to 60 ft. for this purpose.) but it does not allow you to see from its perspective and the 5-foot square must have a line of effect with the spell’s target, if any.
Transmutation Level: Sorcerer/Wizard 7 Components: V, S, M, XP Casting Time: 10 minutes Range: Touch Target: 1 willing or helpless creature Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes
At the end of the long and tedious process, the target’s skin has darkened and their shadow has lengthened. They end the process as a new creature, a creature of shadow.
The target of this mystery loses one level (or 2 constitution, if they possess no level) but gains the dark template. Material Component: The (mostly intact) remains of another dark creatures. XP Cost: 1,000
Illusion (Shadow) Level: Bard 4, Sorcerer/Wizard 6 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Self + up to one willing ally/caster level. Duration: 1d4 minutes Saving Throw: None Spell Resistance: No
As the final syllable of the incantation escapes your mouth, each of your targets becomes surrounded by illusory copies of themselves. For a brief moment, each of the copies stands calmly. Then, each copy simultaneously starts screaming and running in random directions.
This spell creates 1d6+2 illusory copies of each of this spell’s targets anywhere within range. For the duration of the spell, each illusory copy runs around blindly, screaming, shouting curses, or challenging others to follow. Each illusion contains audible, olfactory, thermal, and tactile components, in addition to its visual component. Once cast, there is no maximum distance that these copies can travel. Each illusory copy has an AC equal to the touch AC of its original. Alas, there is a bit of a connection between each copy and the original and if a copy is dealt damage, the original takes half that amount of nonlethal damage as that copy is destroyed.
Fortress of Secrecy
Conjuration (Creation) Level: Secrecy 9 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Extradimensional Fortress, up to three 10-ft. cubes/level (S) Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No
As the spell is cast, a glittering, black passageway opens up where you have designated. Despite its opaque nature, you know that safe haven lies just beyond the doorway.
You conjure up an extradimensional dwelling that has a single entrance within range. The entry point looks like a shimmering blackness in the air that is 4 feet wide and 8 feet high. Furthermore, it is invisible to all but you, although a see invisibility or more powerful effect will reveal its presence. Only those you designate (to a maximum of one other/level, including pets, mounts, and familiars) may enter the mansion, and the portal is destroyed behind you when you enter. Once observers have passed beyond the entrance, they find the ruined remains of a grand fortress that looks as though it had been laid by siege for eons. The primary building material is wood, but each hinge is attached randomly and by any connector, from mud to gold to deffication. The atmosphere is damp and of anxiety and paranoia.
You can create any floor plan you desire to the limit of the spell’s effect. The place is very roughly furnished, and contains sufficient stale (but edible) foodstuffs to feed a dozen people per caster level.
Once inside the fortress, no exterior divination effects can be used in regards to any of its inhabitants, even if these divination effects would merely be used to gather information about the inhabitants. In addition, even though the Fortress exists in a way that makes it coterminous with all planes, no exterior force can break into or dispel the Fortress once the entrance has closed. Furthermore, no inhabitants within can be contacted from the outside by sources such as dream, demand, nightmare or sending. Once per round, as a standard action, you may send a message, as the sending spell, cast at your caster level, to any individual on any plane with no chance of failure. No individual may be contacted more than once during a single use of this spell.
As a standard action, any inhabitant of the fortress can send themselves to any plane of existence. If the return to the plane from which this spell was cast, they emerge near the original entrance to the spell. Otherwise, they emerge at a random location on the new plane (although multiple creatures moving to the same plane within one round of each other arrive in close proximity to each other). Either way, all items associated with the fortress disappear when someone leaves it. Anyone leaving the fortress finds the trip to be a one-way journey, with no way back to the extradimensional haven. When the caster leaves the fortress, the spell ends, forcing everyone else onto the same plane as the caster.
Hunter of the Night
Transmutation Level: Druid 2 Components: V, S Casting Time: 1 minute Range: Touch Target Animal Touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: No
As you weave incantations over the animal you touch, you prepare it to deal with darkness, weaving a bit of shadow into its being to aid the process.
The animal targeted by this spell gains a number of benefits. First of all, it gets darkvision out to 60 feet. Secondly, it gets a +2 enhancement bonus to its Dexterity score. Lastly, it gains immunity to fatigue and exhaustion.
Net of Shadow
Illusion (Shadow Level: Sorcerer/Wizard 2 Components: V, S Casting Time: 1 immediate action Range: Medium (100 ft. + 10 ft./level Effect: Anchored plane of shadow, up to 20 ft. to a side Duration: Duration 1 minute/level Saving Throw: None Spell Resistance: No
As you unleash this net of shadows, it launches out, anchoring itself vertically or horizontally.
If this spell is used, it must adhere to at least two opposite surfaces. If used to make a horizontal plane, it stops falling with no damage and can carry 200 pounds/level before breaking. Alternatively, it can be used to slow down other flying or falling assailants. If used to make a vertical plane, it is limited to stopping others from following. The plane created via this spell has 5 hit points/level and has a break DC of 10+caster level. This spell cannot be used if even one of the squares that the plane would occupy is already occupied.
Illusion (Shadow) Level: Druid 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Conjured shadow beasts Duration: Concentration+1 round Saving Throw: None Spell Resistance: No
Drawing upon the natural ambient shadows around you, you form several beasts, formed fully of nature’s shadows.
You conjure 1d6+2 medium incorporeal animals, the nature of is determined by the druid but has no effect on the spell. The animals do nothing but make attacks of opportunity if not otherwise directed. As a swift action, one animal can be made to move up to 30 feet in any direction. As a move action, one or more animals can be made to make attacks against adjacent foes, using your caster level as their attack bonus and dealing 2d6+ your caster level nonlethal damage with a successful attack, or twice that with a critical hit. The animals also provide flanking. If any animal is successfully dealt damage, they are destroyed.
Illusion (Phantasm, Shadow) [Cold, Fear, Mind-Affecting] Level: Cleric 8 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 30 ft.-radius emanation, centered on a point in space Duration: Instantaneous, and then 1d4 rounds Saving Throw: Will negates or Will partial Spell Resistance: Yes
You draw upon a small fraction of your deity’s might, turning it into coherent form through use of shadow, and then instilling the fear through the use of phantasm. As the spell is cast, an avatar of your deity seems to rise from out of nowhere. As the avatar makes its attack, even you can feel a surge of cold pass over you.
This spell creates an illusory avatar of your deity to inspire fear within your deity’s foes. All creatures of an opposed alignment to your deity in at least one axis must make a Will save or take 1d6 cold damage/level and become panicked for 1d4 rounds. All creatures opposed to the alignment of your deity in both the good-evil axis and the lawful-chaotic axis take half damage and become shaken for 1d4 rounds even if they make a successful Will save.
Necromancy Level: Hexblade 2 Components: V, S Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 1 round Saving Throw: Reflex negates Spell Resistance: Yes
In the blink of an eye, you pin your opponent’s shadow to the ground, rendering them unable to move.
If the target fails their saving throw, they become immobilized.
Illusion (Glamer) Level: Secrecy 4 Components: V, S Casting Time: 1 standard action Range: Personal Target: You + up to 1 target/level Duration: 1 minute/level Saving Throw: None Spell Resistance: No
You mask yourself from head to toe with the invisibility of this spell, but leave a few chinks in this new armor for your allies to see through.
Selective Sight functions as the invisibility spell. However, up to one ally/level can see you as if you were not invisible. Furthermore, when you take an offensive action, only the target(s) of your offensive action become able to see you (although they can point out your location to others, should they survive the experience).
Illusion (Shadow) Level: Sorcerer/Wizard 3 Components: V, S Casting Time: 1 swift action Range: See Text Effect: One 3rd-level or lower evocation spell Duration: See Text Saving Throw: Will Negates Spell Resistance: Yes
Briefly skimming across the surface of shadow magic, you unleash another attack, much like your previous one in nature, but with far less substance behind it.
Shadow Assault imitates the effects of any single 3rd-level or lower evocation spell that you have cast within the last round. Before any other saving throws are allowed, the target may make a Will save to disbelieve. In addition, the target is allowed spell resistance, even if the imitated spell did not. Lastly, if the spell imitated has a duration longer than instantaneous, its duration is halved.
Transmutation Level: Druid 1, Ranger 1, Sorcerer/Wizard 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./level) Area: 1 5 ft-square/level Duration: 10 minutes/level Saving Throw: None Spell Resistance: No
You weave magic about the ground, causing each shadow cast to impede movement.
Each of the selected 5 ft-squares is treated as being difficult terrain. In addition, anyone walking through such as square takes 1 damage, as the semi-solid shadows scrape against them.
Illusion (shadow) Level: Bard 6 Components: None Casting Time: 1 round Range: See Text Area/Target/Effect: See Text Duration: See Text Saving Throw: See Text Spell Resistance: See Text
You begin to weave strands of shadow together like the many threads of a tapestry. Instead of a fine piece of art, however, you create raw magic from these shadows.
Shadow Replication imitates the effects of any apprentice mystery, cast at your caster level. Note: The experience of casting this spell is difficult to put in words, and impossible to pass down in the form of scroll or other magic item, although mysteries copied using this spell may be used to create other magic items.
Conjuration (Creation) Level: Druid 2, Ranger 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area 1 5-foot square Duration: Permanent Saving Throw: Reflex negates Spell Resistance: No
Running your hand along the ground, you set shadows against the ground to trap the first person who passes by.
The first creature to walk into the designated 5-foot square takes 2d6 nonlethal damage unless they succeed on a Reflex Save. If that creature carries a nonmagical light source, they instead take 4d6 cold damage, unless they succeed on their Reflex Save, in which case they only take 2d6 nonlethal damage.
A Shadow Snare is suppressed so long as it is in the area of a magical light or darkness effect.
Transmutation Level: Blackguard 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: 1 Mount Duration: 1 minute/level Saving Throw: None Spell Resistance: No
As you cast this spell, your mount almost seems to disappear as some of its flesh seems to fade away.
The mount targeted by this spell gains a 20% miss chance against all attacks. In addition, they can walk across semi-solid surfaces and liquid as if it were solid ground.
Transmutation Level: Sorcerer/Wizard 6 Components: V, S Casting Time: 1 Standard Action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with an intelligence of 2 or less Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes
Worming shadow into their psyche, you grant your unwitting target the gift of true cognition.
If this spell is used on a non-intelligent creature or a creature who’s intelligence score has been lowered to 0, that creature gains an intelligence score of 1d6+4 for the spell’s duration. If they have not been damage so far in the encounter, their initial attitude towards the caster and their allies is indifferent.
Alternately, if this spell is used on a creature with an intelligence of 1 or 2, that creature gains a +4 enhancement bonus to their intelligence score for the duration of this ability. An animal so affected is treated as a magical animal for the duration of the spell.
You conceal your hands with a layer of cold, which you then attempt to pass onto your foe.
If your touch attack against your target succeeds, your target takes an amount of cold damage equal to your normal sneak attack damage. This spell effects creatures normally immune to sneak attacks.
Illusion (Shadow) Level: Sorcerer/Wizard 5 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 shadow copy of a foe Duration: See Text Saving Throw: None Spell Resistance: No
Bearing a small piece of your foe, you make a lesser copy of them. Although you know it cannot beat the original, it can certainly help.
This spell summons an illusory double of your foe. It has 50% as many hit points as the foe and only deals 50% as much damage as the foe with each successful attack. If the foe’s attacks come with any secondary effect (such as poison or disease), that benefit is lost unless it is completely mechanical (such as improved grab or rend). The Illusory Copy imitates all spells known/prepared by the target up to 4th level, as well as all spell-like abilities imitating spells up to 4th level. In addition, any spell-like abilities normally usable at will are usable only three times each day. The values of any energy resistance, fast healing, spell resistance, and damage reduction are halved while any regeneration is lost.
The illusory double may only take offensive action against their original copy (although others may get caught in the crossfire) or others standing in the way of that goal. The spell lasts for the duration of the encounter, until either the original flees in a way that the double cannot duplicate or until the original is dead.
You may only have one Transient Foe spell active at any given time.
I’ve never before made a single magical location and I can admit it. Even so, for the sake of being overly thorough, let’s make a good 4 of them.
Shrine of Dark Winds
As the well-versed planar scholar knows, everything reflects off of the Plane of Shadow, including divinity and worship, as the Cultist demonstrates. In some places, however, this reflected divinity groups together, forming tangible winds of divine energy. In the center of these, either built by the winds or by those who have visited them, are usually shrines, dedicated to the raw divinity of the area. Although the area is not necessarily divinely morphic, any being can feel that the wind in such places is “different”. Lore: Characters can gain the following pieces of information about a shrine of dark winds by making Knowledge (the planes) checks at the appropriate DCs, as given below. DC 15: A shrine of dark winds is a site where concentrated divine energy flows on the Plane of Shadow. DC 20: A shrine of dark winds gives up its power to any who know how to call upon divinity’s shadow, but its location shifts awfully fast, even compared to the norm on the plane of shadow. DC 25: Anyone who calls upon a [i]shrine of dark winds[i] gains the power to call otherworldly creatures to their aid. Description: No two shrines of dark winds look exactly the same. Some of them possess a white marble cathedral in their center while others possess a crude sacrificial slab. Regardless of the actual shrine’s appearance, it is hard to mistake a shrine of dark winds due to the visible black winds that blow about them. Prerequisite: In order to acquire the power of a shrine of dark winds, one must possess the patron’s gift ability, the patron’s weapon alternate ability, or must possess the shadow domain (see Ebberon Campaign Setting). Location Activation: Claiming the power of a shrine of dark winds is as simple as praying before the shrine within, which requires a full-round action and provokes attacks of opportunity. A shrine of dark winds can only bestow its power to one individual before needing to recharge. Recharge: Once a shrine of dark winds has conferred its ability on a creature, it cannot confer is again for 30 days. Finding it again at the end of that time may be a problem, however, as a shrine of dark winds shifts its location much faster than most features on the Plane of Shadows, as if blown onwards by the dark winds themselves. Special Ability: Once per day, as a full-round action that provokes attacks of opportunity, the one attuned to the shrine can summon any outsider with half as many hit dice as themselves. The outsider called gains the dark template and serves the one who calls it for 1 minute/level. Much like other summoning effects, killing the creature called forth does not truly kill it and creatures summoned lose all abilities to summon further creatures. Duration: The conferred ability lasts for 30 days. Aura: Strong; (DC 21) Conjuration Ability Value 2,500 gp
It is said that Gengardon was kept running by a strange, runic magic. The only support for this theory, aside from a few shadowgaunt memories of bright lights and strange symbols, is an event that occurs every year. Once per year, strange runes manifest themselves in one small part of the ruined metropolis. There is always a giant clamor on this date, both by shadowgaunts and others, to reach this locale and steal its power for themselves. Lore: Characters can gain the following pieces of information about Gengardon Runes by making Knowledge (the planes) checks at the appropriate DCs, as given below. DC 15: It is said that in the ruined shadow metropolis of Gengardon, strange runes manifest once per year in a random area. DC 20: Each year, there is a gigantic clamor to reach the runes, both by strangers and Gengardon’s former inhabitants. It is said that the process of claiming the power only requires sufficient personal power and the will to take the power in. DC 25: The runes grant the inheritor of their power a limited measure of protection from attacks. Description: The Gengardon Runes, it is said, never appear in the same place twice. It is also said that they never take the exact same shape twice. Even so, the Gengardon runes always shed a violet glow with the brightness of a candle and everyone gazing at them intrinsically knows that they are there for protection and how to take their power, if they are powerful enough to take said power, that is. Whenever the power is called upon, similar runes appear upon their body, warding off harm. Prerequisite: Only a character with 5 or more character levels can benefit from Gengardon runes, and only if they can claim its power before someone else does. Location Activation: All that a character must do to claim the power of the Gengardon runes is place their hands on a rune and will the power to course through them, a full-round action that provokes attacks of opportunity. Recharge: Once Gengardon runes have conferred its ability onto another, it remains inactive for 1 year. Special Ability: As an immediate action, the beneficiary of Gengardon runes may lower the amount of damage taken to them from any source by their Charisma modifier (minimum 1) Duration: The benefits of Gengardon runes last until its effects have been used seven times. One person can gain the benefits of Gengardon runes more than once, gaining seven additional uses each time. Aura: Moderate; (DC 18) Abjuration Ability Value: 6,500 gp
There are some long-forgotten places within the Plane of Shadow where it makes no attempt at mocking the material. In these places, the Plane of Shadow seems to melt as scenes and backgrounds existing nowhere else in the multiverse exist. In some of these places, the Plane of Shadow makes no attempt as mocking matter at all. In these few rare cases, all of the surroundings seem to melt into an utter blackness, which one is forced to swim through. These areas are known by the Croob as the deep darkness Lore: Characters can gain the following pieces of information about deep darkness by making Knowledge (the planes) checks at the appropriate DCs, as given below. DC 15: There are some places where the plane of shadow does not possess any matter at all, instead possessing an area of darkness that no light can pierce. DC 20: It is said that moving through an area of Deep Darkness is akin to swimming through empty air. It is also said that any who spend too much time in Deep Darkness lose their eyes and sense of sight. DC 25: One who draws upon an area of Deep Darkness for power gains the ability to see without sight. Description: There is not much to describe about an area in which only darkness exists. All sources of light are extinguished as they pass through the deep darkness, never emerging on the other side. Someone passing through the deep darkness feels themselves floating in thin air, and can move with mere thought. In addition, each hour, a creature possesses a 50% chance of floating either up or down (50% each) 1d4x10 feet without meaning to. As no ground exists below the deep darkness, however, it is possible for a reckless adventurer to get trapped underneath the plane of shadow for a time, although they will most likely have the brains to head back up eventually. The more common problem is adventurers entering the deep darkness, raising themselves several hundred feet above the ground without noticing it, and then trying to leave. Prerequisite: Only sighted creatures can gain the benefits of deep darkness Location Activation: A creature can only get the benefits of deep darkness by spending a full day in its depths, at the end of which time the target’s hair (if any) is permanently turned black and their eyes appear to have been wiped off of their face. Recharge: As soon as one creature has received the conferred ability of deep darkness, it is ready to bestow the benefits upon another. In fact, multiple creatures can use one area of deep darkness at the same time. The simple fact is, not many creatures want to get its benefits. Special Ability: As long as an affected creature is not in an area of bright light, they gain blindsight out to 60 feet and cannot be flanked. While in an area of bright light, however, the affected creature is rendered blind. Duration: The conferred ability of deep darkness is permanent, until the affected creature receives the effects of a cure blindness/deafness spell Aura: Medium; (DC 18) Transmutation Ability Value: 1,500 gp per benefiting party member.
Although the Plane of Shadow is constantly shifting, some places occasionally try to move too fast. When a shadowquake is not enough to relieve the seismic stress, a bit of the ground is propelled into the air, forming a bluff or cliff. Furthermore, all creatures in that area are frozen in place and that area does not move for a century or so, giving the impression that the entire area is frozen in time. By slaying the frozen inhabitants of such an area, one can claim the time that the inhabitant was denied. Frozen cliffs often end up as markers on the few maps of the Plane of Shadow that exist, because they aren’t likely to move for a long time. Lore: Characters can gain the following pieces of information about frozen cliffs by making Knowledge (the planes) checks at the appropriate DCs, as given below. DC 15: There are some places on the plane of shadow where time has been temporarily stopped in order to protect the plane’s stability. DC 20: On such frozen cliffs, time has even stopped for the area’s inhabitants. DC 25: By slaying an inhabitant of a frozen cliff, you can steal some of their lost time. Description: A frozen cliff looks no different from any other cliff or bluff, but small hints give it away, such as grass that shatters instead of bending, birds caught in mid-flight over the cliff, and unharmed (and warm) inhabitants that never seem to wake up. Furthermore, while on a frozen cliff, the time of day never appears to change (although this just leads to a more drastic transition when the cliff is left. Location Activation: To gain the conferred ability of a frozen cliff, all that one must do is kill one of its frozen inhabitants. Recharge: Any number of inhabitants may be killed at one time to grant multiple creatures the conferred ability, but there is a definite limit to the number of creatures remaining. Generally, a frozen cliff is found with 1d8+2 remaining inhabitants. Special Ability: Any beneficiary of the frozen cliffs gains time stolen from the slain inhabitant, increasing each of their speeds by 10 ft. In addition, once per day, they may move up to their speed as an immediate action. Doing so removes the speed increase for the rest of the day, however. Duration: 30 days Aura: Strong; (DC 21) Transmutation Ability Value 10,000-100,000 gp (10,000 gp per remaining individual)
The Epic Cultist
To the Epic Cultist, faith is power. While others doubt the validity of your faith and others still seek to destroy you for it, your faith has been enough to keep you alive thus-far. At this point, you can walk in daylight, content in the knowledge that few would dare to oppose you and risk your divine retribution
The bonuses provided by bonus mystery is immediately tangible to one who gets half as many mysteries as a shadowcaster. In addition, at high enough levels, unlock shadows grants you a good source of power. After enough time, shadow ritual allows you to make more impressive epic mysteries than shadowcasters as you can use mitigating factors.
A Shadowcaster will need most of their ability boosts in Charisma and Wisdom, but increases to Constitution and Dexterity would be of great help as well for survival purpose, and Strength is always good if you intend to jump into the fray. Other Options: Feats such as guarded by shadow and living phantom provide you with a defensive edge. Other, more mundane forms of defense, such as energy resistance, epic toughness, and fast healing also provide good survivability. If you consider your casting abilities up to snuff, you could always take item creation feats. Hit Die: d8 Skill Points at Each Additional Level: 2 + Int modifier Mysteries: The cultist’s caster level is equal to her class level. At 21st level and every off level afterwards, the cultist learns a new mystery, gaining the usual number of daily uses. The cultist must still pick mysteries using the same restrictions. Fundamentals: A cultist gains a bonus fundamental at 22nd level and every 4 levels afterwards. Bonus Feats: The epic cultist gains a bonus feat (selected from the list of epic shadowcaster feats) every three levels after 20th. In addition, the epic cultist still gets new bonus feats for gaining access to new paths. Epic Shadowcaster Feats: Blinding Speed, Bonus Mystery, Dampening Aura, Destructive Mystery, Efficient Metamagic, Energy Resistance, Epic Shadowcasting, Epic Toughness, Extended Lifespan, Extraordinary Mystery, Fast Healing, Greater Line of Shadow, Guarded by Shadow, Impeding Aura, Improved Nocturnal Caster, Improved Quicken Mystery, Living Phantom, Opportunistic Mystery, Piercing Mystery, Shadow Ritual, Superior Nocturnal Caster, Unlock Shadows
The Epic Shadowcaster
To the Epic Shadowcaster, shadows are doorways. While others spend eons searching for power, you have found its shadow, and you possess equal might. The secrets of darkness and mechanics of shadow still interest you, but there are simply less mysteries left to be solved.
The Epic Shadowcaster has multiple options in front of them, in addition to the obvious (such as bonus mystery, efficient metamagic, epic shadowcasting, and extraordinary mystery), you may also want to pay attention to new metamagic options such as destructive mystery. You will probably need some defense, so taking feats such as energy resistance, Fast Healing, and Epic Toughness are not bad optons.
A Shadowcaster will need most of their ability boosts in Charisma, but increases to Constitution and Dexterity would be of great help as well for survival purpose. Other Options: Counterspell Mastery, Dampening Aura, and Impeding Aura help to protect you against magic. Improved and Superior Notcturnal Caster can help your casting abilities during the night. Opportunistic Mystery allows you to take great advantage of any opening given to you. Hit Die: d6 Skill Points at Each Additional Level: 2 + Int modifier Mysteries: The shadowcaster’s caster level is equal to her class level. Whenever a new level is gained, a shadowcaster learns a new mystery, gaining the usual number of daily uses. The shadowcaster must still pick mysteries using the same restrictions. Fundamentals: A shadowcaster gains a bonus fundamental every 4 levels after 20th. Bonus Feats: The epic shadowcaster gains a bonus feat (selected from the list of epic shadowcaster feats) every three levels after 20th. In addition, the epic shadowcaster still gets new bonus feats for gaining access to new paths. Epic Shadowcaster Feats: Counterspell Mastery, Craft Epic Magic Arms and Armor, Bonus Mystery, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Dampening Aura, Destructive Mystery, Efficient Item Creation, Efficient Metamagic, Energy Resistance, Epic Shadowcasting, Extended Lifespan, Extraordinary Mystery, Fast Healing, Forge Epic Ring, Greater Line of Shadow, Impeding Aura, Improved Nocturnal Caster, Guarded by Shadows, Improved Quicken Mystery, Opportunistic Mystery, Piercing Mystery, Polygot Scribe Epic Scroll, Superior Nocturnal Caster.
The Epic Shadowcaster
23rd Bonus feat
24th Bonus Fundamental
26th Bonus Feat
28th Bonus Fundamental
29th Bonus Feat
Note to self: make epic hollow, ephemeral watcher, eventide magus, and midnight seer.
Name Prerequisites Benefits
Bonus Mystery — You learn an additional mystery
Counterspell Mastery Spellcraft 30 ranks Counter spells using any mystery of the appropriate level.
Dampening Aura The ability to cast 9th-level All spells cast within 10 feet take –4 penalty to their caster level
Impeding Aura Dampening Aura, the ability to cast All adjacent spellcasters have their spells impeded.
Destructive Mystery — Alter a spell to deal untyped damage.
Efficient Metamagic Any twelve metamagic feats Applying metamagic no longer extends casting time.
Epic Shadowcasting Spellcraft 24 ranks, Knowledge Cast epic mysteries.
(the planes) 24 ranks, ability to
cast 9th-level mysteries.
Extraordinary Mystery — You can use one mystery as an extraordinary ability
Greater Line of Shadow Line of Shadow Can cast mysteries against foe without line of sight or line of effect more effectively.
Guarded by Shadows Shadow Guardian (Mind Blank) You add your charisma modifier to your AC and saving throws.
Improved Nocturnal Caster Nocturnal Caster Bonus from nocturnal caster applies to all mysteries or all spells.
Superior Nocturnal Caster Nocturnal Caster, Improved Nocturnal Gain bonus to caster level of mysteries at night.
Caster, the ability to cast 9th-level
Improved Quicken Mystery Quicken Mystery Can cast quickened mysteries as a free action.
Living Phantom Charisma 25, Shadow Guardian You can become incorporeal for 5 rounds each day
(Mind Blank) or Night Form
Opportunistic Mystery Combat Reflexes, Spellcraft 25 ranks Can use a mystery instead of taking an attack of opportunity.
Piercing Mystery — Cause a mystery to bypass spell resistance.
Shadow Ritual Epic Shadowcasting, Shadow Guardian You can use mitigating factors with your epic mysteries.
Unlock Shadows Ability to cast 6th-level mysteries, You can learn and cast master mysteries.
Patron’s Gift or Patron’s Weapon
Bonus Mystery [Epic]
You have unlocked additional shadow magic. Benefit: You learn an extra mystery. You must still learn paths in order if your class requires you to do so.
Counterspell Mastery [Epic]
You have a mastery at countering spells. Prerequisites: Spellcraft 30 ranks Benefit: You may counter a spell by giving up a daily use of any mystery of an equal or higher spell level.
Efficient Metashadow [Epic]
You can utilize metashadow feats using less time. Prerequisites: Any twelve metashadow feats Benefit: Whenever you apply one or more metashadow feats that would extend casting time to a full-round action to any mystery, it is instead cast as a standard action. The quicken mystery metashadow feat may not be applied to such as mystery.
Epic Shadowcasting [Epic]
You can use shadows to create epic effects. Prerequisites: Spellcraft 24 ranks, Knowledge (the planes) 24 ranks, ability to cast 9th-level mysteries. Benefit: You may now develop and cast epic mysteries.
Extraordinary Mystery [Epic]
You can turn your mysteries into completely mundane effects. Benefit: select one mystery you can use as a supernatural ability. You gain an extra daily use of that mystery and can cast it as an extraordinary ability, meaning that it can be cast even in antimagic zones or dead magic zones. It can still affect incorporeal creatures like a supernatural ability.
Dampening Aura [Epic]
You emanate an aura that warps normal magic. Prerequisites: The ability to cast 9th-level mysteries Benefit: All spells (but not mysteries) cast within 10 feet of yourself gain a –4 penalty to their caster level.
Destructive Mystery [Epic, Metashadow]
You can force your damage to damage those who might otherwise ignore it. Benefit: Once per day, you can apply the effect of the destructive mystery feat to any mystery you cast. A destructive mystery converts all elemental and nonlethal damage normally deal into untyped lethal damage.
Casting a destructive mystery is a full-round action. Special: You can take this feat multiple times.
Greater Line of Shadow [Epic]
You can cast mysteries without line of sight or line of effect to the target. Prerequisites: Line of Shadow Benefit: You may use line of shadow one additional time per day. In addition, you may use it after any amount of time has past since you last had line of sight or line of effect, so long as the target is in or adjacent to the last square in which you saw them. The target no longer gets a bonus on their save if you delay the casting of the mystery.
Guarded By Shadow [Epic]
You’re shadow deflects physical blows from your body and protects you. Prerequisites:Shadow Guardian (Mind Blank) Benefit: You add your wisdom modifier as a deflection bonus to your AC and as a resistance bonus to all saving throws.
Impeding Aura [Epic]
The core of your aura impedes normal magic. Prerequisites: Dampening Aura, The ability to cast 9th-level mysteries Benefit: Adjacent spellcasters cannot cast spells unless you allow them too or if they succeed on an opposed caster level check against you.
Improved Nocturnal Caster [Epic]
You gain more power at night. Prerequisites: Nocturnal Caster Benefit: At night, the save DCs of all spells or mysteries known increase by +1. This bonus overlaps with (does not stack with) the bonus from Nocturnal Caster. Special: This feat may be taken multiple times. Its effects stack.
Improved Quicken Mystery [Epic]
You can utilize several mysteries in quick succession. Prerequisites: Quicken Mystery Benefit: When you cast a quickened mystery, it is cast as a free action instead of as a swift action, but you may only cast a number of quickened mysteries each round equal to your charisma modifier.
Living Phantom [Epic]
Your shadows can pull you into themselves to protect you from harm. Prerequisites: Charisma 25, Shadow Guardian (Mind Blank) or Night Form Benefit: You may spend 5 rounds each day incorporeal (applying the normal incorporeal traits). This ability is activated as an immediate action and is ended as a free action. The 5 rounds need not be continuous. Special: This feat may be taken multiple times. Each time it is taken, you may spend 5 consecutive rounds incorporeal each day.
Opportunistic Mystery [Epic]
You can use any opening to cast another mystery Prerequisites: Combat Reflexes, Spellcraft 25 ranks Benefit: Whenever you could make an attack of opportunity, you may instead cast a mystery. No metashadow feats may be applied to this mystery.
Piercing Mystery [Epic, Metashadow]
You can force a mystery to pierce through your enemy’s defenses. Benefit: Once per day, you can apply the effect of the piercing mystery feat to any mystery you cast. A piercing mystery ignores its target’s Spell Resistance, if any would apply.
Casting a piercing mystery is a full-round action. Special: You can take this feat multiple times.
Shadow Ritual [Epic]
You can mitigate the difficulty of epic mysteries. Prerequisites: Epic Shadowcasting, Shadow Guardian (Mind Blank) Benefit: You may make use of mitigating factors in the development of your mysteries, using table 2-3 of the Epic Level Handbook
Superior Nocturnal Caster [Epic]
You can draw upon night as only shadow magic can. Prerequisites: Nocturnal Caster, Improved Nocturnal Caster, The ability to cast 9th-level mysteries. Benefit: At night, the caster level of all mysteries you cast gets a +1 bonus. Special: This feat may be taken multiple times. Its effects stack.
Unlock Shadows [Epic]
You can unlock greater feats of shadow than is normal for cultists. Prerequisites: Ability to cast 6th-level mysteries, Patron’s Gift or Patron’s Weapon Benefit: You may learn and cast Master mysteries.
Last edited by Realms of Chaos : 04-26-2009 at 09:55 AM.
What are Epic Mysteries:
Epic Mysteries are mysteries developed from a core of various magical ingredients called seeds. Furthermore, they are made of pure shadowstuff directly from the plane of shadow, making them incredibly hard to eliminate. Despite their power, they still follow the rules of normal shadow magic unless otherwise noted. Much like with epic spells, however, it takes much time and personal investment to actually develop an epic mystery. Unlike with epic spellcasting however, rather than spending money and life force to develop their spells, they test their knowledge and power against the plane of shadow, putting their very life on the line.
Learning Epic Mysteries:
In order to learn Epic Mysteries, one only needs the epic shadowcasting feat. With that feat in tow, the two step procedure of development and casting can begin.
Epic Mystery Development:
Before it can be cast, an epic mystery must be developed. As shadows shift and morph less willingly than raw magic, it takes a mystery-user weeks to accomplish what a spellcaster could in days.
Every day that the mystery-user spends trying to learn the epic mystery, they must spend at least 8 hours studying and meditating, engaging in no more than light activity. If this is ignored for 3 consecutive days, they are set back by a week in their progress (or they must abandon the attempt and start again from scratch if they have made under a week of progress)
Every week, the mystery-user must make a knowledge (arcana) or knowledge (the planes) check against the mystery’s Spellcraft DC, in order to direct their studies properly. The mystery-user may not take 10 on these checks and they take a –2 penalty on the check for each day that week in which they did not prepare themselves. With each failure, no progress is made for the week. If the mystery-user fails their knowledge check on three consecutive weeks, they must abandon the attempt and start again from scratch.
In addition, once every 4 weeks, the mystery-user must bodily visit the plane of shadows and make a Spellcraft check against the mystery’s dc, to subtly shape the plane of shadows to their advantage. The mystery-user takes a –2 penalty on this check for each unsuccessful weekly knowledge check made within the last month and may not take 10 on such checks. If this Spellcraft check is failed, the mystery-user is slain, as they enter a realm of power beyond their control. If they are later revived from the dead, they must start again from scratch. An additional such Spellcraft check is made at the end of the development process in addition to that week’s knowledge check (if the development process ends at a 4-week interval, make only one spellcraft check, as normal).
Perhaps uniquely among shadow magic, the development of epic mysteries is so complex that it needs specialized tools, herbs, and other commodities, providing a tangible cost. This paltry fee, however, is as copper pieces compared to the fortunes needed to fund epic spell development. The specialized equipment can be ignored, if need be, but the mystery-user takes a –10 penalty on all knowledge and Spellcraft checks made to develop the epic mystery without the equipment.
Once it has been developed, an epic mystery becomes tied to the mystery-user’s spiritual shadow by a bit of their life force. An epic mystery-user can have as many epic mysteries known at any time equal to one tenth of their added ranks in knowledge (arcana) and knowledge (the planes). Each epic mystery is usable once per day as an extraordinary ability and can be learned multiple times (with a +2 competence bonus on all checks to develop it for each time it has been successfully developed. Epic mysteries affect incorporeal creatures as if they were supernatural abilities. Repeated developments of epic mysteries count towards the mystery-user’s limit).
In order to cast an epic mystery, they must make a spellcraft check against the epic mystery’s dc. As their life force is holding onto each epic mystery, the expenditure of epic mysteries weakens them and the results of the spellcraft check determine not only success or failure but how much of that life force was retained. With a successful spellcraft check, the epic mystery is successfully cast and the mystery-user is merely fatigued for one hour (any successive epic shadowcasting within this time renders the mystery-user exhausted for an hour). With a failed spellcraft check, the daily use of the epic mystery is wasted and the mystery-user loses two points of constitution (or dexterity, for mystery-users without constitution scores) until they can regain their epic mysteries.
The casting of an epic mystery causes the mystery-user’s shadow to quake, multiply, and even rise up or ripple as the effects of the epic mystery emerge from it. This display is visible with a DC 0 spot check. Metashadow, Items, and Epic Mysteries
Metashadow feats and other feats that manipulate normal mysteries cannot be used with epic mysteries.
A character cannot create an item that imitates the effects of an epic mystery. Only major artifacts, beyond the capabilities of even epic characters to create, can house such tremendous power.
The saving throw against a character’s epic mystery is 10 + 1/2 caster level + relevant ability modifier. It is possibly to create epic mysteries with higher save DCs, however, by applying the proper factors.
Epic Mystery Terms
Mysteries that are different from common mysteries. They are normally custom-made and do not come in paths. Factor
A modification to the base use of a seed, which usually increases the difficulty of casting the mystery. Mitigating Factor
A special factor used in epic spells to make an epic spell easier to cast. No parallel exists with epic mysteries, with the exception of very powerful cultists. Seed
Every custom made mystery created by characters starts with a base effect called a seed. They are the fundamental building blocks of both epic spells and epic mysteries, although the seeds used for each one are somewhat different in function. Epic Mystery Descriptions
Each epic mystery uses the same format as any other mystery, with two additional entries; Spellcraft DC and To Develop Spellcraft DC
This is the DC of the spellcraft check needed to cast the mystery, as well as the DC for the knowledge and spellcraft check(s) needed to develop the mystery. To Develop
The first part of this entry shows the amount of time, money, and checks that are needed to develop the epic mystery. The rest of the development entry shows the seeds and factors used to create the epic mystery.
Evocation [Fire] Spellcraft DC: 57 Range: 250 ft.
Area: 60 ft.-radius emanation Duration: Instantaneous Saving Throw: Reflex Half and Fortitude Negates To Develop:: 5,700 gp; 11 weeks; 11 Knowledge (arcana or the planes) checks (DC 57); 3 Spellcraft checks (DC 57). Seeds: rot of shadows (DC 15), terrible frost (DC 15). Factors: effect large or smaller objects (+12 DC), effect all objects within the area (ad hoc +10 DC), fire damage (+5 DC).
Everything within the area of this mystery takes 10d6 fire damage (Reflex Half). In addition, any large or smaller items within the area (including corpses created due to the fire damage) are completely destroyed, leaving behind no trace. Unattended, mundane items get no saving throw against destructions but attended items and magical items may make fortitude saves to resist the destruction effect.
Armor of Fear
Enchantment (Fear) [Mind-affecting] Spellcraft DC: 35 Range: Personal Duration: until discharged Saving Throw: Will Partial To Develop:: 3,500 gp; 7 weeks; 7 Knowledge (arcana or the planes) checks (DC 35); 2 Spellcraft checks (DC 35). Seeds: fear of shadows (DC 10). Factors: Contingent trigger (+15 DC), Scare to Death or Shaken (+10 DC)
The next time that the mystery-user is attacked by a living target, their form appears to their attacker to split open, revealing their worst fear. If the target fails their saving throw, they die of fright. If they succeed, they are instead shaken for 20 minutes (affecting their attack roll).
Blot Out the Sun
Evocation [Darkness] Spellcraft DC: 67 Range: 0 ft.
Area: 500 ft.-radius area Duration: 1 hour Saving Throw: None To Develop:: 6,700 gp; 13 weeks; 13 Knowledge (arcana or the planes) checks (DC 67); 4 Spellcraft checks (DC 67) Seeds: seething darkness (DC 14). Factors: allow self to see through darkness (+2 DC), increase area by +2,500% (+50 DC), Increase duration by +100% (+1)
The area in which this epic mystery is cast becomes pitch black. Darkvision and similar senses still function within it, however. You may see through this area of darkness as if it did not exist.
Conjuration (creation) Spellcraft DC: 50 Range: 50 ft.
Effect: 1 fabricated double Duration: 40 rounds Saving Throw: None To Develop:: 5,000 gp; 10 weeks; 10 Knowledge (arcana or the planes) checks (DC 50); 3 Spellcraft checks (DC 50). Seeds: pulled from darkness (DC 20), hidden in shadows (DC 10). Factors: CR 21 creature (+16 DC), bonus on move silently and disguise checks (+4 DC)
You create a double of yourself, as you were at 21st level. The double has only 50% of the hit points you possessed at 21st level and deals only 50% of normal damage with its attacks, spells, and other damaging abilities. In addition, all equipment it carries is treated as nonmagical. The double, however, gains the dark template and gains a +10 bonus on hide checks, move silently checks, and disguise checks made to imitate you. You may only possess one Dark Simulacrum at a time.
Dark Simulacrum, Improved
Conjuration (creation) Spellcraft DC: 250 Range: 50 ft.
Effect: 1 fabricated double Duration: permanent Saving Throw: None To Develop:: 25,000 gp; 50 weeks; 50 knowledge (arcana or the planes) checks (DC 250); 13 Spellcraft checks (DC 250). Seeds: pulled from darkness (DC 20), hidden in shadows (DC 10). Factors: CR 21 creature (+16 DC), items duplicated (ad hoc +10 DC), 100% real (+50 DC), bonus on move silently and disguise checks (+4 DC), invisible even after attacking (+15 DC), permanent (x2 DC)
You create a double of yourself, as you were at 21st level. All equipment that it possesses retains any magical ability, but on any round that a possession it was created with (or item created through such a possession, such as a sword made through a fabricated ring of three wishes) leaves its person, that item disappears. The double gains the dark template, gains a +10 bonus on hide checks, move silently checks, and disguise checks made to imitate you, and is permanently invisible to all but you. You may only possess one improved dark simulacrum at a time.
Transmutation Spellcraft DC: 210 Range: Touch Target: 1 living creature Duration: Permanent Saving Throw: Fortitude Negates To Develop:: 21,000 gp; 42 weeks; 42 Knowledge (arcana or the planes) checks (DC 210); 11 Spellcraft checks (DC 210). Seeds: warped form (DC 15), unnatural resilience (DC 15), unnatural resilience (DC 15). Factors: Increase damage reduction by 4 (+8 DC), Increase value of damage reduction to epic (+12 DC), increase spell resistance value by 20 (+40 DC), permanent (x2 DC)
The target instantly goes through a tremendous change to their body. Their type changes to construct, causing them to gain construct traits (including immunities and lack of constitution score). In addition, the target gains damage reduction 5/epic. Lastly, the target is granted spell resistance 30.
Forest of Self
Illusion (Figment) Spellcraft DC: 55 Range: 6,000 feet
Effect: Illusory doubles of mystery-user Duration: 20 hours Saving Throw: None To Develop:: Seeds: Deceptive Shadows (DC 11). Factors: 21 extra images (+21 DC), images automatically respond to attack (ad hoc +2 DC), audible, olfactory, tactile, taste, and thermal aspects included (+10 DC), Cast mysteries from any image (+10 DC)
The mystery-user creates 22 images of himself or herself, within range. Each one includes audible, olfactory, tactile, taste, and thermal aspects. In addition, they can cast their mysteries from any one of them. Each one acts appropriately to attack without concentration. Each one has an effective number of hit points equal to the mystery-user. After taking that much damage, an illusion appears to die. If any effect would cause an illusion to leave sight (such as being swallowed whole), it is dispelled.
Evocation (Teleporation) [Cold] Spellcraft DC: 39 Range: 250 feet.
Area: 60 ft.-radius emanation Duration: Instantaneous Saving Throw: Reflex Half and Will Negates To Develop:: 3,900 gp; 7 weeks; 7 Knowledge (arcana or the planes) checks (DC 39); 2 Spellcraft checks (DC 39). Seeds: Shadow’s Escape (DC 20), Terrible Frost (DC 15). Factors: no specified location on Plane of Shadows (ad hoc +2 DC), travel to plane of shadows (+2 DC)
With this mystery, the mystery-user creates an area of frigid cold, dealing 10d6 cold damage to everyone in the area (Reflex half). In addition, everyone within its area must make a will save or be transported to the plane of shadow.
Into the Ground
Conjuration (Teleportation) Spellcraft DC: 38 Range: 100 ft. Target: 1 creature Duration: Instantaneous Saving Throw: Reflex negates To Develop:: 3,800 gp; 7 weeks; 7 Knowledge (arcana or the planes) checks (DC 38); 2 Spellcraft checks (DC 38). Seeds: shadow’s escape (DC 20). Factors: Travel to any plane (+4), Change Will Save to Reflex Save (+6), designate “subterranean” area (+4), designate that area has no exit (ad hoc +4).
The target of this mystery, should they fail their reflex save, is teleported into the nearest subterranean air pocket that can hold them and has no exit, even if that area is on another plane. Any possessions they carry are left in their previous location. Depending on the depth and nature of the air pocket, the target may take cold damage or fire damage each round, the amount of which is decided by the DM.
Mark of Shadow
Divination Spellcraft DC: 72 Range: Touch Duration: Permanent Saving Throw: None To Develop:: 7,200 gp; 12 weeks; 12 Knowledge (arcana or the planes) checks (DC 72); 3 Spellcraft checks (DC 72). Seeds: unasked questions (DC 18), unasked questions (DC 18). Factors: permanent (x2 DC)
The touched creature is forever, if intangibly, marked by the mystery-user. The mystery-user always knows the plane of existence on which the creature resides. In addition, once per day as a standard action, the mystery-user can learn, with 90% accuracy, the creature’s intentions for the next half hour (although these intentions may or may not be realized within that time). A mind blank or similar effect blocks this mystery’s effects for its duration, but does not dispel it.
Enchantment (Compulsion Spellcraft DC: 111 Range: 50 feet Target: One Living Creature Duration: Permanent Saving Throw: None To Develop:: 11,100 gp; 22 weeks; 22 Knowledge (arcana or the planes) checks (DC 111); 6 Spellcraft checks (DC 111). Seeds: dark empowerment (DC 12), ebon command (dc 15). Factors: allow harmful and unreasonable tasks (+10 DC), permanent duration (x2 DC), deny saving throws (x2 DC)
The target becomes a permanent thrall to the mystery-user. No telepathic link is created with the creature and this mystery grants no special ability to communicate with the creature so thralls with different or no languages can only be given simple orders. In addition, so long as it is controlled, the thrall gains the dark template. A subject forced to take actions against its nature receive no further saving throw. Protection from evil or a similar effect can prevent the mystery-user from exercising control while they are protected, but does not prevent the establishment of Shadow Thrall or dispel it. Only one such thrall can be controlled at a time.
Evocation Spellcraft DC: 34 Range: 25 feet Target: 1 item Duration: 1d4 rounds or instantaneous Saving Throw: Fortitude partial To Develop:: 3,400 gp; 6 weeks; 6 Knowledge (arcana or the planes) checks (DC 34); 2 Spellcraft checks (DC 34). Seeds: rot of shadows (DC 15), shade unraveled (DC 15). Factors: +4 bonus on dispel check (+4 DC)
This mystery has two functions, with one working right after the other. First of all, the mystery-user makes a dispel check against the item. They roll 1d20+15 against a DC of the item’s caster level. Artifacts are subject to this ability. Any item successfully dispelled has its magical properties shut off for 1d4 rounds.
Secondly, the item, if it is of small size or smaller, is destroyed. An attended or magical item gets a fortitude save to resist this ability. An artifact need not make a saving throw to resist but a temporarily disenchanted artifact does, albeit with a +10 bonus on the saving throw.
Transmutation Spellcraft DC: 64 Range: Touch and Personal Duration: Permanent Saving Throw: None To Develop:: 6,400 gp; 12 weeks; 12 Knowledge (arcana or the planes) checks (DC 64); 3 Spellcraft checks (DC 64). Seeds: bended time (DC 13), bended time (DC 13). Factors: drain additional 19 years from opponent (+19 DC), add additional 19 years to self (+19 DC).
This epic mystery subtracts twenty years from your target’s current and future age categories and adds 20 years to your current and future age categories.
Abjuration Spellcraft DC: 62 Range: Personal Target: You Duration: Permanent until discharged To Develop:: 6,200 gp; 12 weeks; 12 Knowledge (arcana or the planes) checks (DC 62); 3 Spellcraft checks (DC 62). Seeds: unnatural resilience (DC 15). Factors: contingent trigger (+15 DC), +80 temporary hit points (+32 DC)
The first time that the mystery-user would be knocked to 0 or less hit points, they immediately gain 100 temporary hit points before taking any of that damage.
Necromancy Spellcraft DC: 44 Range: Touch Target: 1 living creature Duration: 28 days, and then permanent until cured Saving Throw: Fortitude Negates To Develop:: 4,400 gp; 9 weeks; 9 Knowledge (arcana or the planes) checks (DC 44); 3 Spellcraft checks (DC 44). Seeds: cursed shade (DC 12). Factors: render target immune to disease (+4 DC), target is vector for 28 days (+28 DC)
If the target fails their fortitude save, the mystery-user renders the target as a walking vector for the black blight disease, which they are rendered immune to the effects of as long as they are infected. They cannot be cured of the disease naturally or magically for 28 days, after which time they can heal through either method.
Last edited by Realms of Chaos : 04-26-2009 at 09:54 AM.