In case any of you out there remember the old thread I made, maybe a year or two ago, I made another thread proclaiming that any class with enough flavor to merit the support of further material could be made better through said added material, without so much as a single change to the class itself. I provided a few paths, a couple of prestige classes, and some alternate abilities.
Ater that, I went on a major OCD Overhaul. All of the information from before was still there, although perhaps more fleshed out, but there is a lot more of it, including a nice amount of information for DMs, such as creatures native to the plane of shadow and poisons and diseases found there. The second incarnation of project shadow, Tome of Shadow, sadly only appeared on the wizards boards (I didn't have the patience to to it all a second time).
After that, I just let it sit for awhile before, a couple of months ago, I got my creative third wind. Unlike the second incarnation, I don't have the luxury of a summer vacation to do this over, and so I am going to have to post some stuff incompleted and fill out the blanks later on (I may reserve some posts that never end up having anything in them if I overestimate my creative genius). After the blanks are filled, I can turn my attention to the nigh infinite coding errors, mispellings, grammer errors, and upper-case/lower-case letter inconsistencies.
As another interesting note, in case I never get to mention it again, this third incarnation, Descent of Shadows, was originally going to serve as a campaign sub-setting in addition to a source of shadow magic. I'll reserve a few posts early on in case I ever get around to finishing that.
One more thing...Please do not bring up the unofficial fix of Ari Marmell, as everything in my bones tells me that mentioning it will pull this into a hate thread or have this sink, unnoticed, into the background.
Although I may never actually finish writing up descent of shadows as a subcampaign setting, I guess its only fair to say what I envisioned a subcampaign setting as being and what descent of shadows was going to be.
Yes, I know that it sounds weird but descent of shadows is not an actual campaign setting, although it can be used as such. Instead, this is meant to be a compilation of various new rules, features, and character options that can be applied to a campaign either at its start or midway through. Furthermore, the rules here can be applied to any preexisting campaign setting with relatively little ease.
In the past, if you want to take a party from Faerun to Eberron, you would either have to explain how several new continents, planes, and deities were discovered at the exact same time or transport the party to a completely unfamiliar place. With Descent of Shadows, you can keep the familiar feel of your campaign world but just add a twist.
All-in-all, Descent of Shadows is a pick-and-choose concept. If you just want to include the player options, that is completely acceptable. If you want to use a single variant rule to make a specific dungeon more interesting, that is completely acceptable as well. If you want to use Descent of Shadows as an actual campaign setting, I’m providing a few deities, demiplanes, possible cosmological variants, and a couple of sample kingdoms.
What is a Descent of Shadows campaign?
Making this source, one of the hardest things for me to do is define just what a descent of shadows campaign setting really is. To get as accurate as possible, I would guess that it falls somewhere between the relatively light-hearted scoundrel campaign and the world of darkness and desperation depicted in heroes of horror. More than anything else, I suppose it could be defined as a world of darkness and the mood that goes with it (see moods below).
How to introduce Descent of Shadows?
This is the best part of my sub-campaign setting concept. Complete and utter freedom for the DM in how it is introduced and how it is manifested. There are, however, three main ways to introduce it.
A bleak world: Perhaps the simplest technique for Descent of Shadows is to simply start off with the bleak world it suggests. Perhaps this bleak world was created long ago and the party seeks to end it or perhaps the world has simply always been this way.
One thousand years of darkness: this is the second-most common way to introduce Descent of Shadows. If an ancient prophecy is fulfilled, the evil cultist’s plot isn’t foiled, or the giant planar catastrophe isn’t prevented, there is no reason that the world simply has to end. Instead, you can simply introduce one or more variants from Descent of Shadows to create a world of darkness. This way, even if the PCs fail at an important task, it doesn’t necessarily have to be the end of the world.
Falling apart: If you have a countdown to doom (which is a common occurrence in campaigns), the countdown could be manifested in the world itself. The sky turning black, the waves growing humungous, and the animals turning violent may all signify that the end of the world is drawing closer and closer. Alternately, after enough things have been changed, the changes may become permanent (making a nice connection to my one thousand years of darkness suggestion).
As far as the introduction of material, the DM once again has complete freedom. If he/she wishes, you can have access to some or all of this material as soon as the game begins. Alternately, the DM may restrict some or all of the material for exclusive use by NPCs or restrict material until the party has come across it or until one or more variants have been introduced.
Last edited by Realms of Chaos : 03-08-2008 at 04:48 PM.
Mood in Descent of Shadows: Whereas heroes of horror tries almost relentlessly to press emotions upon the players, Descent of Shadows only tries to impress a mood. The mood is what keeps the players trudging forward, doing what it takes either to accomplish their goals or simply get ahead in life. As such, it is important for the DM to get it across to the players.
Similarly, it is important that the players allow the mood to exist. If every player at the table continues cracking jokes and making movie references, the mood has a very small chance of ever sinking in. Although the DM can reduce this disruption, the players truly have to help.
At the same time, the mood doesn’t necessarily have to run the campaign. As with all aspects of DnD, it is nice to have a change of pace every once in awhile. Don’t be afraid to introduce aspects of humor, horror, or other moods into your campaign, so long as it doesn’t get to far off course. After all, everyone is supposed to be having fun.
Although I may be bad at defining various moods, here are a couple that I think help demonstrate what Descent of Shadows is all about: Realism: Okay, please put down your torches and pitchforks. I don’t mean our version of realism, where magic is a myth and there are no unicorns or goblins. I mean relative realism within the game. For example, the diplomat faces the fact that the two armies aren’t going to stop fighting and reluctantly joins the militia to protect his home. When Pelor is slain by some mysterious phenomenon, his clerics are forced to accept this fact, rather than blindly believing that it is some sort of ruse. While the swashbuckler sees that he can swing off of the chandelier, roll across the table, and land safely on his feet, he realizes that the potential for personal injury is simply not worth an impressive entrance. In a world of darkness, idealism simply has very little space to survive. Gentle grimness: I know that it sounds like an oxymoron, but I believe this description does fit the bill. While running a Descent of Shadows campaign, things may get a bit grim, but nowhere near the point of, for example, the dark sun campaign setting. If your already zooming in your head to end of the world scenarios, like those presented in Elder Evils, than you have zoomed way too far. An example of gentle grimness is that most of the local militia, in the face of frequent monster attacks, is beginning to lose morale. Another is if a local farmer’s pig has gone insane and broken out of its pen, claiming an entire field for itself and prompting all farmers in the area to keep much closer eyes on their livestock. While resources may not necessarily be low and the world may not be coming to an end, things can still get grim. Dulled Amazement: If there is one thing that Descent of Shadows is not meant to do, it is shock and awe. However, this really doesn’t take any extra work on the part of the DM. In fact, most DMs end up spending extra energy just to make something extra shocking. I’m not trying to say that the party can’t make new or big discoveries. They are free to discover that it is indeed a new brand of aberration that has been eating people’s faces off. What the DM shouldn’t do is have that aberration jump out of nowhere and cling to a player’s face or have the party first discover this creature adhered to a friend or loved one. Transience: Perhaps more than anything else, Descent of Shadows is made to give the image of transience. In one instance, a town besieged by great sorrows and battles may have haphazard battlements around the outer wall and quite a few temporary shelters inside. In another, one kingdom might be in an era of prosperity but with a very thinly veiled threat of war at their doorstep. Promises and treaties can be broken in a moment’s notice and the political arrangement may be far from set in stone. Throughout, however, the players should travel, either around their world or to the other planes. Even if they decide to set up a base of operations in one town, there is a chance that the town will be destroyed, or else that they get sent away on important tasks. Teamwork: Despite the many sorrows in the world, some people, by their very nature, group together to deal with their problems in their own way. Regardless of their ethos, beliefs, and alignment, the party should be able to work well together, as they need to. In addition, despite the shadows, some groups or even entire government can rally their people to a positive cause. However, that is not to say that all teamwork is good for the world. Entire clans of dwarves, for instance, may try to seclude themselves in the mountains until things have returned to normal (or they starve), the assassin’s guild may join the thieves’ guild to earn enough money, desperate commoners way flock to the worship of a demon who promises good fortune, etc.
Keep in mind that these moods may not sink in for awhile after Descent of Shadows is integrated into your campaign. Although certain aspects of these new moods may be apparent after a few months or weeks, they only truly become ingrained into the world after a generation or two (thus becoming ingrained upon those with shorter life spans, like orcs, before affecting the longer lived ones like elves or dwarves. Even if you start with a Descent of Shadows campaign, so long as the traits you associate with such a campaign have not always been there, there may be a history of benevolent empires.
Reserved for Descent of Shadow interaction with PHB races, both how they function in a descent of shadows subcampaign and giving racial variants more suitable to the environment.
Descent of Shadow and Common Races:
In a descent of shadows campaign, all races generally adapt. How they do so, however, differs from race to race. Few races are as optomistic of the future and a few are quite a bit more paranoid. Longer-lived races tend to adapt slower to the new situation than others. As a model of how races might change in a campaign, I have written up interractions between this sub-campaign setting and each race from the PHB. Included with each one is a racial variant for these hard times. Not all members of a race need to be of these varients when you play but as time goes on, it makes sense that they become more and more common.
Humans: When put into a difficult situation, humans simply try to adapt. Due to their relatively short lifespan, they do so faster than many other races. The problem with humans is that there is no guarantee to just how they will react. Because they are less likely to persecute others, great divides can form within a community without having it collapse upon itself. Unfortunately, especially in their darkest hours, humans often try to solve their problems with rule of law, opening up the way for corrupt officials and oppressive governments.
In times of darkness, there are small towns and hamlets far out of the way. In such a place, where disease can start at a moment’s notice and the town walls are always doubted, some humans are simply better built for their environment. Resistant to harm, Darktime humans are the last and only defense that their home truly possess.
Darktime human Racial Traits:
Medium: as medium creatures, darktime humans have no special bonuses or penalties due ot their size.
Darktime human base land speed is 30 feet
Always Ready: darktime humans gain a +2 bonus to initiative checks and only needs 6 hours of sleep each night.
Resist Hardship: at first level, a darktime human selects a single save (fortitude, reflex, or will). They gain a +2 bonus on all saving throws using that save.
Battle Training: darktime humans gain proficiency with one martial weapon of their choice.
Automatic Languages: Common. Bonus Languages: any (other than secret languages, such as Druidic).
Favored Class: Any
Half-Orcs: when things turn grim, suspicion often runs high, and Half-Orcs often become the focus of this suspicion. When in human society, half-orcs are often ill-treated and there may be laws passed to restrict their freedom. In addition, there is always the chance that the Half-Orcs will become a pariah if the situation should go from bad to worse.
When with orcs, half-orcs are still doubted. Orcs doubt not the Half-Orc’s loyalty, however, but their ability to fight complete their missions. These Half-Orcs are often grouped into crude companies and are often marched into the battle first. After all, if the mutts aren’t fit enough to survive in battle, there is no point in keeping them around.
Half-Orcs always struggle to survive, even in the best of times. When the times are dark and desperate, things only get harder. Wherever they go, they are mistreated and abused. After generations of this abuse, however, some of them are bound to adapt.
Darkhide Half-Orc Racial Traits:
+2 Con, -2 Dex, -2 Cha. Though weaker than other orcs, Darkhide half-orcs are smarter and more resilient. Their thick hides, however, make them clumsy.
Medium: as medium creatures, Darkhide Half-Orcs have no special bonuses or penalties due to their size.
Darkhide Half-Orc base land speed is 30 feet
Thick Skinned: Darkhide Half-Orcs gain a +2 bonus to their natural armor.
Inured to Pain: Darkhide Half-Orcs gaina +4 bonus to AC against attacks dealing nonlethal damage.
Survivalist: Darkhide Half-Orcs gain a +2 bonus to survival checks. Survival is always considered a class skill for them.
Orc Blood: For all effects related to race, a darkhide half-orc is considered an orc. They are, for example, just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Barbarian
Half-Elves: While half-orcs are usually persecuted in the societies of their parents, half-elves are usually accepted. In darker times, however, things may change. When suspicions are high, resources are somewhat scarcer, and travel is more dangerous, diplomats such as the half-elves are both vital and superfluous. On one hand, the rulers of kingdoms, to keep vital relations alive, may keep a few half-elven diplomats handy and may even pull a half-elf from the streets to make an appearance with him if it helps to smooth over ties. On the other hand, as the roads become too dangerous to send ambassadors along and market prices slowly rise, many citizens wander why someone gets a favored position just due to their race or why such individuals might be paid from the taxes of the populace (if the taxes in the kingdom/town work in such a way). In addition, if relations between elves and humans are failing, half-elves may find themselves needing to answer for their second heritage to either parent race. In the worst cases, half-elves may find themselves persecuted just as badly as half-orcs.
Throughout time, there have always been half-elves that others have said look more like one parent than the other. Usually, these comments are either brushed off entirely or used as complements. When tensions run high, however, all that some people can see in a half-elf are the less favorable qualities of its other parent. As a result, unless they are needed as ambassadors or diplomats, the only real choice for a half-elf is to blend in with their current environment. This is not always easy, even for the special half-elves that emerge from this need, the halfshroud half-elves, dedicated to shrouding one aspect of their heritage.
Halfshroud Half-Elf Racial Traits:
Medium: as Medium creatures, halfshroud half-elves have no special bonuses or penalties due to their size.
Halfshroud half-elf base land speed is 30 feet.
Burst of Talent: halfshroud half-elves gain 4 bonus skill points at 1st level.
Elven resistance: halfshroud half-elves gain a +2 bonus on saves against sleep and enchantment effects.
Social Awareness: halfshroud half-elves gain a +2 bonus on disguise and gather information checks.
Sleep Adaptation: halfshroud half-elves can choose to either sleep like a human or enter trance like an elf. Halfshroud half-elves that spend get 4 hours of trance do not dream and are fatigued for two hours after waking up. A halfshroud half-elf that gains 8 hours of sleep is immune to fatigue (but not exchaustion) for two hours afterwards, allowing them to sleep in medium or heavy armor without penalty.
Elven Blood: For all effects related to race, a halfshroud half-elf is considered an elf. They are, for example, just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
Automatic Languages: Common and Elven. Bonus Languages: Any (Other than secret languages, such as Druidic).
Favored Class: Any
Gnome: Gnomes are funny beings, able to get through life through improvisation and wit alone. They are respected by their peers and live in pleasant little burrows amongst their own kind. Unfortunately, when times grow dark, the larger and more numerous creatures lurking about fail to respect the bite-sized gnomes in such a fashion. For the sake of personal defense, some gnomish communities build battlements around themselves until they look like a large military camp. Others are forced to move into nearby cities where their skills are in demand and act as virtual refugees. In such an environment, an every-gnome-for-itself philosophy is more common, leading to the existence of many more evil gnomes than normal, although truly malicious ones remain (fortunately) rare.
In the face of darkness, a gnome’s personality is forced to change, although it may take awhile for the long-lived gnomes to fully adjust. Practical jokes are usually frowned upon in the face of despair, illusions possess only limited usefulness, and their pleasant life in the mountains has most likely been ended one way or another. Instead, some gnomes choose to keep their traditions alive through stories, stories that gnomish bards have kept around for awhile. These stories of old times swim about every tavern and inn where gnomes can be found, inspiring some gnomes in the younger generation to support each other and become brave. These new gnomes, taught the practicalities of this new, darker age but remembering the morals of the old golden age, are the rubyheart gnomes.
Rubyheart Gnome Racial Traits:
+2 Constitution, -2 Strength: rubyheart gnomes are just as tough as normal gnomes. Their size, however, hinders their strength.
Small: As a Small creature, a rubyheart gnome gains a +1 size bonus to Amor Clss, a +2 size bonus to attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium creature.
Rubyheart gnome base land speed is 20 feet.
Weapon Familiarity: rubyheart gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Great Inspiration: whenever a rubyheart gnome grants an ally or themselves a morale, competence, or dodge bonus through a spell or ability, increase that bonus by +1
Gnomish Senses: rubyheart gnomes gain a +2 bonus on listen checks and Craft (Alchemy) checks
Fearless: rubyheart gnomes gain a +4 bonus to saving throws made against fear effects.
Duck and Weave: rubyheart gnomes gain a +2 dodge bonus to their AC against creatures at least two size categories larger than themselves.
Automatic Languages: Common and Gnome. Bonus Langauges: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Unlike other gnomes, rubyheart gnomes have lost the power to speak with burrowing mammals.
Dwarf: Dwarves are one of the least adaptive races in existence, just as they were meant to be. They live almost as long as the elves, possess less of the elves’ wanderlust, and are bound by strict traditions and laws of their clans. Furthermore, their home in the mountains is in most cases rather immutable. To top it all off, they rely on very little magic, allowing most changes in the flow of magic to simply get shrugged off. However, the dwarves are not ignorant. If they notice that the nearby orcs have started acting up, the caravans passing the mountains have had extra guards, or that the local priest has had some problem casting spells, they are going to be curious if not slightly troubled. More than can be said for other races, however, the changes to the dwarves are indirect, the result of changes in other races. However, in extreme situations, cataclysmic events may change the landscape, rearranging the tunnels in mountains if not caving them in or reducing the entire mountain to rubble.
Although the dwarves are rarely affected directly by changes in the world, the advent of a Descent of Shadows sometimes changes the landscape. Among the less noticeable changes (to nondwarves) are the tunnels within mountains. Yet, for dwarves, such changes to the tunnels can be devastating. Furthermore, some mountains seem to conduct unstable shadow magic better than others, leading to some that shift their tunnels on a regular basis (if not continually). To cope with such changes, some dwarves are forced to develop an amazing senses of direction and general awareness.
Darktunnel Dwarf Racial Traits:
+2 Constitution, -4 Charisma: Darktunnel Dwarves are still stout and tough but the dark times have left them more withdrawn than other dwarves.
Medium: As Medium creatures, darktunnel dwarves have no special bonuses or penalties due to their size.
Darktunnel dwarf base land speed is 20 feet. However, darktunnel dwarves can move at that speed even when wearing medium or heavy armor or when carriying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Darktunnel dwarves can see in the dark up to 60 feet away. Darkvision is black and white only, but is otherwise like normal sight, and dwarves can function just fine with no light at all.
Failing Sight: Darktunnel dwarves trust vibrations far more than their own sight. As such, their vision has started to fail. When making spot checks, they take a –2 penalty (instead of the normal –1 penalty) for every 10 feet of distance.
Tremorsense out to 20 feet.
Stonecunning: This ability grants a darktunnel dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings , and the like. Something that isn’t stone but that is disguised as stone counts as unusual stonework. A darktunnel dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a darktunnel dwarf can use the Search skill to find stonework traps as a rogue can. A darktunnel dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Darktunnel dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Darktunnel dwarves are exceptionally stable on their feet. They gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)
Internal Map: When wandering through networks of tunnels, building internal maps comes naturally. Darktunnel dwarves always treat survival as a class skill. Furthermore, they always know which direction they’re facing and can retrace their steps without fail. Finally, darktunnel dwarves are immune to maze effects.
Stone Knowledge: darktunnel dwarves have a +2 racial bonus on appraise and craft checks related to stone or metal. They are familiar with such items and are skilled at building them.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter
Elf: The long-lived elves, much like the dwarves, take a while before they decide to react to the emergence of a Descent of Shadows campaign. This delayed reaction occurs for a very different reason, however. While dwarves can live their lives as normal without so much as acknowledging that anything has happened, elves simply know that something is only worth worrying about after it has persisted for a certain length of time. After it becomes clear that the problem is ongoing (which can take up to a century in some communities), the elves still maintain their composure better than most, simply adapting however they are forced to.
Whenever any race is forced to adapt, there are always a few individuals who do so with greater ease. Following this model, some elves learn to hide in the lengthening shadows of the trees. Though their senses aren’t as sharp, these elves often learn the secrets of shadow magic, becoming quite adept at the art.
Longshadow Elf Racial Traits
+2 Dexterity, -2 Constitution: like other elves, longshadow elves are graceful but frail.
Medium: As Medium creatures, longhsadow elves have no special bonuses or penalties due to their size.
Longhsadow Elf base land speed is 30 feet.
Sleepless: Longshadow elves are immune to magic sleep effects.
Superior Low-Light Vision: A Longshadow Elf can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Longshadow Stealth: Longshadow Elves gain a +2 racial bonus on hide and move silently checks.
Shadow Resistance: Longshadow Elves gain a +2 racial saving throw bonus against mysteries and spells of the shadow subschool.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Shadowcaster
Halfling: By nature, halflings are wanderers. Their curiosity of the world and insatiable wanderlust simply makes them more prone to moving about. However, when dangers are more numerous in the world, it is difficult to keep moving. Although some caravans carry on, each member carrying some fortifications upon their back, many simply dig into the surrounding area and wait for the dark skies to pass. The few halflings that do leave often feel more vulnerable, inspiring them to join the first group of travelers that it encounters.
Though most halfling caravans stop when things get dire, some are determined to continue. They do so wisely, however. They follow a set path year after year, moving from one safe place to the next under the light of the moon. Members of such caravans are taught to sneak and climb far better than their cousins. Those who fail to learn are doomed to an early demise.
Moonstrider Halfing Racial Traits:
+2 Dexterity, -2 Strength: Moonstrider Halflings are just as quick as their cousins but share a lack of strength due to their small frames.
Small: As a Small creature, a moonstrider Halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Moonstrider Halfling base land speed is 30 feet.
Moonstrider Halflings have a climb speed of 10 feet. They gain a +8 bonus on climb checks and may take 10 on climb checks even under stressful situations.
Moonstrider Training: Moonstrider Halflings gain a +4 bonus on Jump and Move Silently checks.
Halfling Weapon Training: Moonstrider Halflings gain a +1 racial bonus on attack rolls with thrown weapons and slings.
Augomatic languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue
Last edited by Realms of Chaos : 04-27-2009 at 09:53 PM.
Reserves for Descent of Shadows interaction with Classes: how they work in a descent of shadows campaign, possibly with a magic item, feat, or similar peace of crunch associated with each class.
When times grow hard, barbarians adapt in a number of ways. Some tribes simply become stronger. Though their members possess more injuries than most, they intend to ride out the times. Others are driven to greater extremes, such as raiding towns or other villages. Indeed, wars between barbarian tribes become far more common.
Some wise tribes, however, simply decide to disperse. They either disband altogether or, more likely, they split into several tight-knit groups, each striking out on their own to find better land or a place in society.
Civilization looks differently upon barbarians. They have far less tolerance for their explosive tempers and disregard for established law. On the other hand, the labor they provide may be close to priceless for them. Each town has its own laws and restrictions on barbarian activity, among which the following may be found:
Punishment for open displays of rage (whether or not they lead to damage).
Quotas on barbarian workers, only letting in a certain number at a time.
Barbarians must report to the garrison when entering town so the sheriff will recognize their face.
Barbarians are only allowed in if someone else vows to take responsibility for their actions.
Only barbarians from specific tribes are admitted, usually due either to a real or imagined mellowness of the tribe or to an old treaty.
Barbarians must surrender all weapons at the town gate.
All barbarians wishing to enter must serve a period of time (ranging from 1 day to 1 week) performing manual labor.
Cloak of Shadow's Rage: Price: 50,000 gp Body Slot: Back Caster Level: 11th Aura: Moderate; (DC 21) transmutation Activation: Free action (mental) Weight: 1 lb.
Upon this plain black cloak, several arcane runes are written in primal warpaint.
Whenever you use your rage or frenzy class feature, you may activate this item to imitate the effects of the Beast Within mystery for the duration of your rage or frenzy.
The Cloak of Shadow's Rage can be activated 3 times per day. Prerequisites: Craft Wondrous Item, Beast Within Cost to Create: 25,000 gp, 2,000 XP, 50 days.
When the world goes sour, many rely on entertainment to keep themselves sane. Bards around the world find larger audiences and greater demand for their performances.
On the other hand, bards are likely to find that money doesn't flow as it once did. Even if a street performer attracts an audience twice as large, they may still make only half-as-much money as usual.
As such, many bards look for practical jobs, working in the military or for another arcanist in need of an assistant. Those who wish to keep their jobs as performers have to move from town to town, searching for places where coins flow.
Dance of Shadows [Bardic Music]
Your performance can control the shadows around you. Prerequisites: Perform 6 ranks Benefits: As an immediate action, you may expend two daily uses of your bardic music ability to make shadows dance about all allies within 20 feet (including you). This grants a 20% miss chance against attacks for 1 round.
In a bleak world, clerics are affected in a variety of ways. For one thing, the proportion of deities worshipped shifts. Some communities flock to deities of good and bounty. Others, believing their worship has gotten them nowhere, start to lose faith in their god. More so-called cultists worship dark gods promising salvation. Also, more clerics start worshipping concepts, following the train of thought that a raw ideal is more reliable than the gods who promote it.
The ability of clerics to heal the wounded, cure the sick, and create food and water are often in high demand. If they can meet the demand placed upon them, clerics may find themselves in places of honor or even in positions of power. If they fail, however, citizens start to lose their faith. Even worse, paranoid citizens may believe the clerics are saving their spells for the rich alone.
Secrecy Devotion [Domain]
You can conceal yourself with the power of secrecy. Benefits: Once per day as a swift action, you can shroud yourself in a veil of mystery. This effect renders you immune to spells and abilities that detect your alignment or read your thoughts. In addition, the spellcraft skill cannot be used to identify your mysteries and/or spells as they are being cast. This veil lasts for 1 minute/level. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this power for each two daily turn or rebuke uses you expend.
Unlike other classes, druids are relatively unaffected by changes in society. The changes to the world itself, however, impact them greater than anyone else. The very nature they have tried to guard has been altered.
Given the crisis, most druids are forced to ask themselves if the changes to the world can be counted as natural. If they decide it is so, they continue guarding the dangerous land, even as it shifts beneath their feet. If they decide to the contrary, they treat the changes as abberations, fighting each change to the land as it comes. Some more powerful druids manage to maintain order in their groves by the virtue of powerful magic.
Depending on their views of the world, druids could earn reputations as fierce crusaders or as vindictive hunters. Either way, they only rarely act as wisemen or healers, preferring to hunt or battle.
Night Crystal Price: 300 gp Body Slot: -- Caster Level: 3rd Aura: Minor; (DC 17) transmutation Activation: Free action (manipulation) Weight: --
This violet crystal seems to glow in even the slightest of shadows.
If you crack open this crystal and activate your wildshape class feature, you gain the dark template for the duration of your wildshape.
This effect only works at night. Prerequisites: Craft Wondrous Item, Hunter of the Night Cost to Create: 150 gp, 12 XP, 1 day.
In a dangerous world, the life of a warrior becomes far more interesting. Some governments start compulsory battle training, recruiting average citizens as fighters. More successful cities may want their citizens to forget about outside woes, something hard to do when a battle-scarred man with a greatsword on his back walks by.
Fighters usually find their talents in high demand. Some travel from town to town, helping however they can (for a certain price if they are mercenaries). Otherwise, they may be conscripted into service by a desparate government. Either way, in a desperate world, a fighter is likely to see more battles. Lofty ideals of mastered fighting styles are pushed to the wayside so survival can continue.
This item possesses a slightly darker hue than normal.
Many magic items shed light, illuminating the area. Though useful to see what one is doing, such items are anything but ideal for stealth and scouting. Darksighted weapons, when firmly grasped, allow you to see through nonmagical darkness out to a distance of 60 feet, as if it were brightly illuminated. Unlike darkvision, you even see color. Prerequisites: Craft Magic Arms and Armor; darkvision Cost to Create: Varies.
Monks are more or less self-sufficient. They do not rely on fickle societies and do not revere the changing landscape. The path to enlightenment is an internalized one, free from many changes in the world.
Of course, some exceptions exist for every rule. Some monasteries are funded by churches or politicians, making society far more important. Monks that leave their monasteries to travel through the wilderness do indeed mind the changes in the world around them.
Outside of these exceptions, the biggest difference is in the training of monks. When food grows scarce, monks work harder to hunt or begin fasting more often. When laborers can't fix a monastery, the job falls upon the monks themselves. Mundane (if difficult) tasks are incorporated into a monk's everyday life and are coupled with their normal training. The concept of rest is often forgotten by such monks. After all, one must survive to achieve enlightenment.
Fight the Unseen
Your senses have been perfected, honed to fight even unseen foes. Prerequisites: Purity of Body class feature, Listen 6 ranks, Spot 6 ranks Benefits: Attacks made against you by foes you cannot see do not get a +2 bonus. Furthermore, you retain your wisdom modifier to your AC against such attacks (you still lose your dexterity modifier).
Furthermore, you gain blindsense out to 5 feet.
More than anything else, paladins tend to find themselves in over their heads. The undead need to be sent back to their tombs, abberations need to be shown their place, and the corruption of humanoids needs to be kept in check. Paladins take it upon themselves to eliminate all threats.
Even with this mindset, paladins find themselves changed in harder times, often with grim and unsettling views of the world. Blessed with limited healing power, some are forced to choose on a weekly (or even daily) basis who shall live and who shall die. Furthermore, as threats begin to loom on the horizon, many paladins gain a more pragmatic view of the world. Many will ignore or even add to a moral wrong for the sake of the greater good. Others lead blind crusades in opposing nations, sacrificing the innocent to ensure the guilty are punished.
The Greater Good
If forced to break your code of conduct, you are granted a bit of leniancy. Prerequisites: Code of Conduct requiring a specific alignment. Benefits: If you break your code of conduct during an encounter, you ignore any penalties for doing so until the end of the encounter.
In addition, if a spell or affect compels you to act against your alignment, your alignment doesn't change.
Rangers occupy an interesting place in the world, neither fitting into the hustle and bustle of city life but lacking the devotion to nature that druids possess. Even while the world turns sour, they can get along without any big changes to their lifestyles.
Even so, the world changes around them in a way they can't thoroughly ignore. Hungry peasants may try their luck at hunting in forests, putting them in competition with a ranger for food. A ranger's favored enemy may find itself in power as the balance of power stabilizes. Bountyhunters may be seen as luxuries by desperate nations.
Many rangers are forced to wander about through the world, searching for those that can use thier talents and hunting wherever possible. It is a hard life but one that most rangers adapt to with ease.
This pitch-black concoction is an alchemic solution made by crushing together various roots and leaves from the wilderness. Once imbibed (a move action), the drinker's senses become more sensitive, granting them low-light vision and scent for 30 minutes. After this time, however, the drinker's sensitivity to light increases, granting them light sensitivity for one hour. Price: 1,500 gp Weight: -
Nobody relies more on the well-being of society than its thugs, muggers, conmen, and thieves. When things go downhill, people have less money to steal and guard what they own with greater fierceness. If theives start targetting nobles, laws can be passed overnight to make even common theft a dire offense.
To handle these changes in society, crime becomes more organized. Everything from black markets to smuggling rings to theif guilds pop up wherever there is room. Sometimes, multiple organizations operate in the same city, normally managed by a single "undergovernment".
Of course, some thieves always slip between the cracks, escaping guild membership. Though more free in their actions, both guards and guilds want them slain, making their life a living nightmare.
Ghost in Darkness
Even if they hear you, enemies never know where you are. Prerequisites: Hide 4 ranks, Move Silently 6 ranks Benefits: Any listen check made to pinpoint your location takes a -10 penalty.
Last edited by Realms of Chaos : 06-12-2009 at 01:31 PM.
If you don't own the book:
I guess that I should anticipate the issue of someone reading this but not owning the proper book.
As most should know, the Shadowcaster is from the Tome of Magic.
What could I give away about the class safely...?
Basically, they use mysteries instead of spells, which start as arcane spells, turn into spell-like abilities, and then turn into supernatural abilities. They gain only 1 per level.
In addition, they gain supernatural fundamentals (think cantrips) as they level up, which they can eventually use at will.
Finally, they gain bonus feats, darkvision, and eventually ignore metabolic needs.
I should also list the classes shortcomings that led to this addition:
1. Mystery-using is reliant on both charisma and intelligence.
2. Shadowcasters gain only 1 mystery per level.
3. Mysteries are taken in sequential groups of 3 mysteries called paths. For example, you have to take the 1st level mystery of a path before you can take that path's 2nd level mystery.
5. There are only 60 mysteries in existance + 9 fundamentals. This list has been expanded officially once in a cityscape web enhancement, raising the count to 69 + 9 fundamentals.
Here are some links that I have found to WotC boards, as well as to the only web enhancement that furthers the shadowcaster in any way (crossing fingers and praying to god that I've learned how to make links.) Anyways, feel free to submit links to other things that you've made or discovered.
Shadows may be related by others to darkness, negativity, and evil, but to some, it they are representative of neutrality and sanctuary. At least, so thought the like-minded ancestors of the Shadowgaunts. Centuries ago, on the plane of shadow, the metropolis of Gengardon was established. As soon as it became inhabited, however, it isolated itself, for quite a few centuries. When at last a gigantic shadowquake tore Gengardon apart, the only survivors within it were the Shadowgaunts, a race of people adapted specifically to the plane of shadow, and more specifically, for shadow magic.
Although the Shadowgaunts have made their presence known, very little is known about their exact origins. Although they often said to resemble elves or the enigmatic ethergaunts (from which their name was drawn), this is completely superficial. The most popular theory is that they are closer related to the treacherous mongrelfolk, having had their blood mixed both through interspecies breeding and extended contact with the morphic plane of shadow. Another theory places them as a creation of the founders who destroyed their creators. Either way, the shadowgaunts aren’t shedding any light on the matter. Personality: Most shadowgaunts have a very mixed and confused personality, in which emotions are hardly noticeable from one another while they shift through their emotions incredibly quickly. Although some would call this a disorder, it appears quite natural among the shadowgaunts. Physical Description: A shadowgaunt looks lithe and moves with a wavering motion, as if about to fall over. They range from just under 5 feet to just over 6 feet, and weigh between 85 and 140 pounds. Males and Females, if there is such a distinction, are not sexually dimorphic, looking exactly the same. Their skin, along with most of their preferred clothing, is a deep shade of grey. Their faces, if they can be considered as such, are distorted patterns upon their head. A small mouth is visible, along with a couple of pitch-white eyes; eyes that are incapable of seeing in color. Their arms sometimes hang by their feet but it appears they can extend and contract them at will.
Much like elves, Shadowgaunts do not sleep. Instead, they go into a state they call deanimation for 8 hours each week (fit into the week however they please), in which they appear completely dead to anyone who fails on a dc 20 heal check (although creatures eating them can tell the difference). If a week passes without deanimation, the Shadowgaunt enters the state without meaning to, and cannot be awoken for 8 hours. Relations: Although Gengardon was torn apart nearly a few centuries ago, the Shadowgaunt effort to rebuild it has only lost steam within the last decade or so, and the Shadowgaunts are just beginning to leave the plane of shadow. As such, other races are still not quite sure what to make of them. Of their half-hearted trading attempts, most have been made with humans, who are currently trying not to judge by appearance. The race’s supposed similarity in appearance to the elves, combined with their penchant for shadow magic, makes elves and half-orcs alike somewhat uneasy in their presence. Gnomes and Halflings have had the most success communicating with the Shadowgaunts, so long as they watch what they say. Meanwhile, the rigidity of dwarven culture seems to baffle the Shadowgaunts, who seem to think that the traditions are made for them as well, earning them many a snide remark from dwarves, although when precious ore from the plane of shadow is at hand, they are smart enough to still their tongues. Alignment: Shadowgaunts are unique, perhaps, in that they are unaware of how they are expected to act in the world. They seem chaotic by nature, stealing food and ignoring inconvenient laws, but they also seem to make earnest attempts at lawfulness, such as dragging a criminal to a garrison. On the good-evil axis, they seem to make intermittent attempts at each, as if to test them out. The ultimate decider of what alignment they take is what they attempt more (and, logically, enjoy more). Shadowgaunt Lands: Despite its broken state, the majority of Shadowgaunts yet live in the ruins of, or at the outskirts of, Gengardon. The ones to have moved away since then have made other small claims on the plane of shadow and even on the Material Plane. Religion: Religion, and especially consistency in prayer, appears to be a new concept to Shadowgaunts, and one they have yet to fully grasp. Clerics placed in charge of them must make sure they don’t travel to a church of an opposed clergy the next day. Language: Perhaps most strangely of all, Shadowgaunts don’t appear to have spoken any language before the breaking of Gengardon, despite their lack of empathy or telepathy of any kind. They still appear able to nonverbally communicate, but in a way no one else can quite understand. They have began to speak other languages, but they still have difficulty pronouncing some sounds. Names: As the concept of language is new and names are unnecessary within groups of Shadowgaunts, the few to have adopted them live in the material plane. They are often monosyllabic and simple to pronounce. They never possess more than one name, however. Shadowgaunt Male Names: Sou, Gon, Ter, Shar, Brig, Crag, Pur, Gus, Bob, Wok, Rob, Vor Shadowgaunt Female Names: Sou, Ti, Ter, Boor, Shar, Cav, Pur, Rew, Wok, Cris, Vor, Wew Adventures: Shadowgaunts, more than anything else, seem to travel on whims. It is possible for a Shadowgaunt to feel fully committed to their missions, but this is exceedingly rare. They travel where they want and seem to do what they want. Shadowgaunt Racial Traits
-2 Strength, +2 Dexterity, -4 Constitution, +2 Intelligence: Shadowgaunts are surpisingly nimble and intelligent, but lack physical strength and have poor health.
Medium: As medium creatures, shadowgaunts have no special bonuses or penalties due to their size.
Shadowgaunt base land speed is 20 feet.
Darkvision: Shadowgaunts can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and shadowgaunts can function just fine with no light at all.
Low-light Vision: Shadowgaunts can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Unlike normal low-light vision, Shadowgaunts are unable to discern color in any degree of illumination.
Extended Reach: Shadowgaunts can extend their reach by 5 feet for the purposes of making touch attacks only. Their strength and coordination is not enough to wield a weapon at this extended range.
Add +1 to the Difficulty Class for all saving throws against mysteries or spells with the shadow subschool cast by the Shadowgaunt.
+2 racial bonus on hide checks. The grey skin of the shadowgaunt is hard to see when they attempt to hide.
Automatic Languages: None. Bonus Language: Any (other than secret languages, such as Druidic)
Favored Class: Shadowcaster. A multiclass shadowgaunt’s shadowcaster class does not count when determining whether he takes an experience point penalty for multiclassing. Shadowgaunts, due to such long exposure to the plane of shadow, are made for shadow magic.
Last edited by Realms of Chaos : 02-10-2010 at 08:57 PM.
THE CULTIST “Poor fool…I’m afraid that my patron grants me the grander power.”
-Erica Bensen, Cultist of Wee Jas
Divinity is unwavering and undeniable but that does not mean that it isn’t misplaced. Any object, person, or concept can be worshiped as a god, and yet everyone chooses to attack the few individuals willing to go against the flow. Everything has power to grant, in its shadow if not in itself. In addition, even divinity and worship has their own shadows, equally powerful for those willing to seek it out.
Cultists understand this concept, worshipping dubious sources and taking from this worship the power of the shadows in which they must hide themselves. The Cultists wield this new magic tenderly, less their actions arouse the attention of others.
MAKING A CULTIST
A Cultist can use some potent magic but her abilities are even more tightly focused than those of the Shadowcaster. They are stronger combatants but their penchant lies in stealth, using the shadows to hide themselves. Their exact role, however, inevitably relies on the mysteries they learn.
Cultists rely on quick wits and quicker reflexes to keep both themselves and their allies secret. However, this means foregoing more physical forms of training, leading to a meager fortitude.
Cultists almost never try to take command, even if they are charismatic enough to do so. Rather, in true cultist spirit, they try to approach command and subtly alter decisions to their benefit.
Abilities a Cultist needs both wit and personality to force their mysteries into existence. In addition, they often end up more violent missions, making a high strength score an asset.
Races: Surprisingly, there are less human Cultists than there are in most civilized races, probably due to an unusual open-mindedness among them, making cultists to all but the most taboo or extreme causes/objects unneeded.
The most common sources of Cultists come from races with active racial deities, such as gnomes, dwarves, elves, and orcs. In many of their societies, the mere failure to worship their racial deity may mark them as an outcast, a heretic, and a possible Cultist (some cultists do give normal worship to non-racial gods).
Alignment: Surprisingly, despite their shadowy powers and usual hate by the public clergy, a Cultist need not be evil. Some see their persecution as a divine test and others just want to remain along and unnoticed, keeping them a neutral party.
Others choose to worship lesser celestial beings, noble (if questioned) ideals, and people of objects of great good (including deities, which they may worship in their own unique way). These cultists remain misunderstood but deal with it through seclusion and let themselves be recognized only by the subtlest signs as they direct those around them towards (their interpretation of) their worship’s designs.
Of course, these few are far outnumbered by those who worship devils, demons, and other dubious sources of power, some far worse. These few individuals, hiding in damp catacombs and forming insidious cabals, give the more lighthearted Cultists an even worse name.
Starting Gold: 4d4X10 (100 gp) Starting Age: As Rogue
Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Disable Device, Forgery, Hide, Intimidate, Knowledge (Religion), Knowledge (The Planes), Move Silently, Search, Spellcraft, Use Magic Device
Your class features represent your constant need for stealth. You manipulate shadows as well as you can hide within them, protecting yourself from those who do not understand. Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, along with light and medium armor and light shields.
Fundamentals of Shadow (Su): As a Cultist, the first powers that you find in your worship are basic. These powers, called fundamentals, function as spell-like abilities usable at will. You begin play with 1 fundamental and gain an additional one at 6th level and every 4 levels afterwards. At 10th level, all fundamentals become supernatural abilities. At 18th level, all fundamentals become extraordinary abilities.
Mysteries and Paths: Rather than casting spells as other do, you invoke the power of mysteries through your prayer. You know one mystery at 1st level, one at 2nd level, and one at every even level afterwards. Each such mystery is usable twice per day. Up to 10th level, you may only learn apprentice mysteries. Starting at 12th level, you may learn initiate or apprentice mysteries
A Cultist, by gaining their power through worship (or worship’s reflection), skips much of the thought and effort that a shadowcaster needs to cast their mysteries. As a result, they need not learn paths in order, as long as they know at least two mysteries of a previous level. On the other hand, you can always select the first mystery in a path of a category you have access to, even if you didn’t complete the lower category paths.
Mysteries are often new tools for a Cultist and take awhile to cultivate. However, consistent prayer and dedication can eventually bring them closer to their abilities. Cultists originally cast mysteries as divine spells. They have somatic components and are subject to interruption but do not have an armor-based spell-failure chance. Whenever a mystery is cast, their shadows are subtly altered, noticeable through a dc20 spot check.
Whenever a path is completed, however, all mysteries in that path become spell-like abilities and doubles their daily use of all mysteries in that path.
Each mystery learned is a new part of their worship, and thus cannot be learned more than once at any time. However, at 12th level and every odd level afterwards, you may replace one mystery known with another mystery of the same or lower levels, so long as the sacrificed mystery was not used as the prerequisites for any feat, prestige class, or other mystery, although all prerequisites for the new mystery must be met.
Unlike spellcasters, you don’t get bonus mysteries for a high ability score. Although you do not prepare spells, you must rest for 8 hour and prey for 15 minutes to regain your daily use of mysteries.
In order to cast a mystery, you must have a Wisdom score of at least 10 + the mystery’s level. The save DC for your mysteries equals 10 + mystery level + your Cha modifier. Even though as a Cultist you do not “cast spells” in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.
You gain two daily uses of any mystery cast as a divine spell or four daily uses of any mystery cast as a spell-like ability.
Trapfinding: You learn that the world is not a pleasant place for an outcast, and have worked on detecting the traps of others. You gain the Trapfinding class feature (see Player’s Handbook, page 50).
Patron’s Gift (Su): Starting at 2nd level, you learn how to manipulate the forces of life and death through the shadowy reflections of each. As a swift action, you may sacrifice a daily use of a mystery. If you make a successful touch attack before the end of the round, you may heal or damage the target by an amount of damage equal to twice the level of the mystery sacrificed, depending on whether negative or positive energy is used. This ability may be used to channel positive or negative energy, as chosen by you each time this ability is used.
If the cultist uses this ability to heal themselves, they may instead grant themselves fast healing equal to the spell level of the sacrificed mystery for a number of rounds equal to one-half of their class level.
True Believer: At 2nd level, you gain True Believer as a bonus feat.
Expanded Faith: At 3rd level, and every 4 levels afterwards, a Cultist learns to expand their studies from the shadows into the divine. At each of these levels, the Cultist may learn one spell from the Cleric list of up to the highest spell level available to them, although they may not choose any spell requireing a material component or XP cost. These spells are usable once per day, as if they were mysteries. 0-level spells are treated as fundamentals. 1st-3rd level spells are treated as apprentice mysteries. 4th-6th level spells are treated as initiate mysteries.
Shadow Guardian (Su): Eventually, the shadows you hide behind show you favor, protecting you and your mind. At 4th level, you gain immunity to all effects that detect your alignment or faith.
At 8th level, you gain immunity to all diseases (supernatural or otherwise).
At 12th level, you gain immunity to poison.
At 16th level, you are continually protected by a deathward effect.
At 20th level, your mind is continually protected by a Mind Blank effect.
Influence Undead: At 5th level, you gain some sway over the undead. A number of times per day equal to the Cultist's charisma modifier, you may make a turning against the undead as if a cleric of the same level. If you would deal enough damage to turn or rebuke the undead, they are dazed for 1 round and can't percieve you for 1 round/level or until you take an offensive action against them. If you would deal enough damage to destroy or control the undead, the durations of these abilities are doubled. Uses of Influence Undead count as uses of Turn/Rebuke undead for the purposes of divine feats and all other feats associated with the turning/rebuking of undead.
Shadow's Call: At 9th level, once per day, you can summon an outsider with up to 1 hit dice/2 levels to your service for 1 hour. You may attempt to summon creature's with more hit dice but for each hit dice added, there is a cumulative 10% chance that the attempt is wasted with no effect. The summoning process takes one minute to complete and provokes attacks of opportunity. The creature summoned must be within one step of your alignment and gains the dark template for the duration of its stay. The summoned creature attacks any who attack you and leaves you and your apparent allies alone if you cannot communicate with it. If you share a language or can communicate telepathically with it, you can command it to undertake different actions on your behalf.
Influence Outsider: At 13th level, your ability to sway the undead can now spreads to a more universal level. You may now use a daily use of Influence Undead to instead influence outsiders, who suffer from the same effects if you should succeed. A single use of Influence Undead cannot be made to affect both an undead and an outsider, you must determine which version of this ability you utilize with each use.
Wings of Faith: At 17th level, you are granted wings of shadowstuff, which take on strange texture between feathery and membranous. While using these wings, you gain a fly speed of 60 feet (average manuverability). You may suppress or release these wings as a swift action.
PLAYING A CULTIST
You are not a Shadowcaster. Where they see the power in opposing extremes, you draw power from the links between those extremes. While your mysteries may be drawn from some of the same power as divine spellcasters, you have warped it beyond recognition. The object of your worship, or at least the source from which you claim your power, may or may not even be aware of your presence, let alone grant you their support. Either way, the power you gather shields you from those who would take it away.
The reasons for a Cultist’s adventures greatly vary. Some do so to gain personal wealth, power, or, perhaps in some limited degree, respect and acceptance by those around them. Others adventure to uphold their beliefs, whatever they may be. Others still travel out of necessity, for without a “stable” cult or cabal to hang onto, remaining in one place remains a tricky proposition.
Almost all Cultists display some degree of religiousness, worshiping their source of power, or at least their perceived source of power. Others adopt this class for a simpler way to manipulate divine power, treating it as just another tool in their repertoire. However, your beliefs are invariably at odds with others, at least at the start. Your beliefs may clash with those of the local populace, the official view of the nation, or even the item of your worship. This is not to say that you won’t find a place where you will fit in, but rather to say that you grew up needing an alternate road to worship. Indeed, in some evil, neutral, and even good towns, Cultists like you are praised as healers and wise men.
You tend to view other divine classes as misguided, but envy them nonetheless. Their ability to walk in the daylight is to be envied, most certainly, but their powers do not protect them as personally as yours protect you. You know, however, that they are likely to view you with anger or distrust, due to your contrary nature. You view other spellcasters as useful allies, able to step in should your personal defenses fail you. You respect, and perhaps have a lot in common with both the warriors in the battlefield and the rogue sneaking amongst the shadows, but you know that they are gifted with far different abilities.
Much like a Cleric, you possess formidable skills on the battlefield, albeit less armored. You are capable of wading into battle and either damaging your foes or controlling the battlefield through the use of your mysteries.
Alas, the most powerful of mysteries are forever outside of your grasps. In return, your shadows have given you personal protection beyond that which other mystery-users such as shadowcaster’s receive, protecting both their bodies and minds.
Maintaining faith in the face of adversity is a daunting task. You must seek out your divine energies through prayer, keep the ideals of your faith alive, and hide your presence all of the while. Unlike Clerics, who can simply pick and choose what spells they want on a daily basis, you are far more restricted in your actions, rarely, if ever, changing what you can do with the powers given to you. As such, the decision to sink or swim rests solely upon your own shoulders.
Mechanically, you should increase both your Wisdom and Charisma as you attain higher levels. Beyond this, focus on feats and skills that enhance your mysteries, combative abilities, or stealth capabilities, as you choose.
DWARVEN CULTIST STARTING PACKAGE Armor: Padded Armor (Speed 20 ft.) Weapons: Light Mace (1d6, crit X2, 4 lb., light, bludgeoning).
Light Crossbow (1d8, crit 19-20/X2, range inc. 80, 4 lb., piercing). Skill Selection: Pick a number of skills equal to 2 + Int modifier
Skill Ranks Ability Armor Check Penalty
Concentration 4 Con —
Hide 4 Dex —
Intimidate 4 Cha —
Move Silently 4 Dex —
Search 4 Int —
Spellcraft 4 Int —
Feat: Improved Initiative Fundamentals Known: Arrow of Dusk (Spell-like, at will) Mysteries Known: Steel Shadows (Spell, 2/day) Gear: Backpack with waterskin, one day’s trail rations, bedroll, sac, flint and steel. 4 torches. Case with 10 crossbow bolts. Gold: 1d4X10 gp.
CULTISTS IN THE WORLD “Bit of an oddball, that one. He claims that he worships the reflection of worship itself, or some such rubbish. How the Nine Hells would that work?”
-Canan Gropsmit, Cleric of Moradin
The power of shadow magic is indeed a frightening, its users perhaps more so. Their powers are strange and alien to most individuals, and can confuse the oldest of sages. At the same time, it is easier to feel both sympathy for their plight and anger at their “false faith” (imagine how a cleric feels when attacked by a Cultist of the same deity). This class adds a whole new dimension to shadow magic, perhaps placing a few emotional ties onto this new form of magic.
When not adventuring, Cultists spend much time in meditation, prayer, and contemplation. The more Intellectual of Cultists often research the mechanics of their newfound power, unwilling to leave anything to faith alone. Aside from these pursuits, Cultists often spend much of their time in seclusion, either to avoid the prying eyes of those who would persecute them or to plot against their enemies. The day-to-day activities, of course, depend on several factors, including the open-mindedness of the community, the force with which local churches resist them, the presence of allied/enemy cults and cabals, and even the presence or absence of good friends.
There is no such thing as a famous cultist. By nature, they work behind the scenes, with others much like them if possible. Most cults are arranged so that even their leaders are faceless parts of a machine, recognized by few and recognizing fewer. In most cases, if a Cultist were to land a position of fame, they would displace it onto another. After all, they prefer to remain anonymous.
Although it is hard to believe, there truly is no famous cultist, thoughout all of history, despite its considerably longer history than “traditional” shadow magic. What is known about are smaller “cults” of evil divine casters, claiming themselves to be cultists. True cults and cabals are rarely discovered.
It is possible for a Cultist to gain notoriety, but they would have to defeat the class’ natural disposition towards anonymity and be willing to fight off the endless string of enemies likely to follow.
By definition, a Cultist is forced into secret worship. Based on their varied (and quite controversial) religious doctrine alone, they are often mistrusted at best and weeded out at worse. Of course, if their particular nature is not revealed, they may be treated neutrally by others, as any other individual of the facade the Cultist works to maintain.
When their true nature is revealed, however, matters become even worse. The concept of a “divine shadow” is considered utter blasphemy by followers of most churches (especially those dedicated to deities of the sun or illumination), but the Cultist remains there all the same. When others dive in even deeper, they see that this divine shadow actually grants the Cultist favor, protecting them from harm. Due to the utter blasphemy of a Cultist’s religious beliefs and powers, most divine casters are unfriendly or even hostile towards them (with the exception of those who worship deities of darkness or shadow). Among arcane casters, the situation does not improve by much, due to the general distrust of shadow magic. A good-hearted Cultist can always hope for sanctuary, but they must put forth effort to ever hope to find one.
Characters with ranks in Knowledge (religion) or Knowledge (the planes) can research Cultists to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs. DC 15: Cultists are heretics who utilize the powers of shadows and darkness. DC 20: The shadows that a Cultist calls upon defend them, body and mind. DC 25: Cultists draw their power from the shadowy reflections of divinity and worship on the Plane of Shadows, the very concept of which is considered blasphemous.
A DC 30 Gather Information or Knowledge (religion) check in a high-magic community, or one in which a god of darkness or night is worshipped, will reveal the existence of Cultists.
A bardic knowledge check and reveal the same information as these sill checks, but in each case the DC is 5 higher than the given value.
CULTISTS IN THE GAME
In an ongoing game, cultists perhaps play out best as enemies. Perhaps only one or a select few cults even exist. Otherwise, perhaps none has ever been discovered before player interference. As they utilize reflections of divinity from the Plane of Shadows, it would not be unreasonable for one or more cults to hide themselves within the plane’s natural shadows
If you have a player with a cultist PC, allow them to show off their versatility. They may be more subtle than others but they possess combative capabilities, along with stealth and spellcasting. As the cultist is not truly superior in any of these three areas, they are only able to shine when given varied situations
While the Cultist’s power comes from the Plane of Shadow, other options exist. It is possible, for instance, to “skip the middle man” of the Plane of Shadows, as it were, gathering extra divine energy directly from the Material Plane. It is also possible for them to gain energy directly from outlawed deities (including any evil deity).
Encounters with Cultists should show the mysterious nature of their magic while trying to establish a sympathize-antagonize relationship with the class as a whole. An encounter with an entire cult can make for an interesting, if deadly, encounter. EL 5: Korena Gondshor was abandoned at and raised in a temple of Pelor as a prodigy. After a midnight encounter with a charming devil, however, she found herself enamored with devilkind as a whole. Over time, her and a few like-minded acolytes were provided with the tools and knowledge to become cultists by more devils. After a violent raid against the temple, the cult retreated into the deep heart of the city, ready to open for “business”. She may be looking for new potential recruits, desecrating a holy sight, or trying to con honest civilians out of their hard-earned pay.
KORENA GONDSHOR CR 5
Female human cultist 5
NE Medium humanoid Init +2; Senses Listen +2, Spot +2 Languages Common, Infernal AC 14, touch 12, flat-footed 12 hp 21 (4 HD) Fort +2, Ref +7, Will +7 Speed 30 ft. (6 squares) Melee +1 Dagger +3 (1d4) Ranged Masterwork Sling +5 (1d4) Base Atk +3 ; Grp +2 Special Actions Patron’s Gift, True Believer, Still Mystery, Extend Mystery, Shadowcast Combat Gearorb of shadow (apprentice 1st), 2 potions of cure light wounds Mysteries Known (CL 5th)
2nd— piercing sight (spell, 2/day)
1st—bend perspective (spell, 2/day), carpet of shadow (spell, 2/day)
0—umbral hand (spell-like, at will) Abilities Str 8, Dex 14, Con 11, Int 13, Wis 15, Cha 14 SQ Trapfinding, Shadow’s Guardian (hidden faith) Feats True Believer, Still Mystery, Extend Mystery, Shadowcast Skills Bluff +6, Intimidate +6, Move Silently +6, Hide +6, Search +9, Spellcraft +9 Possessions combat gear plus +1 dagger, masterwork sling with 20 rocks, +1 padded armor, Cloak of resistance +1, Elixir of Hiding, Elixir of Sneaking.
Last edited by Realms of Chaos : 02-22-2011 at 07:47 PM.
“Shadows are fickle things. You can try to grasp at them or trap them, but you’ll only discover that you’re already ensnared,”
-Beregn Featherfoot, Hollow
It is the philosophy of shadowcasters that everything emerges from shadow, and to shadow all will return. Although the shadowcasters demonstrate the former, drawing strength and power from the shadow, their counterpoint, the individual fed back to the shadow, is often ignored. These rare individuals, tortured by their own decaying existence, gain powers mockingly similar to some of the shadowcaster. While the shadowcaster pull the shadows to themselves, however, this rare breed is forcibly tugged into the darkness. These strange aberrations, pulled ever closer to the darkness, are known collectively as the Hollow.
The transformation of the Hollow is a topic of limited discussion amongst other shadow magic users. The transformation robs them of their memory and identity. In addition, the prolonged exposure to the shadows changes them. The most disturbing aspect of the Hollow is that their connection to the darkness not only tugs on them but eventually pulls on those around them. As the psychological changes usually drive a Hollow to apathy, they are left alone on the whole.
Somewhat ironically, almost all Hollow make the conscious decision to follow that path, simply looking for the tether that ties them to the shadows and following it back towards its origin. Although such an act may come across as insane or suicidal, a simple fact forces some to disregard all reason. Although most shadow-magic users need to study magical theorems for years, the power of the Hollow is almost automatic, learned by pure instinct and accessible to anyone who wishes it.
Many following the path of the Hollow foolishly pursued it under the belief that they could manage the link between them and the shadows and almost all are drawn to its promises of quick and easy power. A few, however, seeking to forget some terrible experience or punish themselves for some great wrong. When these individuals realize that their memories have shed away their memories, they may, in time, become grateful for having pursued the life of a hollow. There are also a few muttered whispers of individuals or entire families who are pulled down the path involuntarily at certain points in their lives.
Making A Hollow
The Hollow is a bit of an enigma. They possess a bit of shadow magic, but not enough to rely on it alone in combat. They possess martial prowess, but this ability continues with almost minimal aid. Furthermore, the Hollow has a bit of a hard time getting along in groups. Their body refuses many bonuses that others would grant them and the pull that the shadows exert upon them actually leeches power from those close by. Furthermore, the Hollow’s personality rarely takes a turn for the better when their metabolism starts shutting down.
The Hollow, to resist the pull of the shadows for as long as possible, fortifies themselves to the utmost of their capabilities. Although it is too late to remove the shadow’s claim to their soul, a Hollow can put up a remarkable fight and delay the transformation for centuries or longer. As such, Hollows build up their fortitude and will.
Few Hollows choose to be leaders of adventuring groups. Deprived of their memory and most of their personality, Hollows are not known for their charisma. Instead, they are more likely to tack themselves onto an existing group or organization, even one much stronger or weaker than itself, because the life of a follower saves the Hollow from the difficult decision of how to live the remainder of their torturous life. Abilities: Although Hollows lack personality, this only serves to accentuate their common sense and pragmatism. Hollows rely heavily on their Wisdom scores, the force that allows them to pull forth mysteries from the shadows and that allows the shadows to siphon off the Hollow’s surroundings with equal force. At the same time, the Hollow is heavily reliant on their Constitution score, which is both integral to their mystery-casting and allows them to resist the punishment that they take casting said mysteries. Races: In truth, there are no real racial demographics for hollows. The entire class is made up of the hopeless, the desperate, and the foolish. Humans, Half-Elves, and Half-Orcs tend to fit these builds more often than other classes. Elves, however, rarely fitting any of those builds, produce the fewest Hollow. A few gnomes and halflings take up this path, but many are loathe to give up their personalities and memories. Dwarves fit an interesting bill. If a dwarf is kicked out of their clan and/or loses all honor, they are about as likely to take up the billing of a hollow as they are to commit suicide. Alignment: A Hollow deals with dark powers often considered evil and subjects those around them to such power as well, but this is not necessarily a hallmark of evil. A Hollow learns mysteries without any special deliberation and subjects those around them to their dark powers because they are not able to suppress those powers. Even so, however, a Hollow needing to earn a living has an easier time finding less savory work, a fact that leads to an almost unconscious adoption of the evil alignment. As far as law and chaos, hollow could rarely care less. They are unusually apathic beings who are neither deterred by laws nor make special effort to disobey such dictates. As such, lawful hollow are rare. Starting Gold: 3d4X10 (75 gp) Starting Age: As rogue
The Hollow Hit Die: d10
Level B.A.B. Fortitude Reflex Will Special Shadowstriding
1 +1 +2 +0 +2 Fundamentals of Shadow, -
Plunge into Darkness,
Moment of Clarity,
2 +2 +3 +0 +3 Pull of Shadows (colors), Bonus -
3 +3 +3 +1 +3 Inured to Hardship (fear), Bonus -
4 +4 +4 +1 +4 Freed of Flesh (hunger), Bonus -
5 +5 +4 +1 +4 Shadowstriding, Bonus +0 feet
6 +6 +5 +2 +5 Pull of Shadows (senses), Apprentice +0 feet
7 +7 +5 +2 +5 Touched by Darkness +0 feet
8 +8 +6 +2 +6 Freed of Flesh (thirst) +10 feet
9 +9 +6 +3 +6 Shadow Strike +10 feet
10 +10 +7 +3 +7 Pull of Shadows (emotions) +10 feet
11 +11 +7 +3 +7 Inured to Hardship (affliction) +20 feet
12 +12 +8 +4 +8 Freed of Flesh (sleep), Initiate +20 feet
13 +13 +8 +4 +8 Felling Blow +20 feet
14 +14 +9 +4 +9 Pull of Shadows (vitality) +30 feet
15 +15 +9 +5 +9 Improved Touched by Darkness +30 feet
16 +16 +10 +5 +10 Freed of Flesh (breath) +30 feet
17 +17 +10 +5 +10 Improved Shadowstriding +40 feet
18 +18 +11 +6 +11 Pull of Shadows (souls) +40 feet
19 +19 +11 +6 +11 Inured to Hardship (darkness) +40 feet
20 +20 +12 +6 +12 Freed of Flesh (age) +50 feet
Class Skills (2 + In modifier per level, x4 at 1st level): Balance, Concentration, Climb, Craft, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival, Swim
Class Features Weapon and Armor Proficiency: You are proficient with simple and martial weapons along with light armor and shields (but not tower shields).
Fundamentals of Shadow: As a Hollow, one must first master the most basic powers afforded to you by their dark connection before delving deeper. These powers, called fundamentals, function as arcane spells. They all have somatic components, armor-based spell failure change, and are subject to interruption (although they do not require material components, foci, or verbal components). Each fundamental can be used once per day. When you use a fundamental, however, the Hollow may elect to take 1 nonlethal damage (or lethal damage, if they are immune to nonlethal damage) when they cast it. If they do, that daily use is not expended, although it is no longer available for 1 minute or until the end of the encounter, whichever comes last. A Hollow begin play with one fundamental and gains an additional fundamental at 2nd level, 3rd level, 4th level, and 5th level. When learning a new fundamental, a Hollow may choose to learn a new a new fundamental instead. When choosing a new fundamental, a Hollow can “relearn” an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + the Hollow’s Wisdom modifier.
At 6th level, a Hollow may use each fundamental twice per day as a spell-like ability. Each use of that ability may be saved or spent in combat as wished.
At 12th level, a Hollow may use each fundamental three times per day as a supernatural ability.
Plunged into Darkness (Ex): A Hollow’s memory and mind are in constant states of atrophy. Although they may develop base patterns, such as likes, dislikes, enemies, friends, goals, and similar personifications, most former training is lost upon them. They lose all ranks in any skills that cannot be used untrained and may distribute these skill points as they see fit. They may not put any further ranks into such skills. In addition, their emptiness rebels against augmentation, making any temporary hit points gained fade at a rate of 5 per round. Furthermore, any effect that grants a Hollow any competence or insight bonus has its duration halved (to a minimum of 1 round, if not already instantaneous).
Furthermore, this transformation forever influences the Hollow, pulling them further and further down the path, whether they like it or not. Whenever a Hollow wants to take a level in any other class, they must make a Will save (DC 15 + 1 per consecutive successful save) or be forced to take a level in Hollow instead.
The mannerisms of a Hollow are invariably a bit different from a normal individual. Anyone who a Hollow talks with for 1 minute is entitled to a dc 15 sense motive check to detect something off about the Hollow’s manner.
Moment of Clarity (Ex): Although the power of shadow normally leeches away at them and their surroundings, a Hollow can occasionally reverse the flow, forcing the shadow to give them a temporary boost of competence and ability. Once per level, as an immediate action, a Hollow may either treat a single d20 roll as a natural 20 or treat all d20 rolls as natural 10s for a number of rounds equal to their wisdom modifier (minimum 1 round). A natural 20 made in this way does not count as an automatic success on a saving throw or attack roll but does threaten a critical hit if the attack hits.
Although beneficial, this power is hard to draw upon. The Hollow takes an amount of nonlethal damage equal to their class level and must pay 100 XP per class level. In addition, the Hollow is dazed for one round after these benefits wear off. If the Hollow is immune to nonlethal damage, they take an equal amount of lethal damage instead.
An unused use of this ability from one level carries onto the next level.
Exude Darkness (Su): One of a Hollow’s first powers is that to conceal themselves in a veil of leeching darkness. To do so, they must take nonlethal damage (or lethal damage, if they are immune to nonlethal damage) equal to their character level and spend a standard action. This creates an area of shadowy illumination within a 5-foot radius of the Hollow that lasts for 1 round. In addition, all other creatures within the area when this ability is used take nonlethal damage equal to the Hollow’s class level.
By instead taking nonlethal damage equal to twice their character level, they may either extend the range to a 10-foot radius, extend the duration to a number of rounds equal to the Hollow’s Wisdom modifier (minimum 1 round), increase the shadowy illumination to darkness, or deal nonlethal damage equal to twice the Hollow’s class level. Only one of these abilities may be utilized with one use.
Pull of Shadows (Su): As a the darkness pulls upon the Hollow, the pull eventually grows to strong to be contained within their body. It spills out, creating a spiritual vacuum of sorts near the Hollow. All of these effects are continuous and cannot be suppressed.
At 2nd level, everything around the Hollow seems dulled in vividness and brightness. All creatures within a 50-foot radius of the Hollow gain a bonus on hide and move silently checks equal to the Hollow’s Wisdom modifier (minimum +1 bonus). In addition, this bonus is also added to any saving throw made against a pattern effect.
At 6th level, all senses seem to dull around the Hollow. All creatures within a 40-foot radius take a penalty on spot and listen checks equal to the Hollow’s Wisdom modifier (minimum –1 penalty). In addition, all targets within range lose low-light vision and have the range of any darkvision or scent halved.
At 10th level, all emotions seem somewhat muddled and blurred. All creatures within a 30-foot radius gain a bonus on all Will saves against fear or compulsion effects equal to the Hollow’s Wisdom modifier (minimum +1 bonus). In addition, all creature within range lose all morale penalties or bonuses for as long as they remain in the area.
At 14th level, all life near the Hollow seems to wane. All creatures within a 20-foot radius take a penalty on Fortitude saves equal to the Hollow’s Wisdom modifier(minimum –1 penalty). In addition, other creatures within range have no chance of stabilizing on their own, unless some ability automatically stabilizes them.
At 18th level, the very essence of everything around the Hollow seems to fade away. As a result of this numbing of the soul, all creatures within a 10-foot radius take a penalty to attack rolls and to their AC equal to the Hollow’s Wisdom modifier (minimum –1 penalty). Furthermore, any other creature slain within range has their soul shredded altogether, unable to be revived except by a true resurrection, wish, or miracle spell.
Inured to Hardship (Ex): As a Hollow proceeds along their doomed path, the shadows steal some of the Hollow's mortality, helping to fortify their bodies and souls
At 3rd level, the Hollow has shed too much of themselves to possess any more fear. They gain immunity to all fear effects.
At 11th level, the Hollow has shed so much of their former selves away that they no longer notice bodily afflictions. They gain immunity to all poison and diseases, supernatural or otherwise.
At 19th level, the Hollow has lost so much that even death olds very little meaning to them. The Hollow gains immunity to death spells, magical death effects, ability damage, ability drain, energy drain, and any negative energy effects.
Freed of Flesh (Ex): As the Hollow's torturous bonds to the darkness strengthen, certain biological needs are ripped forth from their body, an interesting side effect of an altogether unpleasant experience.
At 4th level, the Hollow begins to draw upon the shadows for sustenance, eliminating their own bodily needs. The Hollow no longer needs to eat. They still require drink, however.
At 8th level, the Hollow’s transformation continues, whether they are ready for it or not. The Hollow no longer needs to drink, although they can still gain benefits from ingested potions.
At 12th level, the Hollow is blessed, or perhaps cursed, with perpetual wakefulness. The Hollow no longer needs to sleep and gains immunity to fatigue, exhaustion, and all sleep effects.
At 16th level, the Hollow draws their very last breath. From that point on, the Hollow no longer needs to breathe and gains immunity to inhaled poisons.
At 20th level, the Hollow’s body and soul forever teeters at the brink of oblivion. The Hollow no longer ages, although further bonuses do accrue. This ability does not remove previous penalties for old age. Furthermore, the Hollow does not die when their time is up. On the other hand, when the Hollow truly does die, their body and spirit alike are completely destroyed. As such, only a wish or miracle spell can restore them, and only if the caster succeeds on a DC 30 caster level check.
Shadowstriding (Su): At 5th level, the Hollow’s connection to shadow is greater than their connection to physical space. While in an area of shadowy illumination or darkness, you may spend a full-round action to transport yourself anywhere within range and their line of sight (there is no restriction on the ambient lighting of the destination). The maximum range that can be traveled starts at twice the Hollow’s base land speed and increases by 10 feet every 3 levels afterwards. At the beginning of each encounter, the Hollow recovers 10 feet of movement, up to their maximum. Shadowstriding is taken in 10-foot intervals, rounded up, if necessary.
At 17th level, the Hollow may use their Shadowstriding ability as a move action. In addition, if they use a full-round action to do so instead, the area within a 10-foot radius of their destination is filled with shadowy illumination for 1 round/level, as shadows spill over from the point of origin to the destination.
Mysteries and Paths: Starting at 6th level, a Hollow can call upon the true power of the darkness that they hold, kept in the form of mysteries. They learn one mystery at 6th level and gain one additional mystery every class level. Up to 11th level, a Hollow can learn only apprentice mysteries. At 12th level, the Hollow gains access to initiate mysteries. The Hollow may choose their new mystery from any category they have access to (including fundamentals).
Shadow magic progresses in very specific stages. A Hollow may not “jump ahead” in a path, although they need not complete a path if they do not wish to. Within a category (apprentice or initiate), they can only learn mysteries of a new level if they have learned at least two mysteries of a previous level, and the Hollow must know all previous mysteries within a path to select a mystery from that path. However, a Hollow may always select the first mystery in a path of a category they have access to, even if they didn’t complete the lower category paths.
A Hollow’s mysteries represent a concrete connection between the Hollow and the darkness they allow to consume them. As they progress, however, their connection to the darkness grows stronger, and their mysteries become more ingrained in their essence. When they are capable of casting only apprentice mysteries, they cast them as though they were arcane spells. They all have somatic components, armor-based spell failure change, and are subject to interruption (but they do not require material components, foci, or verbal components). Whenever a Hollow casts a mystery, observers may make a dc 20 spot check to notice that all shadows near the Hollow act peculiarly, commonly being pulled closer to the Hollow.
At 12th level, when the Hollow becomes capable of casting initiate mysteries (whether or not they choose to learn any), their apprentice mysteries become so much a part of them that they now function as spell-like abilities, and they no longer require somatic components. New initiate mysteries (when learned) function as arcane spells and follow the rules above.
A Hollow can learn a mystery more than once. Each time that you relearn a mystery, you gain another set of uses of that mystery per day.
The Hollow may use each mystery they know a certain number of times per day depending on whether it is a spell (once), spell-like ability (two times), or supernatural ability (three times). Whenever a hollow uses a mystery, however, they take nonlethal damage (or lethal damage, if they are immune to nonlethal damage) equal to its spell level + 1. In addition, when they use a mystery, the Hallow may elect to take twice that amount of damage. If they do, that daily use is not expended, although it is no longer available for 1 minute or until the end of the encounter, whichever comes last.
In order to cast a mystery, the Hollow must have a Constitution score of at least 10 + the mystery’s level. The save DC for their mysteries equals 10 + mystery level + their Wis modifier. Although a Hollow does not “cast spells” in the traditional sense, they possess an effective caster level equal to their class level –4.
Touched by Darkness (Ex): At 7th level, a Hollow’s very being is touched by the darkness, altering them irrevocably. They may walk across any surface, ranging from semi-solids to liquids to spider webs, without risk of breaking through (although they may if they wish it). In addition, the Hollow automatically succeeds on any balance check with a DC equal to or less than their class level + 10. Furthermore, the Hollow gains a climb speed equal to their land speed.
Shadow Strike (Ex): At 9th level, whenever a Hollow uses their shadowstride ability, their weapon is coated in shadowstuff for a number of rounds equal to their Wisdom Modifier (minimum 1 round). During this time, the Hollow may strike for nonlethal damage without taking any penalty on their attack roll. In addition, the first successful attack made during this time deals an extra 1d6 nonlethal damage for every 10 feet that the Hollow moved using shadowstriding.
If the Hollow uses shadowstriding while this ability is active, it only counts the distance traveled in the most recent shadowstriding for the purposes of calculating nonlethal damage.
Felling Blow (Ex): At 13th level, the Hollow learns how to follow up their shadowy assaults with deadly blows. Whenever a Hollow knocks an adjacent foe unconscious through nonlethal damage, the Hollow may immediately make a coup de grace attempt against that foe with any melee weapon as a free action.
Improved Touched By Darkness (Ex): At 15th level, the senses of others tend to bend around you, not taking notice of your presence. You cannot be detected by blindsense, blindsight, darkvision, or tremorsense. Creatures relying on such sense treat you as invisible. You can still be detected through sight, sound, scent, low-light vision, and magical forms of detection (other than those that grant a blocked sense). In addition, your emptiness makes you more attuned to the presence of those around you, granting you blindsight out to 60 feet.
Playing a Hollow:
You have finally given into the darkness—the darkness that has pulled at you for all of your life but that you have only recently noticed. You don’t know what to make of it. Every day, your memories, identity, and sense of self seem to grow further and more distant. The darkness is painful, but it also dulls you to the pain of mortal existence. As far as power, you have found some, although it may be of little consolation to you now. The power pulls you closer to the shadows, closer to the pain, and closer to oblivion…but is that really such a bad thing?
The pain of the darkness is dulled by exterior stimuli, such as new tastes, sounds, sights, and the rush of adrenaline in battle. As such, you may take on the life of an adventurer, seeking to ignore the tolls of your power upon your body. Of course, although your memories grow more distant, they are unlikely to fade completely, and so your quests may hinge on tying together loose ends or even around a single half-forgotten name.
Despite most popular opinion, your soul is not truly condemned. Should you seek redemption or truly worship a deity, you may find freedom in the next life, although not in this one. However, the odds are that your apathy keeps you at bay, your lack of concern over the fate of your soul preventing you from seeking help. It is this same apathy that prevents those rare religious hollow from jumping off a cliff to speed up the process.
You tend to retain practical views of people around you. You view other spellcasters as generally more talented but weaker in combat. You know that fighters have your fighting capability but prefer that they let you handle melee combat, lest they get caught in your siphoning shadow. You don’t know how to react towards shadowcasters, the ones who have succeeded where you have failed. Some Hollow are angry towards them, and others just consider it to be a matter of time until they, too, get pulled into the shadows.
You are an interesting combatant, capable of both decent mystery use and martial finesse. You generally either start combat either by trying to get as many creatures into the area of a mystery or by charging (or shadowstriding) into the fray, capturing as many foes as possible within the area of your pull of shadows while getting as many allies as possible out of that aura. Alternately, capture others in your exude darkness ability to damage and disorient them.
If you can, you are fine continuing on with either mysteries or with a weapon (although a shadow strike is preferable). All-in-all, your combat abilities don’t change so much as you level up. It is best to choose what you really want to do and stick with it, rather than trying to become a jack-of-all-trades. Don’t forget, if you really need it, you can fall upon your moment of clarity.
Continuing your development (or perhaps, transformation) as a Hollow requires no effort on your part. In fact, it takes effort to slow down the transformation. Many just let their transformation take its course without the slightest resistance, however.
As you slowly lose both the physiology and mindset typical for those of your race (or for any sane race), you may find it harder to maintain friendships. However, Hollow have precious few friends to begin with, due to their apathy and lack of personality.
Mechanically, you should increase your Wisdom and Constitution scores as you attain levels. Beyond this, focus on feats and skills that enhance your mysteries or martial capabilities.
Human Hollow Starting Package
Armor: Chain Shirt (+4 AC, armor check penalty –2, speed 30 ft., 25 lb.)
Weapon: Longsword (1d8, crit 19-20/x2, 4 lb., one-handed, slashing)
Heavy Crossbow (1d10, crit 19-20/x2, range inc. 120 ft., 8 lb., piercing)
Skill Selection: Pick a number of skills equal to 3 + Int modifier.
Skill Ranks Ability Armor Check Penalty
Concentration 4 Con --
Hide 4 Dex -2
Intimidate 4 Cha --
Listen 4 Wis --
Move Silently 4 Dex -2
Search 4 Int --
Spot 4 Wis --
Feat: Improved Initiative
Bonus Feat (Human): Weapon Focus (Longsword)
Fundamental Known: Arrow of Dusk
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, Hooded lantern, 4 pints of oil, case of 10 bolts.
Gold: 3d4 gp
Hollow In The World “As useful as the poor lad is, he forgets his orders on a daily basis. Then again, that amnesia is the only reason he follows me at all.”
-Memkas Eristead, subhead of assassin’s guild
A Hollow is perhaps one of the most tragic villains that your PCs may face. Many Hollow take no special joy from their power, and the use of their special talents is very taxing upon them. As one who has forgotten almost everything, a party should feel some faint antipathy towards them while success in battle against them should feel somewhat muted. Although everything about the hollow is muted, however, your party can still develop opinions about them. Both as a minion and as a main villain, a Hollow can invoke strong, if hard to place, emotions. As the Hollow is forced to interpret the world around them, let your world (and your PCs) interpret the Hollow as they choose.
As one who has lost so much, many Hollow try to cling onto whatever they can. They have no reason to study shadow magic as theirs comes to them by instinct, but many do so nonetheless for no greater reason than to eat up time. In the same way, many Hollow try to establish basic routines, which may lead to Hollow that obey metabolic needs they have not possessed in months or years.
It is a rather odd Hollow that manages to obtain and maintain notoriety. This is in part due to the Hollow’s near inability to realize the impact of their own actions and in part due to the few famous Hollow forgetting the names they are known by and changing to a new name. It is thought that a couple of Hollow have earned notoriety under tens or hundreds of names for individual quests that the Hollow can’t quite remember. In one relatively famous example, a wanderer named Don Tabellar saved a town from a black dragon two weeks before another wanderer of the same description, named Ralleb Atnod, saved a nearby town from a particularly crazed gibbering mouther. Hollow that come to positions of prominence are all but unheard of and typically fail to leave a lasting impression (or at least an impression that others enjoy remembering).
Views on Hollow vary greatly from person to person. The common association of shadows and darkness with evil leads many to believe that the Hollow’s power is less than savory in source. However, if they learn that Hollow suffer from their own power, they are often looked upon with some degree of sympathy. When the Hollow’s identity isn’t known, common folk look upon them as any warrior, although perhaps one with a memory problem.
When religion is thrown into the matter, the debates truly start. Some clerics believe that Hollow are poor souls who found their power by accident and who somebody should try to save. Others point out that someone must willingly submit to the shadows and thus don’t deserve a thing. As such, clerics and other religious folk range anywhere from friendly to unfriendly toward Hollow, although even those negatively disposed towards them usually consider their curse to be enough of a punishment.
Characters with ranks in Knowledge (arcana) or Knowledge (the planes) can research shadowcasters to learn more about the. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
DC 10: Hollow are individuals tortured by their connection to the plane of shadows.
DC 15: Hollow are able to draw forth some power from their painful link, which manifests itself in the form of shadowy magic.
DC 20: As Hollow grow closer to the plane of shadow, they lose their memories and identities. In addition, they lose their most basic biological needs.
A DC 20 Gather Information or Knowledge (Arcana) check in a very high-magic community will reveal the existence of Hollow.
A bardic knowledge check can reveal the same information as these skill checks, but in each case the DC is 5 higher than the given value.
Hollow In The Game
In an ongoing game, Hollow may be extremely rare, explaining how the PCs have never met one before. Perhaps they are actively recruited as minions without the will to resist. Perhaps most of them travel to the plane of shadows to try to lower its pull upon them.
If you have a player with a Hollow PC, not much needs to be done to support them. They are decent attackers that get decent magic and abilities. Consider not squishing the party into small areas, where everyone will get caught in Hollow’s aura. So long as you give the Hollow a chance to fight (and perhaps a chance for stealth, on occasion), the player should remain pretty happy.
While the Hollow is pulled inexorably towards the plane of shadow, this is done purely for flavor reasons. It is just as reasonable to view the Hollow as being pulled towards darkness, the negative energy plane, an evil god, or an exceptionally powerful fiend. Perhaps the pull is simply a family curse or powerful magical affliction with unforeseen side affects. Perhaps the Hollow uses real darkness rather than shadow to accomplish their goals.
Encounters with Hollow should leave an impression, even if you do not make it clear what that impression should be. An enemy that starts out by exuding shadow and rushing off into combat should make a somewhat memorable foe. If they start hopping from shadow to shadow., the party is unlikely to forget about them any time soon. If the first encounter ends with the Hollow knocking themselves unconscious with strain, the party will be completely bamboozled. EL 5: Grendrik Ironspur was the eldest son in the Goldwell clan before he failed at a major mining attempt, leaving with thousands of gold pieces and returning without two copper pieces to rub together. Grendrick was disowned, thrown out into the streets and left to starve. Poor Grendrick started hoping, praying, for any power that could let him start all over. Where he prayed to gods, however, he ended up giving into shadows. Now, all that he remembers is the name Goldwell, a name that fills him with so much sorrow that he is determined to kill them all.
Male Dwarf Hollow 5
NE Medium humanoid Init +4; Senses darkvision 60 ft.; Listen +11, Spot +11
Languages: Dwarven, Common AC 14, touch 10, flat-footed 14 hp 42 (5 HD) Fort +9, Ref +3, Will +9 Speed 30 ft. (6 squares) Melee +1 +8 longsword (1d8+3/19-20) Base Atk +5; Grp +7 Special Actions moment of clarity, exude darkness, shadowstriding Combat Gearpotion of cure moderate wounds, gem of shadow Mysteries Known (CL 5th)
0-arrow of dusk (spell, 1/day, 1 damage to reserve), caul shadow (spell, 1/day, 1 damage to reserve), mystic reflections (spell, 1/day, 1 damage to reserve), umbral hand (spell, 1/day, 1 damage to reserve), widened eyes (spell, 1/day, 1 damage to reserve Abilities: Str 15, Dex 11, Con 16, Int 10, Wis 17, Cha 8 SQ Plunge into darkness, pull of shadows (color), inured to hardship (fear), freed of flesh (hunger) Feats: Improved Initiative, Blindfighting Skills: Hide +6, Listen +11, Move Silently +6, Spot +11 Possessions: combat gear plus chain shirt, cloak of resistance +2
A cookie and special acknowledgement to whoever can find me a picture for this.
“But my friend, you fail to comprehend just what I have done. The power at my fingertips is incredible, the knowledge I possess is tremendous and the price that I pay for these boons…is acceptable.”
Darius Harper, Eventide Magus
Magic as most people know it, despite its great boons and varied forms, is fairly immutable in form. Every caster risks having their art dispelled, countered, or simply resisted. However, some individuals have discovered shadow magic, a highly morphic form of magic that overcomes these obstacles. Shadowcasters, as most of these individuals are called, have trained for years to gain the same proficiency with shadow magic that wizards gain with the more common variety.
Some wizards, however, have discovered a way to dabble in shadow magic. By dedicating themselves to the special craft as soon as they leave their wizarding college, some wizards have crafted special staves through which they first call forth shadow magic and ingrain it upon their essence.
Through this craft, these unusual arcanists have gained some measure of proficiency with both arcane and shadow magic. Although their power stems from an unstable source, the aptly named Eventide Magi can use this instability to their advantage, either flooding themselves with shadowstuff to grant themselves greater powers or straining their unstable magic further to break even the most basic rules of magic. Adventures: An Eventide Magus adventures to push themselves and their magic further. By growing stronger, they can gain more power magic and can gain greater control over it. This development is a quest to most Eventide Magi in and of itself.
Some Eventide Magus adventure to prove that their magic is just as viable (or moreso) than those that other arcanists prefer. Such Eventide Magi seek to outdo and impress other spellcasters. Characteristics: An Eventide Magus casts both spells and mysteries, allowing them a great deal of versatility. Furthermore, their ability to push beyond their normal limits grants them even more potential. However, almost every spell that an Eventide Magus casts may fail them, making them factor the possibility of failure into everything that they do. The Eventide Magus learns a limited number of spells and mysteries and gets a limited number of uses per day for each one. When arcane magic and mysteries are factored together, however, the Eventide Magus ends up about on par with other arcanists or mystery-users. Alignment: An Eventide Magus comes from an ordered environment but utilizes an overly unpredictable and unreliable power source. Even so, many Eventide Magi are lawful. Similarly, even though the mysteries that an Eventide Magus calls upon are often associated with darkness and evil, Eventide Magi often fails to make any ethical connections regarding their powers. Even so, good Eventide Magi are a bit of a rarity. Religion: An Eventide Magus often worships a god of magic, such as Boccob or Wee Jas. However, some of them instead choose to dedicate themselves to deities associated with shadows or darkness. Even though Eventide Magi no longer need to study in order to expand their power, many still put erudition above religion. Background: Eventide Magi recognize each other as kindred spirits, dedicated to a unique art. Regardless of where they originated from or what their views may be, Eventide Magi have a lot in common with one another. Eventide Magi, more than anything else, see themselves as a subset of former wizardry, sometimes fighting for the right to enter wizard guilds or teach their craft at wizard colleges (through petition, not force). Races: Of all races, humans and half-elves are probably the most common Eventide Magi possessing both the desire for strength and the innovation to discover the proper techniques.
Elves look upon Eventide Magi with a mixed sense of curiosity, acknowledging that the Magi have power but pointing out that focus in one form of magic is generally more successful than dabbling in two varieties.
Gnomes have an interesting tendency to become Eventide Magi, reveling at the chance to break magic’s rules and utilizing the decent store of illusion magic at an Eventide Magi’s disposal.
Dwarves and Half-Orcs rarely become Eventide Magi as they lack the personality (and in the cast of half-orcs, the intellect) to do so. Halflings, due to their nomadic lifestyle, have a hard time staying still long enough to learn the craft properly. Savage Humanoids rarely take up the path. Other Classes: Eventide Magi love having a reliable combatant around, someone who can stand an extra round of combat if a spell or mystery accidentally backfires. Furthermore, they have no qualms about having another, more reliable spellcaster around, although the Magi will often try to outdo them. When around a wizard, the Eventide Magus either declares the wizard to be a rival or does everything in their power to win the wizard’s approval. Acknowledging that there are magical feats beyond even their capabilities (such as healing), Eventide Magi are relieved to have a divine caster around. Role: The Eventide Magi’s role depends on what spells and mysteries they know. They are generally not as offensive as the wizards that they could’ve been, instead using more subtle tactics to aid others in combat. At the end of the day, the Eventide Magi is forced to dedicate themselves to a role by their low number of known abilities, however.
Game Rule Information:
Eventide Magi have the following game statistics. Abilities: Intelligence determines how powerful of a mystery or spell you can cast and how hard those mysteries and spells are to resist. Charisma, however, determines how likely the spell is to be cast properly. With low health and little or no armor, good constitution and dexterity scores go a long way to making a batter Eventide Magus. Alignment: Any Hit Die: d4
The Eventide Magus’ class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Spellcraft (Int), and Use Magic Device (Cha) Skill Points at 1st level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier
All of the following are class features of the Eventide Magus.
Weapon and Armor Proficiency: You are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with your movements, which can cause your spells and mysteries with somatic components to fail
Mysteries and Paths: In addition to the spellcasting ability that you obtain (see below), you can invoke mystical secrets called mysteries. You know two mysteries at 1st level and again one additional mystery every class level. Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. You can choose your mystery from any category you have access to (excluding fundamentals).
Shadow magic progresses in very specific stages. You may not “jump ahead” in a path, although you need not complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least two mysteries of a previous level, and you must know all previous mysteries within a path to select a mystery from that path. As an exception to this rule, you must know three 1st level mysteries in order to learn 2nd level mysteries. However, you can always select the first mystery in a path of a category you have access to, even if you didn’t complete the lower category paths.
Mysteries represent though patterns and formulae so alien that other spells seem simple in comparison. As you progress, your connection to the Plane of Shadow allows your to ingrain your mysteries in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption. Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot check to note that shadows play about your staff (or hands, if you are not using your ebon staff) as you cast the mystery.
When you reach 2nd level, and every level afterwards, you may permanently alter any mystery cast as a spell to be cast as a spell-like ability, any mystery cast as a spell-like ability to be cast as a supernatural ability, or any supernatural ability so that it gets one extra daily use.
In addition, as you progress, your connection to the Plane of Shadow changes in a sense as you grow familiar with your powers and make them harder to resist. When you reach 7th level, at which point you can cast initiate mysteries, you become familiar enough with your apprentice mysteries that their saving throws are changed to 10 + 1/2 class level + Intelligence modifier.
When you reach 13th level and become capable of casting master mysteries, another change occurs. The saving throws for your initiate mysteries are changed to 10 + 1/2 class level + Intelligence modifier. In addition, you gain a +2 bonus on umbral strain checks when casting apprentice mysteries.
Every mystery you know may be used once per day, regardless of whether it is cast as a spell, spell-like ability, or supernatural ability. In addition, you can learn a mystery more than once. Each time you learn a mystery, you may use that mystery one additional time per day. Unlike spellcasters, you don’t get bonus mysteres for a high ability score. Although you do not prepare spells, you must rest for 8 hours and meditate for 30 minutes each day to regain your use of mysteries just as a sorcerer or bard must rest and meditate to regain use of their spell slots. If your staff is within arm’s reach while meditating, you need only meditate for 15 minutes.
In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery’s level. The save DC for your mysteries equals 10 + mystery level + your Int modifier. Your levels in this class count for the purpose of determining your overall caster level.
Spellcasting: In addition to your mysteries, you cast arcane spells which are drawn from the Eventide Magus spell list (see below). You can cast any spell you know without preparing it ahead of time, the way a wizard or a cleric must.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Intelligence modifier.
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Intelligence score.
Your selection of spells is extremely limited. You start play with knowledge of 2 0-level spells and gain one additional spell known every level afterwards. In addition, you can only learn a spell if you already know two spells of the previous spell level.
At 4th level, and at every level afterwards, you may exchange one spell known for another spell of the same spell level.
Unlike a wizard or a cleric, you need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Ebon staff: Your connection to the shadows is purely superficial, the result of an extraplanar bargain. To access your new powers effectively, you are taught how to craft a staff to act as a focus and catalyst. Crafting the staff takes 24 hours and 100 gp in materials. The staff functions as a normal quarterstaff of your size with added supernatural abilities (see below).
If your ebon staff is destroyed, you must attempt a DC 15 Fortitude saving throw. Failure means you lose 200 experience points per Eventide Magus level; success reduced this loss to one-half that amount. However, your experience point total can never go below 0 as te result of an ebon staff’s destruction. A destroyed ebon staff may not be replaced for one month and cannot be repaired by any means.
The Price (Su): As an Eventide Magus, you have a steep price to pay for your abuse of magic. Whenever you casts a mystery or arcane spell gained by virtue of this class, you must roll a DC 12 umbral strain check (d20+charisma modifier). If the check succeeds, the spell or mystery manifests normally. If the check fails, however, the mystery or spell is lost and the you become fatigued. If already fatigued, you instead become exhausted. If already exhausted, the you become stunned for 1 round.
However, so long as you are willing to deal with the consequences, you can press your power even further and ignore normal limitations. You learn new ways to abuse the weave of magic as they level up. Above Limitation: As a full-round action, you can cast a mystery or spell without using a daily use or spell slot. However, doing so increases the DC of the umbral strain check for every spell or mystery cast within the next 24 hours (including that one) by 1. Above Failure: As a full-round action, you can cast a single spell or mystery with no chance of failure, so long as there is a daily use or spell slot remaining. However, doing so fatigues, exhausts, or stuns you as if you had failed your umbral strain check. Above Distraction: Starting at 4th level, as a full-round action, you can cast a single spell or mystery in a way that provokes no attacks of opportunity, ignores all arcane failure from armor or shields used, and bypasses the need for any concentration checks. Doing so increases the DC of the umbral strain check for that spell or mystery by 2. Sureness of Shadows: Starting at 8th level, as a full-round action, you can give up one daily use or spell slot of the highest spell level available to you. In exchange, you gain a stacking +1 bonus on all umbral strain checks made within the next hour. Power of Shadows: Starting at 12th level, as a full-round action, you can increase the caster level or save DC by +2. Doing so raises the DC of the umbral strain check for that spell or mystery by 2. Alternately, you can boost both the caster level and save DC. Doing so increases the DC of the umbral strain check by 5, however. Tenacity of Shadows: Starting at 16th level, as a full-round action, you can cast a spell or mystery in such a way that it overcomes resistances and resists attempts to end it. Such a spell or mystery cannot be countered or dispelled and ignores all spell resistance. In addition, such a spell or mystery may be cast into, but not within, an antimagic zone or dead magic area. Similarly, a spell or mystery originating from outside of the area may pass into the area and continue functioning. A spell or mystery in such an area may persist for up to 3 rounds, after which time it ends as if its duration had run out. Casting a spell or mystery in this way raises the DC of the umbral strain check for that spell or mystery by 10. Beyond Death: Starting at 20th level, if you are slain but your body remains intact, you return back to life at full health and with the dark template 1d4 rounds later. In addition, you return with no constitution damage (or drain) or negative levels. While in this state, the DC of all umbral strain checks and the save DCs of your spells and mysteries increase by 2 each round. If on any round you fail to successfully cast a spell or mystery, you are slain once more. In addition, you can also be slain through damage or death effects as normal. After dying again in such a manner, you may not be revived by any means short of a true resurrection, wish, or miracle spell.
Twilight Revelation (Su): Your true power is that to tap into the vast quantities of dark knowledge that permeate the plane of shadow. To do so, you enter a near trancelike state that extends your senses, increases your defenses against harm, and empowers both your mysteries and spellcasting.
While in this state, you gain low-light vision and add your intelligence bonus (if any) as an insight bonus to all spot and listen checks you make. In addition, you gain Damage Reduction 2/-as the shadows absorb your physical injuries. In addition, whenever you cast a spell or mystery, it is cast as an extraordinary ability (but is affects incorporeal creatures as if a supernatural ability), you gain a +2 bonus on your umbral strain check, and the twilight revelation ends. However, while in such a state, you lose much coordination, taking a –2 penalty on all attack rolls.
A Twilight Revelation lasts up to 1 round/2 levels, although it may be ended prematurely if desired. At the end of a Twilight Revelation, you are dazed for 1 round as you head is left spinning with half-forgotten insights. If you hold your ebon staff while entering a Twilight Revelation, it takes no action to initiate a twilight revelation, although it must be activated during your action. Otherwise, it takes a standard action.
You may use one Twilight Revelation each day at 2nd level and you gain one additional daily use every 4 levels afterwards.
Still Mind (Ex): At 3rd level, you gain a +2 bonus on saving throws against spells and effects from the school of enchantment. A combination of great discipline and mental overlap from the plane of shadow helps you resist effects that alter your mind.
Bonus Feat: At 5th level, and again at 15th level, you gain a bonus feat. The bonus feat must be a metamagic feat, metashadow feat, or item creation feat.
Greater Twilight Revelation (Su): At 9th level, you gain greater insights from the plane of shadow. While in a Twilight Revelation, you can see invisible and ethereal creatures and add your intelligence bonus (if any) as an insight bonus to initiative checks. In addition, your damage reduction increases to 4/-. Lastly, when you cast a spell or mystery, you do not expend a spell slot or daily use.
Slippery Mind (Ex): At 11th level, if you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You only get this one extra chance to succeed on her saving throw.
Supreme Twilight Revelation (Su): At 17th level, you gain masterful insights into the nature of all things. You see the true nature of all creatures as if through a true seeing spell, can no longer be flanked, and automatically succeed on any saving throw allowed against a spell or effect from the illusion school. Furthermore, you add your intelligence bonus (if any) as an insight bonus to your AC and your damage reduction increases to 6/-. Lastly, when you cast a spell or mystery, you may apply a single metamagic or metashadow feat without altering its casting time or spell level and without expending any daily uses of that feat.
Mindblank (Su): At 19th level, the mental overlap between your mind and the plane of shadow blocks out all interference. You are continually affected as if by a mindblank effect.
Ebon staves are supernaturally linked to their owner. Although it remains a normal quarterstaff in most respects, it has been supernaturally treated to gain and grant special abilities. Unlike magic items, an ebon staff is supernatural, meaning that its enchantments cannot be dispelled, although they are suppressed in an antimagic zone.
Class level Hardness Adj. Hit Points Adj. Special
1-2 +1 +5 Stealthy, Dark Catalyst, Midnight Resilience
3-4 +2 +10 Cloak of Shadow
5-6 +3 +15 Darkvision 30 feet
7-8 +4 +20 Call to Master
9-10 +5 +25 Darkvision 60 feet
11-12 +6 +30 Shadow Space
13-14 +7 +35 Darkvision 90 feet
15-16 +8 +40 Scry on Staff
17-18 +9 +45 Telepathy
19-20 +10 +50 Spell Immunity
Ebon staff Ability Descriptions: all ebon staves possess (or impart) abilities depending on their owner’s class level, as shown on the table above. The abilities given on the table are cumulative.
Hardness Adj.: The number noted here is an improvement to the ebon staff’s existing hardness. It represents the unusual toughness of an eventide magus’ staff. Hit Points Adj.: The number noted here is an improvement to the ebon staff’s existing hit points. It represents the incredible resilience of an eventide magus’ staff. Stealthy (Ex): The presence of an ebon staff obscures the features of its owner. While an ebon staff is within arm’s reach, the owner gains the stealthy feat (PHB, page 101). Catalyst (Su): While holding your ebon staff, magical is more easily bent to the will of an ebon staff’s owner. While held within its owner’s hand, an ebon staff lowers the DC of all umbral strain checks by 2. Midnight Resilience (Su): An ebon staff is unusually resilient. It receives saving throws even while unattended as if it were a magic item with a caster level equal to its owner’s class level. In addition, it naturally heals one hit point every night at midnight. Cloak of Shadow (Su): If its owner is 3rd level or higher, an ebon staff allows its owner to submerge himself within darkness. A number of times per day equal to its owner’s charisma modifier, while in an area of shadowy illumination, the owner of an ebon staff may conceal themselves in shadow as an immediate action, granting them a 20% miss chance against a single attack. The ebon staff must be held by its owner in order to utilize this ability. Darkvision (Su): If its owner is 5th level or higher, an ebon staff grants its owner the ability to see through darkness. While holding the ebon staff, its owner gains darkvision out to the indicated distance. Call to Master (Su): One problem that Eventide magi often deal with is the possibility of a stolen ebon staff. It its owner is 7th level or higher, an ebon staff can be called to its owner once per day. If it is not unattended, it teleports to the Eventide magi across any distance (but not across planar boundaries). If it is attended, it is not teleported but its owner learns the general direction it is in (or the fact that it is on another plane) Shadow Space (Su): If the owner is 11th level or higher, an ebon staff can be stored in a pocket of the plane of shadow. Its owner must spend a standard action to do so. After being stored, it can remain in the pocket for any amount of time and can be called back as a swift action. Scry on Staff (Su): If the owner is 15th level or higher, an Eventide magus can scry on his ebon staff 9as if casting the scrying spell) once per day. Telepathy (Su): If the owner is 17th level or higher, the ebon staff grants him the ability to communicate telepathically with any creature within 100 feet that possesses a language. In order to benefit from this telepathy, the ebon staff must be held by its owner. Spell Immunity (Su): It the owner is 19th level or higher, the ebon staff gains immunity to all spells that allow spell resistance, as if they had failed to overcome its spell resistance.
Midnight Magus Spell List:
0: Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand, Message, Prestidigitation, Touch of Fatigue, Silent Portal
1 Comprehend Languages, Disguise Self, Expeditious Retreat, Grease, Identify, Low-Light Vision, Mage Armor, Net of Shadows, Nystul’s Magic Aura, Obscuring Mist, Shield, Silent Image, Ventriloquism, Whelm
2 Blur, Darkness, Darkvision, Detect Thoughts, Fog Cloud, Invisibilty, Lesser Celerity, Minor Image, Mirror Image, See Invisibility, Spider Climb, Wall of Gloom, Whelming Blast, Whispering Wind
3 Arcane Sight, Blacklight, Dispel Magic, Displacement, Gaseous Form, Halt, Hold Person, Inevitable Defeat, Major Image, Nondetection, Shadow Binding, Slow, Suggestion, Tongues,
4: Arcane Eye, Celerity, Dimensional Anchor, Dimension door, Evard’s Black Tentacles, Greater Invisibility, Greater Mirror Image, Mass Whelm, Phantom Battle, Phantasmal Killer, Remove Curse, Scrying, Shadow Conjuration, Shadow Well
5: Break Enchantment, Greater Dimension Door, Hold Monster, Indomitability, Persistant Image, Rary’s Telepathic Bond, Seeming, Sending, Shadow Evocation, Shadow Form, Shadow Hand, Teleport, Waves of Fatigue
6: Analyze Dweomer, Antimagic Field, Greater Dispel Magic, Overwhelm, Legend Lore, Mass Suggestion, Mislead, Permanent Image, Probe Thoughts, Programmed Image, Shadow Walk, Shadowy Grappler, True Seeing, Veil
7: Banishment, Greater Arcane Sight, Greater Scrying, Greater Shadow Conjuration, Greater Teleport, Mass Hold Person, Mass Invisibility, Plane Shift, Project Image, Simulacrum, Solipsism, Spell Turning, Vision, Waves of Exhaustion.
8 Antipathy, Chain Dispel, Demand, Dimensional Lock, Discern Location, Ghostform, Greater Celerity, Greater Shadow Evocation, Maze, Moment of Prescience, Greater Plane Shift, Protection From Spells, Screen, Superior Invisibility
9 Absorption, Black Blade of Disaster, Eye of Power, Foresight, Hindsight, Imprisonment, Magic Miasma, Mass Hold Monster, Mordenkainen’s Disjunction, Replicate Casting, Shades, Sphere of Ultimate Destruction, Time Stop, Weird
Last edited by Realms of Chaos : 11-11-2011 at 10:42 AM.
A cookie and special acknowledgement to whoever can find me a picture for this.
“They who watch the shadows live in shadows”
How does one look at the shadows? Traditionally, there are those that use it and those who fear it. Those who take power from it and those forced to pay their own power to it. Some individuals, however, through extensive mental discipline, have managed to set themselves apart from this order. They have set themselves back to watch the interactions of the shadow and material.
These few individuals have managed a remarkable feat, balancing on the edge of shadow and material, bathing themselves in the energies that cross between the two rather than drawing power from either one directly. These strange individuals, trained to observe instead of interfere, have earned the title of Ephemeral Watcher. Adventures: ephemeral watchers, as a general rule, travel rarely, preferring a life either in a small monastery or in solitude. Some ephemeral watchers do leave, trying to maintain or create some balance. Others envision a new status quo and head out to force their vision upon the world. More still travel out to try to perfect their art. They are generally not greedy for material wealth but they accept their limitations and will not refuse an item that does what they cannot do on their own. Characteristics: The key feature of an ephemeral watcher is that they can fight without armor or weapons. Thanks to their training, they can hold their own in combat using just their body.
Although an ephemeral watcher does not use magic in the traditional sense, they do have a certain magic of their own. This power, emerging as the conflicting energies of the material plane and plane of shadows wash over them, runs in constant flux. They can deny themselves defenses to destroy a weapon used against them or grant themselves great strength by paying an equal price later on. Alignment: Most ephemeral watchers prefer a neutral alignment on the good-evil axis, although good and evil ones are not unheard of. All ephemeral watchers are lawful, due to the discipline needed to keep them separated from the powers they use. Religion: Ephemeral watchers, which try to separate themselves from all outside powers, are rarely pious, as they would never want boons from a deity that they worship. If they do choose to worship a deity, it is simply because the watcher shares that deity’s ideology.
Background: Ephemeral watchers, by necessity, are often chosen at an early age (before they can dedicate themselves to the forces around them). They are raised and trained in large subterranean monasteries called hermitages. This is the only time at which an ephemeral watcher has the full support of others like him. Ephemeral watchers rarely run counter to another and take vows that prevent them from hurting one another but they cannot expect help from other ephemeral watchers. Although ephemeral watchers often feel some kinship with each other, they also believe that it is in their best interests if they do not assist each other (and thus end up acting as the outside forces that they seek to distance themselves from). Races: Due to their vast numbers and metropolitan nature, a good number of humans choose to become ephemeral watchers. Of course, the philosophy behind an ephemeral watcher is intriguing to elves, who often isolate themselves within the forest to begin with. To half-elves and half-orcs who have had to rely on themselves from the very beginning, the philosophy is even more intriguing. To the dwarves, who already have a rigid thought structure and are used to the subterranean isolation found in a hermitage, the path of an ephemeral fist seems completely acceptable, although some dwarves view them as lazy do-nothings that lack conviction. The chaotic minds of gnomes, however, makes them rather poor ephemeral watchers. Halflings are often too mobile in their lifestyle to commit themselves to a hermitage.
Savage humanoids usually lack the stable organization that allows for the formation of hermitages, although certain tribes might transform themselves into gigantic hermitages and nothing else. In addition, many subterranean races stumble across existing hermitages by accident and decide to take us of it in future generations (the ephemeral watchers in charge of a hermitage do not discriminate based on race). Other Classes: As far as classes related to the shadows, ephemeral watchers are probably the most widely accepted. Although they fight in a way that few can identify with (or even make sense of), they feel a special kinship with monks, who’s abilities most closely parallel their own. Either way, an ephemeral watcher usually proves to be an excellent ally, capable of controlling the battlefield nearly as well as a mage. Role: An ephemeral watcher’s role is generally combat control. Their ephemeral strike ability allows them to discourage spellcasting, ranged attacks, and even movement. Meanwhile, their twilight reserve ability allows them to fight longer and travel the battlefield unmolested.
Game Rule Information:
Ephemeral Watchers have the following game statistics Abilities: Wisdom powers many of an ephemeral watcher’s abilities. Dexterity allows you to better defend yourself. With your low hit points, constitution is always a welcomed thing. Alignment: Any Lawful Hit Die: D6
The Ephemeral Watcher’s class skills (and the key ability for each skill) are balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex) Skill points at 1st level: (4 + Int modifier) x 4 Skill points at each additional level: 4 + Int modifier
The following are class features of the Ephemeral Watcher
Weapon and Armor Proficiency: Ephemeral Watchers gain no proficiency with any weapons or armor beyond their own two hands. In fact, your oaths make it difficult for your to use such items.
Ephemeral Oaths: Every ephemeral watcher, in order to gain their power, is conscripted to a small set of oaths, each bearing clear consequences for breaking them. These oaths, rather than being assigned by a teacher or mentor, are simply limitations in their power that they must live with. As long as you are in compliance with all oaths, however, you are of sound mind, gaining a +2 bonus on will saves. Oath of Sufficiency: Ephemeral Watchers each take an oath preventing them from using manufactured weapons or armor. While using either of these, you are sickened until you begin fighting without either. Oath of Shadow: Ephemeral Watchers each take an oath to remain neither in light nor darkness, but in shadow. If you spend twenty-four hours in perpetual exposure to either light or darkness, you become blind until you rest in an area of shadowy illumination for 1 minute. Oath of Brotherhood: An Ephemeral Watcher each take an oath not to attack others who follow the path of indifference. If you attack another ephemeral watcher or witness one being injured, you take a –1 penalty on attack rolls, saving throws, and skill checks for the remainder of the encounter. These penalties stack, up to a maximum of your class level. Oath of the Watcher: Ephemeral Watchers each take an oath to remain impartial in the balance of life and death. If you kill more individuals than your wisdom modifier in a 24-hour period, you become fatigued for the remainder of the day. Oath of Meditation: Ephemeral Watchers each take an oath to meditate each day to maintain their indifference to shadows. If you do not meditate for at least 15 minutes each day, you do not heal naturally until you meditate for a complete hour, at which point natural healing resumes at its normal rate. Oath of Discipline: The Strictest Oath that an Ephemeral Watcher takes is one of mental discipline and dedication. If you multiclass out of Ephemeral Watcher or your alignment shifts from lawful, you irrevocably lose all supernatural class features and can never again take levels in Ephemeral Watcher.
Unarmed Strike: Ephemeral Watchers are highly trained in fighting unarmed, giving you considerable advantages when doing so. At 1st level, you gain Improved Unarmed Strike as a bonus feat. An Ephemeral Watcher’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. There is not such thing as an off-hand attack for an ephemeral watcher striking unarmed. Thus, you may apply your full Strength bonus on damage rolls for all your unarmed strikes.
Usually an Ephemeral Watcher’s unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty on the attack roll. You have the same choice to deal lethal or nonlethal damage while grappling.
Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purposes of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Dust to Dust (Ex): As an Ephemeral Watcher, the first task you learn is how to degrade the bodies of the dead, making them unsuitable for revival and reanimation alike. Doing so takes 1 minute, plus 1 minute for each size category above medium or minus 1 round for each size category smaller than medium, provoking attacks of opportunity each round. If successful, the target cannot be revived via raise dead or reincarnation spells and cannot be reanimated as any corporeal undead.
Armor of Darkness (Su): Starting at 2nd level, you learn how to grab shadows about you and use them to protect you. You add your wisdom modifier to your AC and to all Initiative checks. As a swift action, you may deny yourself this bonus to your AC for 1 round. During this round, any manufactured weapon that strikes you must make a fortitude save (DC 10 + 1/2 class level + Wis modifier) or break after dealing its damage. If wearing medium or heavy armor or if carrying a medium or heavy load, you gain no bonus from this ability past the bonus to your Initiative checks. You do not benefit from the bonus to your AC while helpless.
Ephemeral Strike (Su): Starting at 2nd level, you have learned how to use shadow to strike at foes from far away. Once per encounter, plus once per encounter for every 3 levels above 2nd, you can make an unarmed attack against any creature within 30 feet, except that it must be used to deal nonlethal damage, you do not add your strength modifier to the damage roll, and that it has a 50% chance of damaging incorporeal creatures.
While you have at least one remaining use for an encounter, you threaten all creatures within range and may make attacks of opportunity against them. These attacks of opportunity do not count against your normal attack of opportunity for the round and you may make more than one against one creature in a round, although no more than one per action that they take.
As they are made as regular attacks, it is possible to make several ephemeral strikes in one round if your base attack bonus is high enough or to interchange ephemeral strikes with other attacks.
If not in an encounter, an ephemeral watcher may make one ephemeral strike each minute.
Resist Magic (Su): Starting at 3rd level, you gain a natural resistance against spells and spell-like abilities. You add your charisma modifier (if positive) as a resistance bonus to all saving throws made against spells and spell-like abilities. As a swift action, you may deny yourself this bonus to saving throws for 1 round. During this round, if you unwillingly fail a saving throw against a non-harmless spell or spell-like ability, make a special dispel check (1d20 + Class level) against all magical effects within a 10-foot radius of yourself (DC 11 + caster level).
Twilight Reserve (Su): Starting at 3rd level, you can flood yourself with the energies crossing between the material plane and plane of shadows. While in an encounter, as a swift action, you may grant yourself a number of temporary hit points up to your current hit points. While using your twilight reserve, you ignore difficult terrain while moving. This twilight reserve lasts for 1 round, after which all remaining temporary hit points are lost and you take nonlethal damage equal to the number of temporary hit points you originally gained.
Starting at 7th level, your twilight reserve lasts three rounds. In addition, while using your twilight reserve, you may spend a standard action that does not provoke attacks of opportunity to spend 10 temporary hit points. If you do, you are healed 5 damage.
Starting at 11th level, your twilight reserve lasts five rounds. In addition, while using your twilight reserve, you do not provoke attacks of opportunity for movement as your body becomes less substantial.
Starting at 15th level, your twilight reserve lasts seven rounds. In addition, while using your twilight reserve, you may spend a standard action that does not provoke attacks of opportunity to take 5 damage. If you do, you gain 10 temporary hit points which stack with your twilight reserve and with other uses of this ability. These additional temporary hit points last until your twilight reserve ends.
Starting at 19th level, your twilight reserve lasts nine rounds. In addition, while using your twilight reserve, you and your gear become incorporeal while moving, gaining all associated benefits and penalties.
Your twilight reserve may be used no more than once per encounter. You cannot use your twilight reserve while wearing medium or heavy armor or carrying a medium or heavy load.
Entropic Blow (Ex): Starting at 4th level, you learn how to force items to crumble before your fist, whether or not you meet the prerequisites. As a full-round action, you may make a single unarmed attack that ignores all hardness and damage reduction. This attack cannot be made through your ephemeral strike ability.
Stunning Fist: At 4th level, you gain stunning fist as a bonus feat. For all purposes, you possess a monk level equal to your ephemeral watcher level. You may use this ability with your ephemeral strike ability but doing so lowers the DC by 2.
Greater Ephemeral Strike (Su): Starting at 6th level, your ability to strike from afar is greatly increased. When using your ephemeral strike ability, you ignore all cover and concealment less than complete cover and concealment.
In addition, whenever you would normally by hit by a ranged weapon no more than two size categories larger than yourself, you may expend one of your uses of ephemeral strike to deflect that weapon so that you take no damage from it. You must be aware of the attack and not flat-footed. Deflecting ranged weapons in this way takes no action.
Spurn Magic (Su): Starting at 9th level, your ability to resist magic is greatly increased. Against spells and spell-like abilities that allow saving throws and allow partial effects on a successful save (such as will partial, fortitude partial, and reflex half), you completely avoid all effects on a successful saving throw.
Furthermore, if you are affected by a spell or spell-like ability that does no allow a saving throw, you can make a Will save against the spell’s DC as if it allowed a save (including the bonus of resist magic). If you succeed, you negate the effect of the spell.
Entropic Strike (Ex): Starting at 10th level, you can burst through an enemy’s defenses with a much greater as a standard action, you can make a single unarmed attack that ignores up to one point of hardness or damage reduction/ 2 class levels. This attack cannot be made through your ephemeral strike ability.
Improved Armor of Darkness (Su): Starting at 12th level, your defenses are greatly increased. First of all, while benefiting from your AC bonus from armor of darkness and standing in shadowy illumination, all attacks against you gain a 20% miss chance.
Secondly, while you deny yourself your AC bonus, natural weapons can be shattered as well as teeth crumble, claws shatter, and pseudopods rot. When so damaged by a natural weapon, the creature possessing it must make a fortitude save (DC 10 + 1/2 class level + Wis modifier). If it fails, the creature loses the use of that natural weapon for 24 hours and takes 1 damage/level. A creature deprived of all natural attacks is still capable of making unarmed attacks.
Improved Ephemeral Strike (Su): Starting at 13th level, you learn how to find openings in even the most concrete of techniques. When a target within range of your ephemeral strike successfully casts a spell or spell-like ability defensively or utilizes a supernatural ability, it provokes an attack of opportunity from you (and others, if appropriate). This attack of opportunity must be made using your ephemeral strike ability.
Entropic Assault (Ex): Starting at 16th level, your ability to break through defenses reaches its very pinnacle. Whenever you make an unarmed attack without your ephemeral strike, it ignores up to 1 point of hardness or damage reduction/ 2 levels.
In addition, as a full-round action, you may make a single unarmed strike that ignores all damage reduction or hardness and deals double damage. This attack cannot be made using your ephemeral strike ability.
Mantle of Shadow (Su): Starting at 18th level, you become all but impervious to magic. You are immune to the effects of any spell or spell-like ability that allows spell resistance, as if it had failed to overcome your spell resistance.
Superior Ephemeral Strike (Su): Starting at 20th level, your ability to fight from afar with shadow is unparalleled. All ephemeral strikes are resolved as touch attacks. In addition, the range of your ephemeral strikes is extended to 60 feet. Lastly, ephemeral strike attacks that do not hit do not count against your total for that encounter.
No actual shadow magic here but it seems to fit the flavor well.
Last edited by Realms of Chaos : 03-21-2008 at 01:06 PM.
“I have seen through the shadows to a thousand possible futures. Although they all vary somewhat in the details, they all agree on at least two details. I am going to walk out of this fight victorious. You are not going to walk away at all.”
Pidius Grots, Midnight Seer
If knowledge is power, foresight must truly be next to godliness. After all, for all of their pretenses in divination, clerics only know what is told to them by their deities, the only beings capable of seeing into the future. Or at least, that is what most people would have you believe. Some, however, are born with the gift of foresight. These individuals, rather than relying upon deities, rely on a source that is quite arguably equal in power and reliability, the plane of shadows.
These individuals are often unnoticed by the populace, listed off as local soothsayers. As no one, including themselves, is able to see the seal from which they take their power, many may misjudge their gift as a divine boon or even as a surplus of lucky guesses, intellectual prowess, and deductive reasoning. Despite this abundance of confusion, there is a lesser-known name used for the few that have been identified. These shadowy observers of events yet to come are the Midnight Seers.
Making an Midnight Seer:
The Midnight Seer is a capable caster, if a cautious and controlling one. His abilities are tightly wound into contingent triggers, giving them less freedom over their use. However, you make up for this lack with sheer capability. Although shadow magic is not widely used, shadow magic as innate in nature as yours is practically unheard of. You can use your mysteries even where no magic should exist, if need be.
Unlike many magic users, your choice of mysteries is of very little impact to you. Every night, your seal of shadow provides you with mysteries to help you deal with the upcoming day. This is the lowest but most vital extent of your precognitive powers. What is really important, however, is your choice of dark glyphs, a choice you make entirely sub-consciously.
If you don’t have control over your surroundings, some part of you wants to obtain that power. As someone who always feels prepared for everything, it is hard for you to be in a situation where you can’t influence the outcome. To better coordinate large numbers of people, Midnight Seers often make plays at becoming the leader of adventuring groups, or at least to become an advisor to the leader. Abilities: Although you inevitably obtain a certain amount of knowledge from your studies, most of your talents are purely intuitive, relying on wisdom. Of course, if you expect to be in the battlefield, foresight of an attack does little without the dexterity to dodge it. Races: Of all races, the most common Midnight Seers are Illumians, perhaps due to a combination of their innate link to the plane of shadows and their extreme paranoia. Other races also become Midnight Seers with great ease. Human, Half-Elf, and Elven Midnight seers have drawn the most attention to themselves, acting as wandering oracles. However, Dwarven, Gnomish, and Halfling midnight seers have been known to act as important advisors. Half-Orc midnight seers, although usually choosing to sequester themselves in the wilderness, have also garnered a surprising amount of fame. In other savage races, the presence of midnight seers is rare but noticeable. Alignment: Although the midnight seer deals with powers that many associate with evil, many midnight seers go through their entire career without noticing this or having others comment upon this fact.
Furthermore, although the Midnight Seer’s powers are purely instinctual, many tend to plan things out and be more organized than most other individuals.
As such, midnight seers have no predisposition towards any given alignment. Starting Gold: 3d4x10 (75 gp) Starting Age: As Rogue
Class Skills: (4+ Int modifier, x4 at 1st level): Appraise, Concentration, Craft, Decipher Script, Gather Information, Knowledge (all skills, taken individually), Listen, Profession, Sense Motive, Spot, Use Magic Device
Class Features: Your class features represent a growing mastery of your precognitive abilities and your closer connection to your seal of shadow.
Weapon and Armor Proficiency: A midnight seer gains proficiency with all simple weapons and with light armor, but not with shields.
Seal of Shadow: An Midnight Seer is bestowed with but a single gift, a seal to grant them powers of shadow. Through this seal, the Midnight Seer gains both shadow magic and near precognition, allowing the Midnight Seer to expect the unexpected. The seal itself takes up 1-square foot of flesh and is completely invisible. Creatures casting detect magic, see invisibility, or similar spells or abilities may not see the seal, although one using the true sight spell or an equally powerful effect does (assuming that it is not covered with clothing).
At the beginning of each day, you may select up to two mysteries + one mystery/class level. You may only select mystery’s of 2nd level or higher if you also select at least 4 mysteries of the next lowest level as well as every previous mystery from the same path. You may select new mysteries on a daily basis. Mysteries gained in this way remain in your mind for 24 hours.
At 1st level, and every level afterwards, you learn a single dark glyph, which is integrated into your seal of shadow. Each dark glyph is a precognitive pathway that acts as a contingent trigger for your mysteries. Whenever the condition of a dark glyph you possess is triggered, you may cast any mystery you know as an immediate action. Thereafter, that dark glyph may not be triggered again for 1d4+1 rounds and that mystery is set to that dark glyph for 24 hours. During this period, only that one mystery may be used when that dark trigger is activated (but see Dual Shadow, below). Whenever a dark glyph is used to cast a mystery in this way, it is cast as an extraordinary ability. Unlike other extraordinary abilities, such mysteries have a 50% chance of affecting incorporeal targets. However, the process fatigues the Midnight Seer, or exhausts them if they are not already fatigued. These conditions persist until the end of the encounter. For each time you use this ability while you are exhausted, you remain fatigued for one hour after the encounter (unless you were exhausted before the encounter began).
Alternately, any mystery not already set to a dark glyph may be cast as a supernatural ability. However, willfully drawing forth shadow magic is difficult. Doing so takes a full-round action that provokes attacks of opportunity. In addition, this may only be done twice per encounter, or once every 5 rounds if not in an encounter.
Although you do not prepare spells, you must rest 8 hours and spend 15 minutes in self-reflection in order to regain your mysteries each day.
In order to cast a mystery, you must have a Wisdom score of at least 10 + the mystery’s level. The save DC for your mysteries equals 10 + mystery level + your Wisdom modifier. Even though as a Midnight Seer you do not “cast spells” in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.
Sight In Shadows: Although several class abilities possess the potential to blind you, this blindness is unusual in some aspects. Instead of resulting from damaged or disabled senses, this blindness occurs as you tune your sense of sight to another place and time. As such, creatures normally immune to blindness may be blinded by their own class abilities, although they are protected against other forms of magic as normal.
Lore (Ex): an Midnight Seer picks up whatever knowledge they can from tomes, oracles, and every other imaginable source. He may make a special Lore check with a bonus equal to his Midnight Seer level + his intelligence modifier to see whether he knows some relevant information about local notable persons, legendary items, or noteworthy places. (If the Midnight Seer has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check). levels in Midnight Seer, Loremaster, and Bard stack for the purposes of determining bardic knowledge and lore.
[CODEDC Type of Knowledge
10 Common, known by at least a substantial minority of the local population
20 Uncommon but available, known by only a few people in the area
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.[/code]
A successful Apocryphal Lore check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or 20 on this check; this sort of knowledge is essentially random. The DM can determine the Difficulty Class of the check by referring to the table above.
Minor Visions (Su): Starting at 2nd level, you can call forth minor visions of the future. Once per day per class level, you may predict the health or illness, luck or misfortune, safety or danger, or prosperity or poverty of a single individual with no more than 1 HD/4 levels (minimum 1 HD). This effect sees up to one year in the future. The future predicted may be changed if precautions are taken to do so. The chances of receiving a true answer are equal to 70% + 1%/class level (maximum 90%).
Alternately, when you use this ability, you may look for omens and portents that others dismiss as part of the scenery. While using the ability in this way, you may use your ranks in spot in place of your ranks in any knowledge skill in which you possess at least 1 rank.
Upon using either version of this ability, you become blinded for 1 round.
Uncanny Dodge (Ex): Starting at 2nd level, you gain the ability to react to danger before your senses would normally allow him to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose his Dexterity bonus to AC is immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead.
Quick Preparations (Ex): Starting at 3rd level, preparing for the future is second nature to you, requiring little time or effort. You may ready a full-round action as a standard action, a standard action as a move action, or a move action as a swift action. Whenever you prepare an action in this way, you lose access to a dark glyph of your choice for 24 hours. If a mystery is already set to that dark glyph, you lose access to that mystery as a result.
Uncertain Fate (Su): Starting at 4th level, you can defy the fickle finger of fate, allowing you to accomplish the unlikely and survive the lethal. As an immediate action, you may surrender the use of all of your dark glyphs for 1d4+1 rounds to reroll a single attack roll, saving throw, or skill check or to force another creature to reroll their attack roll, saving throw, or skill check. This ability may be used after success or failure is declared but before consequences of success or failure are determined.
Dark Cascade (Su): Starting at 5th level, you can allow multiple dark glyphs to trigger in quick succession. The first dark glyph that is triggered in any given round requires no action to do so, allowing you to activate a second one as an immediate action. After using a dark glyph in this way, you must wait 2d4+2 rounds before you may use that glyph again.
At 9th level, the first two dark glyphs you trigger require no action. At 13th level, this extends to the first three dark glyphs you trigger. At 17th level, this extends to the first four dark glyphs you trigger.
Read Omens (Su): Starting at 6th level, by looking for omens in the world around you, you can predict the future as a full-round action. You learn whether an action will bring about good results, bad results, good and bad results, or neither, as the Augury spell. The first time that you use this ability in a day, there is a 95% chance of receiving a true answer. Every time afterwards, the percentage drops by 10%. At the start of the new day, however, the chance is restored to 95%.
Whenever you use this ability, you must give up access to a single dark glyph for 24 hours, thereby losing access to any mystery already set to it. In addition, whenever you use this ability, you are blinded for 1 minute.
Dual Shadow (Su): Starting at 7th level, you can contribute more energy to your dark glyphs. Whenever a dark glyph with a single mystery set to it is triggered, you may either cast that mystery or cast a second mystery of your choice instead, setting that mystery to it as well. For the next 24 hours after doing so, whenever the dark glyph is activated, you may cast either of the two mysteries set to it.
Improved Uncanny Dodge (Ex): At 8th level, you can no longer be flanked; you can react to opponents of opposite sides of you as easily as you can react to a single attacker. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have Midnight Seer levels.
If you already had uncanny dodge (see above) from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you.
Unravel Truth (Su): Starting at 10th level, you unravel lies in the world around you, allowing you to see everything as it truly is, albeit with a shadowy twist. You are affected by a perpetual Truth Revealed Mystery. Whenever a creature successfully makes a saving throw against the effect, you are blinded for 1d4 rounds and lose this ability for one hour thereafter.
Uncanny Preparations (Ex): Starting at 11th level, you can prepare yourself for the future with ease. Whenever you ready an action, you may select a number of triggers to allow that action up to your Intelligence modifier.
Fate Undetermined (Ex): Starting at 12th level, your being is obscured by shadow, preventing others from sealing your fate. Whenever an attack would lower you from at least 1 hit point to –10 hit points, you are instead lowered to –9 hit points and are stabilized.
Furthermore, you are no longer at risk for death from massive damage, although a large amount of damage may still slay you.
Prophetic Vision (Su): Starting at 14th level, you’re senses let you interpret the far future from omens and portents in the present. As a full-round action, you may peer into the far future to gain advice, as the divination spell. In addition, as you use this ability, you may give up the use of up to 4 dark glyphs (losing access to all mysteries set to them) for 24 hours. The chances of you receiving a meaningful answer from this ability are 50% + 10%/dark glyph lost. When you use this ability, you become fatigued for 24 hours. If you are already fatigued, you become exhausted for 24 hours. This fatigue and exhaustion can only be cured by rest. If you are exhausted, you may not use this ability. In addition, whenever you use this ability, you are rendered blind for 10 minutes.
Seek Beyond Distance (Su): Starting at 15th level, you can see beyond the greatest of distances. You may use the mystery Far Sight at will (caster level equals Midnight Seer level), except that it takes 10 minutes to start the mystery. While using this ability, you are rendered blinded. If someone succeeds on a saving throw to negate the effect of the Truth Revealed aspect of this ability, this ability instantly ends, you are dazed for 1d4 rounds and lose this ability for one hour thereafter.
Omnipotent Glyph (Su): Starting at 16th level, you may elect a single dark glyph at the beginning of each day to serve as your omniscience glyph. Whenever the omniscience glyph is triggered, you may cast any mystery you know without the mystery becoming set to it. In addition, after use, you need only wait 1d4 rounds before it becomes available once more.
Shadow Beyond Truth (Su): Starting at 18th level, you have peered beyond the supposed truths of reality to see the absolute power of shadow in everything. This knowledge protects you from harm that from your perspective isn’t truly there. Whenever you are affected by a spell, spell-like ability, or mystery without the shadow subschool, it gains the shadow subschool and it allows a will save from you in addition to any other saving throws it allows (even if the ability normally doesn’t allow for will saves or normally requires an additional will save). If this will save is successful, the spell, spell-like ability, or mystery deals only 10%/spell level of any damage it would normally deal. If the spell, spell-like ability, or mystery does not deal damage, it instead only has a 10% chance/spell level of affecting you.
Prepared for Everything (Ex): Starting at 19th level, you are truly prepared for everything. Whenever you ready an action, you need not designate the exact action that you ready. If the readied action is triggered, you may make any action of the appropriate type (standard, move, full-round).
Inscrutable Future (Su): At 20th level, your future is revealed before you, a tapestry of ever-changing possibility. No spell or ability may predict your future. Spells such as augury or divination do not take you into account and even the portfolio sense of deities cannot predict your actions until you are actually performing them. This does not prevent you from using similar powers, however.
More impressively, you can truly see a short time into the future. Once per encounter, you may cast Reflections of Things To Come, except that its duration is lowered to 5 rounds. If it is discharged during this time, you may not cast it again for one hour.
Dark glyph List:
Glyph of Wounds Inflicted: Condition: When you are dealt lethal damage by a manufactured weapon or natural attack.
Glyph of Arcana Inflicted:
Condition: Whenever you are dealt lethal damage by a spell or mystery.
Glyph of Wounds Inflicting:
Condition: When you deal an opponent lethal damage with a manufactured weapon or natural attack.
Glyph of Arcana Inflicting:
Condition: Whenever you deal an opponent lethal damage with a spell or mystery.
Glyph of Wounds Subduing:
Condition: Whenever you deal or are dealt nonlethal damage from any source.
Glyph of Glyphs:
Condition: Whenever another glyph is activated. Note: Whenever this glyph is utilized, you are dazed for 1 round.
Glyph of Contact:
Condition: you make a successful tough attack against a creature. Note: if the mystery has a range of touch and the damaged foe is the target, you automatically hit with the mystery
Glyph of Air:
Condition: you fall 10 or more feet or fly 10 or more feet. Note: if you fall exactly 10 feet, the mystery is triggered before falling damage is calculated.
Glyph of Fear:
Condition: Are successfully targeted by a fear effect, are successfully intimidated, or succeed at intimidating another.
Glyph of Melee Avoidance:
Condition: A melee attack you are aware of misses you.
Glyph of Ranged Avoidance:
Condition: A ranged attack you are aware of misses you.
Glyph of Cowardice:
Condition: Use run or withdraw actions
Glyph of Courage:
Condition: completely resist the effects of a fear effect, are unsuccessfully intimidated, or use a charge action.
Glyph of Openings:
Condition: attack a flanked foe.
Glyph of Tactics Successful:
Condition: successfully trip, feint, or disarm an opponent.
Glyph of Tactics Failed:
Condition: fail at tripping, feinting, or disarming an opponent.
Glyph of Desperation:
Condition: knocked below 0 hit points. Note: If an effect would trigger this mystery, the mystery triggers before you actually suffer the hit point loss.
Glyph of Concentration:
Condition: spend full-round action concentrating.
Glyph of Health
Condition: are magically healed one or more hit points.
Glyph of Close Confrontation:
Condition: when you enter an opponent’s square, bulrush an opponent, or an opponent bulrushes you.
Glyph of Opportunity:
Condition: you make an attack of opportunity against a foe or have one made against you.
Glyph of Preparation:
Condition: whenever you use a readied action.
Glyph of Teamwork:
Condition: successfully use aid another.
Glyph of Defense:
Condition: use total defense action.
Glyph of Patience:
Condition: use delay action
Glyph of Miracles:
Condition: roll natural 20 on any attack roll, skill check, or saving throw.
Glyph of Blunders:
Condition: roll natural 1 on any attack roll, skill check, or saving throw
Glyph of Pacifism:
Condition: improve a creature’s attitude towards you through a diplomacy check.
Glyph of Slaughter:
Condition: witness an opponent within 60 feet of you be slain.
Glyph of Vengeance:
Condition: witness an ally within 60 feet of you be slain. Note: does not include self.
Glyph of Shadow:
Condition: move into or through an area of shadowy illumination (at least 5 feet).
Glyph of Ensnaring:
Condition: are grappled, entangled, or immobilized.
Glyph of Water:
Condition: enter body of water or other liquid at least 10 feet deep.
Glyph of Mind
Condition: fail a saving throw against a mind-affecting effect Note: the mystery is cast after the mind-affecting effect is cast but before it can effect you, allowing you to dispel it with this glyph.
Glyph of Death
Condition: fail a saving throw against a death effect or any effect that deals ability damage, ability drain, or energy drain.
Glyph of Misfortune
Condition: trigger a mechanical or magical trap. Note: If someone else activates a trap and you are damaged in the crossfire, this dark glyph does not trigger.
Glyph of Arcane Response
Condition: recognize an arcane spell as it is being cast (using the spellcraft skill).
Glyph of Lore:
Condition: gain maximum possible knowledge about creature using appropriate knowledge skill for its type.
Note: for creatures that do not give lists of knowledge according to skill checks, assume that the DC is 15 or 10 + 1/2 creature’s HD, whichever is higher.
Glyph of Persistence:
Condition: you miss on an attack roll or your opponent successfully saves against one of your spells or mysteries.
Glyph of Arcane Resistance
Condition: you make a successful saving throw against an enemy’s spell or mystery.
Last edited by Realms of Chaos : 04-26-2009 at 10:09 AM.
Fundamentals: Question Shadow: ask an individual’s shadow one yes or no question. Squelch Light: end light effects in the area or fill a small area with darkness. Unbidden Strike: set up a weapon to attach any who gets near. Arcane Familiarity: learn aura and duration of magical effects on your person. Darkened Eyes: gain trapfinding ability. Deepen Slumber: place creature into deeper state of sleep. Ebon Renewal: Refresh one creature of its need to drink but possibly sicken them Ensnaring Shade: One large or smaller target in shadowy illumination must make reflex save or be immobilized for 1 round. Haunting Tune: Tune deals 1d4 sonic damage to a close target but may fascinate them and adjacent creatures for 1 round. Shadow Weaponry: You gain proficiency with one martial weapon for 1 hour/level but all damage it deals is nonlethal. Skeleton Key: Create a key to open one lock and lock it while it is being unlocked. Unnatural Life: you are healed 1 health. Shadowy Touch: channel negative energy through your touch Shadowstep: walk unbound for 1 round. Ghostly Blade: Create a small blade of force. Tools of the Trade: create a small, nonmagical item Midnight Veil: gain bonus on saving throws Olden Tales: gain bonus on knowledge checks Shadow Vigor: grant the target temporary hit points Sustained Stride: grant the target the ability to move without tiring. Trick of the Light: perform a minor, shadowy illusion. Withdraw Thought: Ruin Parchment or lower a creature's intelligence
Apprentice Path Mysteries:
Winding Trail 1 Shadow’s Path: Create a path that only you can see and teleport back along. 2 Shadow Layout: Gain information on your surroundings from the shadows. 3 Path of Woe: Rearrange surrounding area in a variety of ways.
Toppled Arcana 1 Arcane Fumes: Light combustibles on fire, possibly blinding or nauseating foes. 2 Sever Link: Reduce the power of a magical beast or remove a construct or undead from the control of others. 3 Dark Dampening: Either empower the next mystery cast or weaken he next spell cast.
Dark Snare 1 Sudden Pit: Create a pit that will open when walked into. 2 Shadow Spikes: Cause spikes to grow from floor, wall, or creature. 3 Shadow’s Venom: Create a small amount of poison.
Darkest Dawn 1 Revise Vista: Subtly warp area to grant your allies an advantage and your enemies a disadvantage. 2 Dayspring Tranquility: All within area get bonus to ac. Create area of sanctuary that harms those who attack. 3 Morning mist: Create fog that wakes up and refreshes all allies in the area and deals cold damage to all enemies in the area.
Twilight Studies 1 Forgotten Text: Make text unreadable to all but select few. Decipher Script check gives another message. 2 Tome of Night: Create tome of shadow to either imitate a fundamental or grant bonus on skill check. 3 Shadow Homunculus: Create shadowy servitor to serve you, almost like unseen servant does.
Sepulcher Survival 1 Crush Oubliette: gain bonus to strength checks made to break items. 2 Glimpse Secret: Detect Location of Secret Doors or Detect a lie. 3 Rescind Peril: Traps within area cannot activate for 1 round/level
Ebon Alluvium 1 Umbral Sludge: grease effect that sickens and moves. 2 Extract Slime: slay dying creature to make dangerous spreading ooze around them. 3 Summon Ooze: Summon Ooze based on caster level.
Hollow Facade 1 Shattering Image: Create image that damages those who disbelieve. 2 Visage of Falsehood: Create glamer that aids in bluffing and cause fear in those who don’t believe you. 3 Dark Phantom: Create shadow illusion that overwhelms the target’s mind.
Darkland Walker 1 Dimmed Walker: unintelligent undead detect you as undead and you gain deathwatch ability. 2 Wave of Emptiness: Renders target unable to see life. Attacking the creature deals extra damage. 3 Land of Darkness: Create area that deals negative energy damage each round.
Shadow Puppetry 1 Puppet Strings: Make ranged grapple check each round. 2 Tugging Shadows: Immobilize and move about one creature. 3 Dark Silhouette: Summon one or more shadowy creatures
False Faces: 1 False Form: disguise your form with deceptive shadows. 2 Cursed Visage: curse a target through their face. 3 Faceless Shadow: destroy one target's face altogether.
Waking Nightmares: 1 Turbulent Dreams: one target is put to sleep. 2 Stuff of Nightmares: summon one otherworldly creature to fight on your behalf. 3 Dark Will: Make your target sleepy and suggestible.
Voice from Beyond 1 Voices from Nowhere: as ventriloquism, except with sound emanating from several locations. 2 Beguiling Voice: control the actions of one individual. 3 Curse of Silence: mute and deafen 1 target.
Shaded Flame 1 Cursed Flame: damage one foe and ruin their reflexes. 2 Frigid Smoke: create a cloud of frozen air. 3 Invisible Pyre: creates an invisible trap of fire and shadows.
Out of Mind 1 Drain Awareness: steal one target's awareness of their surroundings possibly without them even realizing it. 2 Living Ghost: erases all memories of yourself from one target's memory. 3 Without a Trace: disappear even from magical sight.
Shadow’s Whispers 1 Detect Life: detect nearby sources of light. 2 Darkened Lore: gain a quick flash of insight. 3 Pry the Truth: pry the truth out of the living or the dead.
Umbral Charm 1 Armor of Lies: protect yourself through mistruths. 2 Umbral Authority: use your authority to scare and intimidate. 3 Shadow’s Appeal: temporarily beguile your foes.
Initiate Path Mysteries
One with Shadow 4 Shadow Vivisection: damage a target’s dexterity and daze them. 5 Shadow Form: become invisible in darkness and pass through thin barriers. 6 Shadow Merge: merge yourself with a target’s shadow.
Dark Relic 4 Shadow Weaponry: empower a weapon and allow it to overcome most defenses. 5 Shadows Passing: teleport objects around as you desire. 6 Passage of Shadows: attempt to force a creature through a solid object.
Ebon Contingency 4 Ensnaring Aura: prevent creatures from leaving a certain area. 5 Destructive Ward: damage anyone who touches an object or passes through a portal. 6 Antimagic Burst: create a burst of antimagic to activate whenever a magic aura comes nearby.
Midnight Savagery 4 Torment Nature: Torment the minds of animals and possibly other beings. 5 Primal Surge: temporarily boost one or all of a target's physical abilities. 6 Beast Within: gain bite and claw attacks, a pounce attack, and a fear-inspiring coup de grace.
Twilight Conspiracy 4 Insidious Paranoia: creatures in the area suffer from distracting paranoia. 5 Ubiquitous Shadow: create telepathic and sensory link between targets. Damage also crosses the link. 6 Dark Insinuation: Instill a suggestion in the target to be triggered later on.
Grim Reminder 4 Insert Memory: Insert a favorable memory of you into a target's memory. 5 Fog of Memory: Thin fog acts as mindfog but allows creatures to hide within it. 6 Manipulate Memory: as modify memory, except modifying a longer stretch of memory.
Voice of Night 4 Call to Twilight: Contact any individual. 5 Contact Night: Ask questions of the night. 6 Midnight Scream: Create a destructive wave of sound within an area, leaving only silence.
Nightmarish Domain 4 Nightmarish Mist: dark mist causes escalating fear in your foes. 5 Phantasmal Refuge: Create safe place for creatures to rest and heal quickly. 6 Unearthly Marsh: Create marsh that deals acid damage, unleashes hallucinogenic poison, and creates illusions.
Boundless Void 4 Pulled Up: All creatures within an area are pulled upwards as they are grappled by the air itself, only to be dropped when they break free. 5 Black Skies: A large area of shadowy illumination is produced. creatures may hide in the shadows and senses are slowly dulled. 6 Falling Sky: Increased air pressure may nauseate foes, creates difficult terrain, and deals sonic damage. Flying in area is impossible.
Midnight Secret 4 Forgotten Secret: Render one target immune to divination or make one fact harder to discover. 5 Haunting Secret: Confuse or shaken foes with terrible secrets as your mind fortifies itself. When the mystery fades, one final secret is left for you. 6 Unearth Secrets: Learn the answer to one question about an object, question, or person you are familiar with.
Shadow’s Shield 4 Dark Resilience: gain resistance towards whatever energy afflicts you. 5 Blade Denied: resist and combat against mundane attacks. 6 Umbral Immunity: use the shadows to gain temporary immunity to various effects.
Darkened Wards 4 Shadow Fortification: create a magical fortification in your surroundings. 5 Wall of Darkness: create an unbreakable barrier. 6 Dark aura: create an aura of fear to repel your enemies.
Infinite Eyes 4 Shadow Awareness: gain uncanny dodge and awareness of nearby creatures. 5 Insidious Paranoia: read the thoughts of those who wander too close. 6 Contingent Shadow: cast 1 mystery as an immediate action.
Twisted Mockery 4 Warp Body: warp one creature for the better and the worst. 5 Walking Dead: animate the dead. 6 Twisted Summons: summon one creature and warp it into other creatures.
Twilight Lore 4 Answers Unbidden: the next time you fail at a task, shadow gives you a helping hand. 5 Ebon Premonition: predict whether you will accomplish your goal. 6 Spun into Myth: use shadow to discover old legends.
Umbral Mass 4 Mass of Shadows: make the target nimble and lithe. 5 Shadow Alteration: turn the target into a creature of darkness. 6 Dark Transformation: transform yourself into another creature.
Dark Journey 4 Shadow’s Release: move unimpeded. 5 Shadow Flight: you can fly about and leave a path of dimness as you go. 6 Awaited Destination: learn your way to your destination.
Call to Darkness 7 Awake Shadows: Create an aura of semi-real shadows to immobilize and damage foes. 8 Call Nightwing: Summon a nightwing to fight for you. 9 Freezing Rift: Create a portal to the plane of shadows that is surrounded by an area of extreme cold.
Castle of Darkness 7 Shadow Sanctum: Create a small area to call your sanctum 8 Shadow Guardians: Create a small number of illusory guards 9 Umbral Citadel: Creates a castle according to your specifications.
Ancient Ward 7 Symbol of Whelming: Create a symbol that can knock out foes. 8 Create Mystery Turret: Create a small but powerful trap. 9 Ward of Reflection: Make a less powerful but resilient copy of a foe.
Eventide Battleground 7 Control Battlefield: greatly aid all allies and hinder all enemies in a large area. 8 Forgotten Battleground: battlefield empowers undead, creates weaponry, and creates uneasiness. 9 Ebon Battlefield: take others into extradimensional battlefield of shadow.
Darkness Undying 7 Deathless One: damage alone cannot kill or knock unconscious one target for 3 rounds. 8 False Invigoration: you gain 100 temporary hit points but lose 5 hit points each round. 9 Dark Revival: Revive one target temporarily, possibly permanently.
Eternal Servitude 7 Unshakable Quest: As quest, except harder to dispel, harder to give up, and shorter casting time. 8 Oppressive Bindings: Slowly take away a creature's ability to fight you. 9 Neverending Service: As quest, except of indefinite duration. One completed quest leads to a new one.
Dark Wasting 7 Pools of Entropy: Create one pool of poison or acid/2 levels. Fumes may nauseate nearby creatures. 8 Volcanic Ruin: Create one lava jet or steam vent each round. Lava jet fills adjacent spaces with fire. Steam vent deals fire damage and obscures sight. 9 Dust to Dust: Within 100-foot area, all animals and plants are completely destroyed. In addition, all creatures within this area take damage and are blown back.
Black Sun 7 Revealing Light: reveal all falsehoods but limit range of sight through blinding light. 8 Black Pyre: One creature is dealt 1d6 cold damage/level. In addition, they must make a will save or be unable to detect living creatures and be healed by negative energy instead of positive energy. 9 Eclipse: May blind all creatures in large area. Covers the area in shadowy illumination. spells are impeded and fire and light are suppressed. All forms of creatures react in odd ways.
Ebon Truth 7 Maddening Truth: Impart a bit of the truth to all nearby, ruining their psyche and possibly driving them insane. 8 Truth Beyond Truth: control the threads of fate, protecting yourself but with grave consequences. 9 Absolute Truth: impart absolute truth to all who are nearby, killing or otherwise harming them.
Midnight Athenaeum 7 Seek the Lost: As discern location, except that the object or person must’ve been seen within the last 24 hours. 8 Conjure Codex: conjure a spellbook containing a limited number of 4th level or lower spells, each of which you can cast once. 9 Dark Athenaeum: Summon up a library that provides bonuses on knowledge checks and lasts for 24 hours or until it is submerged in sunlight.
Dark Dreams 7 Treacherous Hoard: weigh down your opponents with treasure and possibly turn them into treasure. 8 Lengthened Shade: steal one’s life to safeguard your own. 9 Desires Manifest: create varied and wondrous effects.
One with Naught 7 Thought of Oblivion: destroy one item. 8 Shadow Sequestration: temporarily banish one creature from reality. 9 Shadow Immersion: briefly become one shadow before dispersing into nothingness.
Endless Void 7 Darkness of the Mind: you invoke the darkness in your targets’ mind to consume them. 8 Twilight Gap: you travel through an infinite web of nothingness. 9 Immortal Shadow: you temporarily stop and regress the aging process for yourself.
Shower of Shadows 7 Frigid Orbs: Launch small orbs of cold and negative energy. 8 Falling Sky: Propel frozen meteors down from the heavens. 9 Disastrous Orbs: Launch volleys of orbs of cold and negative energy.
Blackened Sky 7 Shadowed Landscape: Cover the landscape in deep shadows. 8 Shadow Weather: Cover the landscape in illusory weather. 9 Rebellion of Nature: Force the landscape to attack your foes.
Penumbral Master 7 Umbral Explosion: Use multiple mysteries simultaneously. 8 Dark Transfiguration: Exchange daily uses of your mysteries. 9 Shadow Absorption: Absorb spells and mysteries and harness their power.
Last edited by Realms of Chaos : 02-09-2010 at 07:18 AM.
Absolute Truth Master, Ebon Truth Level/School: 9th/Necromancy [Death] Range: 0 feet Area: 10-foot radius burst Duration: Instantaneous; see text Saving Throw Fortitude negates Spell Resistance: Yes
You tear away at the veil of shadows concealing it, displaying absolute truth to all around you.
All creatures within the area of this mystery must make a Fortitude Save or die. Even you are subjected to this effect, although you gain a +4 bonus to your fortitude save. Furthermore, even on a successful save, a creature’s body may be ravaged, depending on their Hit Dice, as listed below.
Target’s Hit Dice Effect
Up to Caster level + 5 Exhausted
Caster level –5 or less Confused
Caster level –10 or less Comatose
The effects are cumulative but not concurrent. The duration of the confused condition begins as soon as the duration of the comatose condition ends (if such an effect was suffered). Furthermore, the duration of the exhausted condition begins as soon as the duration of the confused condition ends (if such an effect was suffered). Comatose: The target falls into a catatonic coma for 1 round per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. Even nonliving creatures fall into this state. Confused: The target becomes unable to control their own actions, as the confusion spell, for 10 minutes/level. Exhausted: the target is exhausted for 1 hour/caster level.
Answers Unbidden Initiate, Twilight Lore Level/School: 4th/Divination Range: Personal Target: You Duration: 24 hours or until expended
You open a connection in your mind to the plane of shadows, allowing bits and pieces of knowledge to seep in. The next time you are in a jam, you will know exactly what to do.
The first time during this Mystery’s duration that you fail on an attack roll, saving throw, or skill check by at least 5, you reroll it with a bonus equal to your caster level (maximum +20). The new result must be kept, even if it is lower than the original.
Antimagic Burst Initiate, Ebon Contingency Level/School: 6th/Abjuration Range: Close (25 ft+5 ft/2 levels) Area: 20 ft-radius burst, centered on a point in space Duration: 1 hour/level or until expended, and then 1 round. Saving Throw: None Spell Resistance: No
As you gather up a small kernel of antimagic, you try to determine where it will be the most detrimental.
You create a tiny kernel of antimagic, which is triggered to activate the moment that a magical aura passes within 30 feet of it. When this happens, make a dispel check (1d20, +1 per caster level, maximum +10) against each magic item and ongoing effect within the area, with the exception of mysteries cast by you. The DC of these dispel checks is 11 + the effect’s caster level.
In addition, once the effect has activated, the area functions as an antimagic zone for 1 round, with the exception that it does not suppress your mysteries (although you still cannot cast any new ones while in the area of effect).
A magical aura already in the area when the mystery is cast does not activate it. A new one must enter the area to trigger it, either if an aura leaves the area or returns or if a caster casts a new spell within the area (thereby creating a new magic aura). Your mysteries cannot trigger this mystery.
Arcane Familiarity Fundamental Level/School: 0/Divination Range:Touch Target:Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes
You grant your target a sudden revelation in all matters magical. With this insight, they can see, recognize, and understand magic
The target of this mystery can see the auras of all spells, spell-like abilities, and supernatural abilities active upon their person as if they had concentrated for three rounds on a detect magic spell. As such, they may identify the schools of magic from which each aura originates with a successful spellcraft check.
In addition, the target instinctively knows the remaining duration of any effect active upon their person, so long as the effect ends before the duration of arcane familiarity ends. If an effect’s duration extends beyond that of arcane familiarity, its duration is detected as permanent.
Lastly, mystery grants great insights into the nature of magic itself. The target of this mystery gains a +2 bonus on spellcraft checks and can make spellcraft checks untrained.
Arcane Fumes Apprentice, Toppled Arcana Level/School: 1st/Evocation Range: Close (25 ft + 5 ft/2 levels) Area: 10 ft.-radius spread Duration: Instantaneous and 1d4 rounds (see text) Saving Throw: Fortitude negates (object) and Fortitude negates Spell Resistance: No
As you incinerate all papers on your opponent’s person, you can’t help but feel sorry for a wizard’s poor reliance.
All combustible items within range are instantly consumed by flames. Attended and magical items are granted saving throws If any spellbooks (or prayerbook) or scrolls are destroyed by this mystery, bits of ash and arcane fumes fly through the air, forcing everyone within the spread to make two Fortitude saves. If they fail their first Fortitude save, they are blinded for 1d4 rounds. If they fail their second Fortitude save, they are nauseated for 1d4 rounds.
Armor of Lies Apprentice, Umbral Charm Level/School: 1st/Enchantment Range: Personal Target: You Duration: 1 minute/level
You wrap yourself in lies and half-truths, honeying your words. Your body also seems to decieve, readying itself to roll with the punches.
You add half of your caster level as an enhancement bonus on bluff checks (minimum +1 bonus)
Once per round, as an immediate action, you may make an opposed bluff check against an opponent’s attack roll. If you succeed, the attack, if it hits, deals only nonlethal damage.
Awaited Destination Initiate, Dark Journey Level/School: 6th/Divination Duration: until discharged
Your target notices that their shadow appears to point towards their destination, wherever it may lie.
This mystery functions like the spell Find the Path, with a couple of exceptions. First of all, while following the path that the mystery points out, they do not suffer from fatigue or exhaustion as a result of a forced march. Secondly, the target can only benefit from a second casting of this mystery once they have reached their chosen location, at which point the magic is discharged.
The target’s shadow points towards the destination, noticeable with a dc20 spot check.
Awaken Shadows Master, Call to Darkness Level/School: 7th/Transmutation Range: 50 feet. Area: 50 ft-radius emanation, centered on yourself Duration: 1 round/level Saving Throw: Reflex partial Spell Resistance: No
You call and weave the darkness around you into an intricate web. The shadows solidify just enough to deliver blows and trap your foes.
Through this mystery, you summon forth shadows about yourself. The entire area is filled with shadowy illumination. In addition every creature other than you and up to 1 additional creature/ 5 levels that you designate as you cast the mystery take 2d6 nonlethal damage each round as the shadows solidify just long enough to hit their targets. In addition, each round, a target must make a reflex save or become immobilized for that round.
Beast Within Initiate, Midnight Savagery Level/School: 6th/Transmutation Range: Touch Target: Living creature touched Duration: 1 minute/level Saving Throw Will negates (harmless) and Will partial; see text Spell Resistance: Yes
As you awaken the most primal and savage aspects of your target’s mind and body, they grow fur all along their body, their nails grow to become wicked claws, and their teeth sharpen and extend into terrible fangs.
The target under the effect of this mystery gains two claw attacks and a bite attack, which deal damage as indicated by your size on the table below.
Size Bite Damage Claw Damage
Fine 1d2 1
Diminutive 1d3 1d2
Tiny 1d4 1d3
Small 1d6 1d4
Medium 1d8 1d6
Large 2d6 1d8
Huge 3d6 2d6
Gargantuan 4d6 3d6
Colossal 5d6 4d6
These claws are considered primary natural weapons. When your target is not wielding a weapon, they may use their claws when making an attack action. When making a full attack, they can use both claws and their bite. When wielding a weapon, they can use the weapon as your primary attack and their bit as a natural secondary attack. In addition, if they have a free hand, they can also attack with a claw as an extra natural attack. Furthermore, whenever the target delivers a coup de grace with a claw or bite attack, all enemies within a 30-foot radius must make a will save against the Mystery’s DC or become shaken for 1d4+1 rounds.
In addition, the target is blessed (or cursed) with the great mobility and ferocity of savage beasts. The target is granted a +30 foot enhancement bonus to their speed and gains the pounce ability.
Beguiling Voice Apprentice, Voice from Beyond Level/School: 2nd/Enchantment (Compulsion) [Mind-Affecting] Range: Touch Target: Living creature touched Duration: 1 hour/level (D) Saving Throw: Will negates Spell Resistance: Yes
With a few words, bars, or grunts, you attract someone’s attention while capturing their loyalty.
For the duration of this mystery, the target of this spell acts helpful towards the Shadowcaster, but only in regards to what is asked of the target by the Shadowcaster. For example, a target that loathes the Shadowcaster may help them fight a dragon if asked but might jump at the chance to turn him in later, if not asked or ordered not too.
Black Pyre Master, Black Sun Level/School: 8th/Necromancy Range: Medium (100 ft + 10 ft./level) Target: One living creature Duration: Instantaneous, 1 round/level, and 24 hours Saving Throw Will partial Spell Resistance: Yes
Into your hands you conjure the shadowy perversion of light itself, a black flame that burns without fuel. As you extend your hand outwards, the flame leaves your hand, striking your foe without fail.
You create an orb of dark light that strikes your target unerringly, dealing 1d6 cold damage/level (maximum 30d6). In addition, all other living creatures are invisible in regard to the target for 1 round/level. Lastly, you are healed by negative energy and harmed by positive energy for 24 hours. A successful will save halves the damage, negates the healing and harming reversal, and lowers the duration of the life blindness effect to one round.
Black Skies Initiate, Boundless Void Level/School: 5th/Illusion (shadow) Range: Long (400 ft. + 40 ft./level) Area: 100 ft-radius emanation Duration: 1 minute/level Saving Throw Will partial Spell Resistance: Yes
The skies above you darken, first assuming a grim hue of grey and then passing into impenetrable blackness, submerging the ground below into shadows
The area is treated as being plunged into shadowy illumination. In addition, creatures within the area must make a will save each round or take a stacking –1 penalty on spot and listen checks. The power of flames are dulled below the mystery, halving the radius of illumination for natural (but not magical) light sources and providing every creature in the area with fire resistance 10.
Blackened Eyes Fundamental Level/School: 1st/Divination Range: personal Target: you Duration: 1 hour (D) Saving Throw: none Spell Resistance: No
As your eyes are concealed in shadow, you see what others did not mean for you to find.
For the duration of this mystery, you gain the Trapfinding ability and may use your ranks in spot in place of your ranks in search, even if it is a cross-class skill.
Blade Denied Initiate, Shadow’s Shield Level/School: 5th/Abjuration Range: Personal Target: You Duration: 10 minutes/level or until discharged (D) Saving throw: Fortitude Half (object)
You thicken your skin with a reactive layer of shadow, ready to respond to any attack.
This mystery functions as the reverse arrows spell (spell compendium, page 175) with one small exception. If you are hit with a melee or reach weapon, that weapon takes 1 damage/level. This damage ignores hardness but can be halved with a successful fortitude save. In addition to reverse arrow’s typical discharge condition, if this mystery deals 10 damage/level to melee and/or reach weapons, the mystery is discharged.
Call Nightwing Master, Call to Darkness Level/School: 8th/Conjuration (summoning) Range: Short (25 ft. + 5 ft/2 levels) Effect: 1 summoned nightwing Duration: Concentration + 1 round (maximum 1 round/level)
As you reach into the deepest depths of the plane of shadow, a beast of pure darkness emerges.
With this mystery, you summon forth a monstrous undead formed from pure shadowstuff, the Nightwing. It appears where you designate and at immediately, on your turn. It attack your opponents to the best of its ability. In addition, you can telepathically order it not to attack, to attack particular enemies, or to perform other actions.
The summoned nightwing in all ways behaves like a normal summoned creature. Statistics for a nightwing are found on page 197 of the Monster Manual.
Call to Twilight Initiate, Voice of Night Level/School: 4th/Evocation Range: See text Target: up to five creatures/level Duration: 1 round; see text Saving Throw None Spell Resistance: No
Every creature is connected together by the same sky. What you call out to the sky may be heard by anyone you wish.
You contact up to five creatures/level with which you are familiar and send one or more messages. You may make any number of messages totaling up to twenty-five words, sending each message to some or all targets. The subjects recognize you if they know you but cannot respond through this mystery. Any creature with an Intelligence score as low as 1 can understand the messages, although their ability to react is limited as normal by its Intelligence score.
Every message has a certain chance to go awry, depending on the time of day (only the time of day where the caster resides is of importance, even if the targets are experiencing a different time of day). Each message sent to each person has an individual chance of going awry, inspiring most shadow magic users to send few messages to few people. If a message goes awry, it is instead heard by another target to whom the message is relevant. For example, if you were giving orders to two individuals to attack a troll and one of the messages went astray, the troll might here the message, the other individual may hear the order twice, or you may even hear the message yourself.
Time of Day % chance of failure
Conjure Codex Master, Midnight Athenaeum Level/School: 8th/Conjuration (creation) Range: 10 feet Effect: One magical codex Duration: 24 hours or until expended (D) Saving Throw None Spell Resistance: No
You conjure forth magical formulae, arcane secrets, and eldritch philosophy to guide you through the black book you call forth from the ground.
You gain a spellbook of sorts, in which 1 spell level/caster level of spells are recorded (2 0-level spells count as 1 spell level). The spells may come from the spell list of any arcane spellcaster but no spell recorded in this book may exceed 4th level, however. As a standard action, you may cast one of the spells recorded within. Unlike with mysteries, all components required by the spell must be provided. Each spell within may only be cast once before fading from the codex. Once every spell within has been cast, the codex disappears.
No other creature, including other shadow magic users with access to this mystery, can read a codex that you call forth. Regardless of what spell list spells in the codex come from, determine their save DCs as if the spell was one of your mysteries.
Contact Night Initiate, Voice of Night Level/School: 5th/Divination Range: 20 ft. Area: 20-ft. radius area centered on a point in space Duration: 1 hour. Saving Throw Will partial Spell Resistance: Yes
The nighttime sky sees all that occurs under its watch. By appealing to the sky, you can learn some of what it has seen.
You ask a single yes-or-no question of the sky, which must be worded with no more than 1 word/level. One hour later, the answer is revealed to anyone standing within a 20-foot radius of where the mystery was cast. Anyone within the area can here the answer. However, the powers revealing it to you are more powerful than most minds should contact. Anyone in the area when the answer is revealed must make a Will save or have their Intelligence and Charisma scores lowered to 8. Spell resistance applies to this effect but if it is negated by spell resistance, that creature does not obtain the answer as they block the mental contact completely.
If cast under the nighttime sky, this effect may instead be used to discover one fact about the surrounding area, extending out to 10 miles/level, as the commune with nature spell. Unlike the spell, this effect may be used even in constructed and settled areas so long as the nighttime sky is visible. The information is revealed one hour later through the same means.
This effect may not be used underground or in areas with no sky (such as the elemental plane of water).
Contingent Shadow Initiate, Infinite Eyes Level/School: 6th/Evocation Range: Personal Target: You Target: 1 mystery Duration: 4 hours or until expended
You invest a little energy into your shadow, just in case.
Once within the duration of this mystery, the shadowcaster can cast any given mystery as an immediate action.
Control Battlefield Master, Eventide Battleground Level/School: 7th/Transmutation Range: 1,000 feet Area: 1,000-foot radius emanation, centered on you Duration: 1 minute/level Saving Throw None Spell Resistance: No
The battlefield around you bends to your whims, giving you and your allies the definite advantage.
In the area of this mystery, all allies are treated as having cover as the landscape protects them. Furthermore, allies may ignore anything less than total cover from their foes.
In addition, all allies gain a +10 foot enhancement bonus to their speed and gain the evasion ability as the ground slopes and slides to help them gain more speed. Any space occupied by or entered by an enemy, however, is treated as difficult terrain.
Lastly, all allies in the area ignore all penalties to ranged attacks for range increments while all enemies in the area double such penalties when making ranged attacks.
Create Mystery Turret Master, Ancient Ward Level/School: 8th/Conjuration (Creation) Range: Close (25 ft+5 ft/2 levels) Effect: one mystery turret Duration: 24 hours
As you position the small blob of darkness on the wall, you grant it some of your power. As the transfusion is completed, it disappears from sight.
As an additional cost to casting create mystery turret, you must use expend a daily use of four different mysteries, all of which must belong to one category (apprentice, initiate, or mystery). Mysteries with a range of touch or personal may not be expended in this way.
This spell creates a temporary version of the Spell Turret (DMG II, page 45), called a mystery turret.
The turret is mounted on a wall, floor, and ceiling. While inactive, it is both invisible and is detectable only as a strong conjuration aura. In addition, it can sense creatures out to 60 feet and can see invisible creatures. At the time of casting, it recognizes you and up to 1 individual/level. Recognized creatures do not trigger the mystery turret and are not targeted by the mystery turret when it is activated (although they may end up in the fringe of an area mystery).
When the mystery turret detects an unrecognized target, it emerges from invisibility as a blob of shadow adhered to its surface. When activated, the mystery turret starts casting the four mysteries stored within at a rate of one per round, stopping every fifth round to magically repair 20 points of damage. A turret always targets the closest unrecognized creature, and has a 360-degree arc of fire. The order in which the mystery turret casts its spells are set at the time of its casting and cannot be changed.
The Mystery turret can be found and disabled like a trap or destroyed like an object or creature. They possess an AC of 5, a hardness of 5, and 10 hit points/level. The search DC to find one and the disable device DC to find one are both 10 + caster level.
Crush Oubliette Apprentice, Sepulcher Survival Level/School: 1st/Transmutation Range: Personal Target: You Duration: 1 minute/level Saving Throw None Spell Resistance: No
The doors and gates before you would impede your process. Now, you can take them down with ease
You gain a +5 bonus on all strength checks made to break objects. Despite the mystery’s name, this bonus applies whenever you are trying to break any object (rather than just walls and doors)
You can lower the remaining duration of the mystery by 1 minute in order to gain a +5 bonus to a single melee attack roll or a +10 bonus on a single strength check made to break an object. If under one minute remains when you use this ability, the mystery ends as soon as the check is performed.
Curse of Silence Apprentice, Voice from Beyond Level/School: 3rd/Illusion (Glamer) Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Permanent or one round; see text (D) Saving Throw: Fortitude negates Spell Resistance: no
You surround your foe with a layer of shadow to absorb all noise. Your opponent appears confused as they plunge into silence.
If the target succeeds on their saving throw, they are silenced and deafened for 1 round. If they fail, the effects of the Curse of Silence are permanent. At any time, as a standard action, the target may speak a special command word, causing the curse to end. The process of noise reentering their ears is not a pleasant one, however, dealing 1d6 sonic damage/level (maximum 10d6).
Cursed Flame Apprentice, Shaded Flame Level/School: 1st/ Evocation [Fire] Range: Close (25ft.+5ft./2 levels) Target: 1 creature Duration: Instantaneous; see text Saving Throw: Reflex Half Spell Resistance: Yes
As you stretch out your hand, a gout of dim flame launches out from it towards your foe.
Your target takes 1d4 fire damage/2 levels, or half of that with a successful reflex save. Any creature that fails their save takes a –2 circumstance penalty to all reflex saves for 1 hour.
Shadows rush towards your opponents face, cursing them with misfortune.
The target of this mystery takes a permanent -1/two caster levels penalty on all charisma-based skill-checks. The target loses all extraordinary or supernatural enhancements to their sight or hearing (such as low-light vision, darkvision, and blindsight). An ooze's blindsight instead degrades to blindsense.
In addition, for 1 round/level the target's words do not carry the power to speak command words or verbal components of spells. Every round on your turn, the target gets a new save to negate this effect of the spell for that round.
Dark Athenaeum Master, Midnight Athenaeum Level/School: 9th/Conjuration (creation) Range: Long (400 ft. + 40 ft./level) Effect: One temporary athenaeum Duration: 24 hours or less + 1d4+1 rounds; see text Saving Throw See Text Spell Resistance: See text
You call forth from the shadow a solid representation of the knowledge that it contains, an athenaeum of forgotten lore.
You create a temporary athenaeum, an arcane library. Its size is up to 10-foot cube/caster level, positioned however you wish in relation to each other. All walls of the athenaeum are one foot thick and made of stone, as is the floor and ceiling. There is only one entrance into or out of the Athenaeum, sized for someone one size category larger than you. The entrance possesses a superior lock, who’s key appears in your hand as you cast the mystery.
The interior of the Athenaeum is filled with scrolls, tomes, maps, and all forms of written knowledge. Anyone making a knowledge check within the Athenaeum may take 1d4-1 hours to do so in order to gain a bonus equal to your caster level. In addition, spellcasters and shadow magic users take only half as long to regain their spells while in the athenaeum.
Also in the Athenaeum are several desks for studying and enough oil lamps to illuminate the room for 24 hours. In addition, there are ten sturdy cots and enough food tucked away to serve a meal to sustain up to one creature/level for one day.
As the mystery is cast, you may make the athenaeum more defensible in certain aspects. Choose two of the six options below with each casting:
1. The entire athenaeum gives off a certain sense of foreboding. Everyone to come within 30 feet of the athenaeum is shaken. Furthermore, creatures must make a will save in order to enter the athenaeum. This is a fear effect. Spell resistance applies against this effect
2. If the lock is picked or the entrance is broken, the person to commit the act must make a will save or die of fright as their worst fear seems to rush forth to meet them. This is a fear effect Spell resistance applies against this effect.
3. Webs fill the athenaeum. Those who you allow to enter the athenaeum can walk through the webs without problem but intruders are effected as if by the web spell, except that burnt webs return 10 minutes later. A reflex save negates the web effect. Spell resistance does not apply against this effect.
In addition, all creatures you allow to enter the athenaeum may scale the walls and ceilings as if effected by a spider walk effect. Spell resistance does not apply against this effect
4. A thin fog wafts through the athenaeum. Those who you allow to enter the athenaeum ignore the fog while intruders are effected as if by a mind fog spell if they fail a will save. Spell resistance applies against this effect.
In addition, the fog thickens to hinder intruders and aid those allowed into the athenaeum providing the attacks of intruders with a 20% miss chance. Spell resistance does not apply against this effect.
5. Any book picked up and read by an intruder bursts into flame, dealing 6d6 fire damage and destroying the book. Furthermore, whenever this occurs, you and all creatures you allow into the athenaeum are mentally alerted to the intruder. A reflex save halves damage taken in this way and spell resistance applies against the damage (but not against the alert).
6. The athenaeum is filled with silence and darkness. Although darkvision works within the area, no natural or magical light sources function within the athenaeum and spells requiring verbal components may not be cast within.
When the athenaeum is completely bathed in light (either magical or natural) or when 24 hours pass, the athenaeum quickly fades back into nothing over the period of 1d4+1 rounds. Anyone still in the athenaeum at the end of this time is gone forever (no saving throw). Only a true resurrection, wish, or miracle can bring back a creature lost in this way.
Dark Aura Initiate, Darkened Wards Level/School: 6th/Abjuration [Fear] Range: Personal Area: 5-foot emanation, centered on you Duration: 1 round/level (D) Saving Throw: None or Will negates Spell Resistance: Yes
Using fear as your shield, you construct an aura of shadows around you.
You are surrounded by an aura of palpable fear. No sentient creature can willingly walk within 5 feet of you. Creatures with an animal intelligence can if they make a will save and unintelligent foes are automatically unaffected. If you force the aura onto a foe, they must make a will save to avoid becoming panicked for 1 round. Either way, they are no longer affected by that aura for 24 hours (although a recasting would make them vulnerable once more).
Dark Dampening Apprentice, Toppled Arcana Level/School: 3rd/Abjuration Range: 20 ft. Area: 20 ft-radius emanation, centered on yourself Duration: 1 round/level or until expended
You flood the area around you with shadow, hampering magic but enhancing mysteries.
You create an area of shadows around yourself. The first time that a spell not from the shadow subschool is cast within range, it takes a –2 penalty to its caster level (possibly preventing its casting altogether) and the mystery’s effect ends. The first time that a mystery is cast within range (even if you are casting it), it gets a +2 bonus to its caster level any the mystery’s effect ends. This mystery has no effects on spells from the shadow subschool.
Dark Insinuation Initiate, Twilight Conspiracy Level/School: 6th/Enchantment (Compulsion) Range: Close (25 ft. + 5 ft./2 levels) Target: One living, sentient creature Duration: 24 hours (D) Saving Throw None and then Will Negates Spell Resistance: Yes
The creature before you has the potential for use, but not quite yet. As you wordlessly whisper its orders into its ear, you know that it will fulfill its job when the time is right.
You place a suggestion of up to 1 word/level upon a person so that it comes into effect under some condition you dictate when casting dark insinuation. The conditions needed to bring the spell into effect must be clear, although they can be general.
When the condition is met, the target must make a Will save or else succumb to the suggestion. If the target has spell resistance, it is applied when the mystery is cast but not when the suggestion is triggered (assuming that this mystery is not cast as a supernatural ability). As a normal suggestion, obviously harmful acts automatically negate the effect of the mystery unless made to sound reasonable.
The suggested course of activity is carried out to the remainder of the mystery’s duration. If the suggested activity can be completed in a shorter time, the mystery ends when the subject finishes what it was asked to do.
If the target succeeds on their saving throw, a brief image of your face appears before their eyes, even if they have never seen you before. While under the effects of this mystery but before the suggestion is triggered, a detect magic spell detects the presence of an enchantment spell but the sense motive skill cannot be used to discern that they are under influence. In addition, if they are looked at using a true seeing spell, their head seems somewhat obscured by some force, like looking through icy glass.
Dark Phantom Apprentice, Hollow Facade Level/School: 3rd/Illusion (Phantasm) [Fear, Mind-Affecting] Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw Fortitude negate, then Will partial Spell Resistance: Yes
You reach into the darkest chasms of your opponent’s mind
This mystery conjures forth an interesting illusion. Rather than projecting any particular fear, the mystery produces an illusory creature just beyond the target’s ability to fully comprehend, exhausting their mind and body. As the mystery is cast, the target may make a fortitude save to block perception of the illusion from their mind. If they fail, they must make an additional will save. If they succeed, they become exhausted and take 5d6 nonlethal damage. If they fail their save, however, the target takes nonlethal damage equal to their current hit points, disabling them.
As the illusion is formed within the target’s own mind, neither you nor others using spells such as see invisibility or true seeing can see anything. However, a DC 25 spot check reveals the shadow of something flying over to touch the target. Luckily, the shadow is too indistinct to make out any details.
Dark Resilience Initiate, Shadow’s Shield Level/School: 4th/Abjuration Range: Personal Target: You Duration: 1 hour (D)
With a thin veil of shadow, you prepare to prepare to inure yourself to whatever attacks come your way.
Whenever you take energy damage, you gain resistance against that form of energy immediately afterwards, the amount of which depends on your caster level:
Caster level Resistance
Up to 7th 5
Whenever you gain a new form of energy resistance, the old form (if any) is lost.
Dark Revival Master, Darkness Undying Level/School: 9th/Conjuration (healing) Range: Touch Target: Dead creature touched Duration: 1 round/level, then instantaneous Saving Throw Fortitude Partial, see text Spell Resistance: No
You force shadows into the body of a fallen creature. For now, it can live on. Its future, however, is uncertain
You may return to life one creature that has been dead for no longer than one round. The creature comes back with no level loss or loss of prepared spells, although it may not be returned to life if it is unwilling and creatures that have died of old age may not be reanimated in this way.
The revived creature gains the dark template for 1 round/level. Afterwards, the target must make a Fortitude save. If they fail, they are slain once more. If they succeed, however, they lose the dark template but remain alive.
Any living creature may be returned to life in this way but constructs and undead may not be affected.
Dark Silhouette Apprentice, Shadow Puppetry Level/School: 3rd/Conjuration (summoning) Range: Close (25 ft. + 5 ft/2 levels) Effect: One or more summoned shadow creatures Duration: 1 round/level Saving Throw None Spell Resistance: No
The shadows around you seem to come to life, lifting themselves off of walls and silently gliding towards your enemy
This mystery summons forth a shadow. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. In addition, you can telepathically order it not to attack, to attack particular enemies, or to perform other actions. The summoned shadow in all other ways behaves like normal summoned creatures.
Starting at caster level 10th, you may instead summon forth a single greater shadow. Doing so reduces the duration of this mystery to 1 round/2 levels. Whenever you use this mystery to summon a shadow, however, you summon an additional shadow.
Starting at caster level 15th, you may instead summon forth a single Nighthaunt (Lost Empires of Faerun, page 185). Doing so reduces the duration of this mystery to 3 rounds, however. Whenever you use this mystery to summon a shadow or greater shadow, you gain an additional creature of that type.
Dark Transfiguration Master, Penumbral Master Level/School: 8th/Transmutation Range: personal Target: You Duration: instantaneous
Taking advantage of shadow’s morphic nature, you warp the energy that you already have ready.
You may sacrifice all remaining daily uses of any number of mysteries. For each daily use of a mystery you sacrifice you gain a daily use of any other equal or lower-level mystery.
Dark Transformation Initiate, Umbral Mass Level/School: 6th/Transmutation Range: Personal Target: You Duration: 1 round/level
Your form seems to seethe and warp with amazing ease. In a matter of seconds, you’ve assumed a new form.
This mystery functions as the alter self spell, with a few exceptions. First of all, the target form must be within two size categories of your normal form. Secondly, the maximum HD of the intended form to reach 20HD at 20th level. Lastly, you adopt all extraordinary or supernatural (but not spell-like) abilities of the new form.
Dark Will Apprentice, Waking Nightmares Level/School: 3rd/Enchantment (Compulsion) [Mind-Affecting] Range: Medium (100 ft.+10 ft./level) Target: 1 living creature Duration: 1 hour/level (D) Saving Throw: Will Negates Spell Resistance: Yes
You relax your opponent’s mind and wear down their body. In this moment of weakness, you give them an order.
The target of this ability becomes Exhausted and is influenced to complete a course of activity (limited to a sentence or two). The order need not sound reasonable as long as it does not seem self-destructive. The forced activity can continue for the entire duration but if it can be completed in a shorter time, they immediately fall asleep upon completion. The target is aware of their weary condition (although they remain oblivious how it came about) and will therefore not complete a mission that would obviously make sleeping dangerous (such as climbing, flying, or swimming). Furthermore, the target’s shadow seems to lag behind them, as if lethargic, noticeable with a dc20 spot check.
Darkened Lore Apprentice, Shadow’s Whispers Level/School: 2nd/Divination Range: Personal Target: You Duration: 1 round
The shadows connect all and contain all knowledge, you siphon some of shadow’s lore through your mind, enough for a flash of tremendous insight.
Upon casting this mystery, you immediately make a knowledge check with a +10 bonus. This knowledge check may even be made untrained.
Darkness of the Mind Master, Endless Void Level/School: 7th/Enchantment (Compulsion)[Mind-Affecting] Range: Close (25 ft.+5 ft./2 levels) Target: One creature/5 levels Duration: 1 round/level (D) Saving Throw: Will partial Spell Resistance: Yes
You reach out into the darkness of your target’s minds, willing it to consume them.
If the target succeeds on their initial saving throw, they are dazed for 1 round. If the target fails, the darkness (both literal and figurative) in their mind partially consumes the rest of their mind. As a result, a target can only take their actions for any given round if they succeed on an additional will save (although success does not free them from the effect). In addition, the target takes a –10 penalty on all will saves not pertaining to this mystery. At the end of this mystery’s duration, the target is dazed for 1 round.
Dayspring Tranquility Apprentice, Darkest Dawn Level/School: 2nd/Abjuration Range: Close (25 ft + 5 ft/2 levels) Area: 20 foot-radius emanation Duration: 1 minute + 1 minute/5 levels Saving Throw Will partial (see text) Spell Resistance: Yes
The air in the area becomes eerily calm as ambient noise seems to gently fade away. Protected by this aura of tranquility, negotiations may start
All creatures within the area of this mystery gain a +2 deflection bonus to their AC. For every 4 caster levels you possess, this bonus is increased by +1.
In order to cast a spell or attack, creatures within the area of this mystery must make a successful will save. Any creature who succeeds on this will save takes 1 damage/level.
Your creature is filled with sustaining shadows, keeping them alive regardless of injury.
For the duration of this mystery, the target doesn’t fall unconscious at 0 hit points and doesn’t die at –10 hit points. However, while affected by this ability, you’re hit points cannot be healed.
Deepen Slumber Fundamental Level/School: 0/Enchantment Range: Close (25 ft +5 ft/2 levels) Target: 1 sleeping creature Duration: up to 8 hours + 2 hours (see text) Saving throw: None Spell Resistance: Yes
A bit of your shadow seems to fly out towards your sleeping target, entering their ears and eyes. As their breaths slow further, you know it is safe to walk.
A sleeping creature targeted by this fundamental falls into a deeper sleep. Their penalty to listen checks increases to –20 for the duration of their sleep. In addition, the duration of their sleep is increased by 2 hours.
Creatures that don’t actually sleep, like elves, cannot be targeted by this fundamental.
Descending Sky Initiate, Boundless Void Level/School: 6th/Evocation Range: Medium (100 ft + 10 ft./level) Area: 20-foot radius spread Duration: 1 round/level Saving Throw Fortitude partial Spell Resistance: No
You force the weight of the sky down upon your foes, pressing it down upon all in the area.
All creatures in the area of this mystery when it is cast must immediately make a fortitude save or be nauseated for 1 round. Furthermore, all creatures who enter this effect while it persists, suffers from this same effect.
Movement within the area is also hindered. Creatures can only move at half of their normal speed within the area and flying in the area of this mystery is impossible.
Lastly, the pressure is intensely painful, dealing 5d6 sonic damage to every creature in the area each round (Fortitude save for half).
Desires Manifest Master, Dark Dreams Level/School: 9th/Universal Range: See Text Target, Effect, or Area: See text Duration: See text Saving Throw: See text Spell Resistance: Yes
Reaching into the darkest depths of shadow, you have found just what you needed.
Desires Manifest is the Shadowcaster’s answer to a Wizard’s Wish and a Cleric’s Miracle. Reaching deep into the plane of shadows and the other material planes that it shadows, you find your greatest desires.
Desires Manifest can imitate the below effects:
Create nonmagical items costing no more than 500 gp/level and weighing no more than 10 lbs./level. These items last for 1 week after leaving the Shadowcaster’s possession.
Imitate Any Apprentice or Initiate Mystery.
Gain an extra daily use of all other mysteries for 24 hours.
Imitate Any 3rd level or lower spell.
Revive 1 target from the dead, as the raise dead spell except that they come back at –8 hit points (and is stabilized). Although this does result in level (or constitution) loss, it can revive any target revivable via a miracle or wish spell.
When This Mystery is used, the Shadowcaster’s Constitution score (or dexterity score, should they lack a Constitution score) is lowered by 2. These lost points are restored at a rate of one per year (even if this mystery is used multiple times).
Destructive Ward Initiate, Ebon Contingency Level/School: 5th/Abjuration Range: Touch Target: Object or portal touched Duration: 1 hour/level or until expended Saving Throw: Reflex half Spell Resistance: No
When the object is touched, you see a burst of darkness, followed by a very wounded intruder.
Any creature other than you who touches the protected object or passes through the protected portal takes 1d6 damage/2 levels (Reflex half). This damage is not elemental and cannot be reduced by elemental resistances or immunities.
At your option, the object or portal may be either unharmed or equally damaged by this effect. If it is damaged, it receives no saving throw and the damage ignores hardness.
Detect Life Apprentice, Shadow’s Whispers Level/School: 1st/Divination Range: 60 ft Area: Cone-shaped emanation Duration: Concentration, up to 1 hour Saving Throw: None Spell Resistance: No
Slowly, the sounds of the world around you seem strangely dulled. You find, however, that you can hear every breath and heartbeat around you, allowing you to detect the faintest presence of life.
This mystery allows you to detect living beings within range, both detecting the presence of life and detecting how many life sources are in the area. As a move action, you can focus this ability to singularly detect or ignore creatures with 1 or more hit dice (to find threats or food, respectively). This focus lasts until another move action is used to end it.
By spending 1 move action to look at a living being, you can judge the quality of its health, as if by the deathwatch spell.
Each round, you can turn to detect a new area. The mystery can penetrate barrier, but 10 feet of stone, 1 foot of common metal, a thin sheet of lead, or 50 feet of wood or dirt blocks it.
Dimmed Walker Apprentice, Darkland Walker Level/School: 1st/Necromancy Range: Personal Target and Area: You and 10-ft. emanation, centered on you Duration: 10 minutes/level Saving Throw None Spell Resistance: No
The energies of undeath fill your veins but you feel no pain. Indeed, you welcome the cold embrace of death as it alters your essence
While under the effect of this mystery, unintelligent undead recognize you as undead.
Furthermore, within the emanation of this mystery, you can identify the life force of every creature as the deathwatch spell.
Disastrous Orbs Master, Shower of Shadows Level/School: 9th/Evocation [Cold] Range: Long (400 ft. + 40 ft./level) Target: Up to 2 creatures/level Duration: Instantaneous Spell Resistance: No
You create a huge swarm of small spheres infused with shadow magic, enough to destroy the most stalwart of foes.
You create 2 small spheres/level (maximum 50 orbs), which are each launched simultaneously at foes within range, each needing a successful touch attack to hit. Each successful hit deals 1d6 cold damage and bestows 1 negative level (or heals an undead 5 hit points). Negative levels bestowed in this way last for only 1 round/level. No more than 1 sphere/2 caster levels may be aimed at a single target.
Drain Awareness Apprentice, Out of Mind Level/School: 1st/Enchantment [Mind-Affecting] Range: Medium (100ft.+10ft. /level) Target: 1 living creature Duration: 1 round/level (D) Saving Throw: Will Negates; see text Spell Resistance: Yes
With a few small gestures, your opponents lose awareness of their surroundings.
With this mystery, the Shadowcaster tries to drain the awareness of a creature within range. If that creature fails their will save, they take a –2 penalty on all wisdom-based skill checks, their AC, and their Attack Rolls. If they succeed, they make another will save. If they fail, they are completely unaware of this attempt at their awareness. If they succeed, they are aware of the attack and learn the general direction it came from. Any creature successfully affected by this mystery has their shadow shortened, noticeable to those who succeed on a dc 20 spot check.
Last edited by Realms of Chaos : 02-10-2010 at 02:35 AM.
Dust to Dust Master, Dark Wasting Level/School: 9th/Evocation Range: 0 feet. Area 100-foot radius burst Duration: Instantaneous Saving Throw Reflex half and none Spell Resistance: Yes
You call forth the ultimate key to destruction, leaving the area a lifeless mockery of its former self.
All inanimate plants and animals within range are instantly slain (no saving throw). In addition, all squares in this area become difficult terrain. Lastly, all other creatures within range other than you take 1d6/level damage (maximum 20d6) and are blasted to the outer limit of this mystery’s edge, where they land prone. If an object would block the creature’s path, they take 1d6 damage for every 10 feet that they flew. A creature who succeeds on their saving throw takes half damage and is not blasted back. Any creature slain by this mystery leaves nothing behind by ash.
Ebon Battlefield Master, Eventide Battleground Level/School: 9th/Conjuration (teleportation) Range: Long (400 ft. + 40 ft./level) Target: You + 1 creature/level Duration: 1 round/level Saving Throw Will negates Spell Resistance: Yes
As the current battlefield no longer looks favorable, you have decided to take the fight elsewhere, to a realm of shadow where you have the upper hand.
Through this mystery, you take yourself and up to one other creature/level to an extradimensional space within the plane of shadow. An unwilling creature may resist this effect by succeeding on their will save.
The extradimensional area is 100 feet in diameter and is filled with impenetrable darkness. Darkvision fails to see through it and even creatures that can see in magical darkness have their sight limited to 5 feet. No light effect, including the blinding glory spell, can suppress this darkness rendered. You can see through the darkness as if it were bright light (but you do not suffer any light sensitivity or light blindness from this perceived illumination). Furthermore, in this area, you gain Damage Reduction 10/-
At the beginning of each round, every creature in this extradimensional space takes 2d6 cold damage and must make a reflex save or become immobilized for that round. You are immune to both of these abilities
If you are slain while this affect is active, the darkness tries to pull all others back with it. Everyone within the area at the end of the duration takes 20d6 damage, or half that with a successful will save. You and all who are slain in this way disappear altogether, leaving neither body nor possessions. All others are deposited back on the plane that they were taken from, back to the same location (or the nearest unoccupied location, if necessary)
At the end of this mystery or when it is dismissed, all creatures in the extradimensional space return to the plane they were taken from, back to the same location (or the nearest unoccupied location, if necessary). Creatures with means of extradimensional travel may leave this extradimensional space prematurely through such means.
Note: If a creature possessing an artifact is slain by this mystery, the artifact is not destroyed. Instead, it travels to the plane of shadow.
Ebon Premonition Initiate, Twilight Lore Level/School: 5th/Divination Range: Personal Target: You Duration: Instantaneous
Bits and pieces of future events cloud your vision, granting you clear insight into the future. As this momentary insight recedes, so to do the shadows that granted it.
The Ebon Premonition mystery can predicts success or failure in regards to a single specific goal posed to it as the mystery is cast. This spell does not deal in absolutes and is only the most likely outcome, measuring the odds of the task’s completion. The only answers given are “success, apparent success, neither, apparent failure, and failure.”
The base chance for a correct Ebon Premonition is 80% + 1% per caster level, to a maximum of 100%. Special precautions against divinations may prevent certain factors from being taken into account however (such as the abomination in the dungeon with a permanent mindblank effect). With an incorrect Ebon Premonition, the neither result is revealed. If a Ebon Premonition is used for one goal multiple times in one week, all tries after the first automatically fail.
Whenever Ebon Premonition deals an “absolute” (success or failure), the premonition is self-fulfilling, granting a +1 morale bonus on all attack rolls, saving throws, and skill checks relating to the goal with a success or a –1 morale penalty on the same rolls with a failure. These bonuses last for a maximum of 1 week (as far as the Ebon Premonition can see into the future).
If a goal would take more than 1 week to fulfill or fail at, Ebon Premonition predicts failure or success towards reaching the goal.
The use of this mystery causes shadows to wrap around your body up to your head, visible with a dc 5 spot check.
Ebon Renewal Fundamental Level/School: 0/Transmutation Range: Touch Target: one touched living creature Duration: 1 hour and 24 hours Saving Throw: Fortitude partial Spell Resistance: Yes
Your target gasps as shadows begin rushing into their mouths, flying within with incredible speed. The target may thank you, however…if they can keep their lunch down.
The target is relieved of thirst and needs no water for 24 hours.
However, the target’s body fights against this process. If the target fails on their fortitude save, they are sickened for 1 hour.
Ebon Truth Master, Ebon Truth Level/School: 7th/Enchantment Range: 0 feet. Area: 30-foot radius burst Duration: Instantaneous; see text Saving Throw Will Negates Spell Resistance: Yes
You part the shadowy veil, allowing all to see a sliver of absolute truth, something the minds of mortals and immortals alike were not meant to possess
All creatures within the area of this mystery must make a will save or go permanently insane, as the Insanity spell. Even you are subjected to this effect, although you gain a +4 bonus to your will save. Furthermore, even on a successful save, a creature’s mind may be addled, depending on their Hit Dice, as listed below.
Target’s Hit Dice Effect
Up to Caster level + 5 Fatigued
Caster level –5 or less Shaken
Caster level –10 or less Dazed
The effects are cumulative but not concurrent. The duration of the shaken condition begins as soon as the duration of the dazed condition ends (if such an effect was suffered). Furthermore, the duration of the fatigued condition begins as soon as the duration of the shaken condition ends (if such an effect was suffered). Dazed: The subject is dazed for 1d4 rounds. Shaken: The target is shaken for 10 minutes/caster level. This is a fear effect. Fatigued: the target is fatigue for 1 hour/caster level.
Eclipse Master, Black Sun Level/School: 9th/Necromancy Range: 1 mile Area: 1 mile-radius emanation, centered on you Duration: Concentration (up to 1 hour) Saving Throw None Spell Resistance: No
You bring forth shadows to do the one thing they are not meant to do, to interject themselves between light and matter. With this monumental mystery, you block out the sun
The area of this mystery is plunged into shadowy illumination. Within this area, all spells and abilities with the light descriptor have their areas halved.
The alien sky has adverse effects to those below it. Animals and magical beasts beneath the sky become hostile towards all other creatures. Unintelligent undead cower in awe as if rebuked. Unintelligent constructs refuse to obey orders. Such creatures in structures or underground are unaffected.
Lastly, the massive effusion of energy from the plane of shadow into the material plane messes with dimensions. Any creature summoned via a spell of the summoning subschool gains the dark template and is not under the control of its summoner.
This mystery has no effect at night.
Ensnaring Aura Initiate, Ebon Contingency Level/School: 4th/Abjuration Range: Close (25 ft+5 ft/2 levels) Area: 20-foot radius emanation, centered on a point in space Duration: 10 minutes + 1 minute/level Saving Throw: Will negates Spell Resistance: Yes
As the mystery is cast, you invite anyone to enter. What you won’t let them do it leave.
Any creature that enters the area of this emanation must make a Will save in order to leave it. A creature already within the aura when it is cast can leave it normally but are trapped if they enter it again. You are immune to the effects of your own Ensnaring Aura.
Ensnaring Shade Fundamental Level/School: 0/Transmutation Range: Close (25 ft + 5 ft/2 levels) Target: one large or smaller creature Duration: 1 round Saving Throw: Reflex Negates Spell Resistance: Yes
The shadows gather around your target, growing deeper and deeper until your foe appears to be standing in darkness. The shadows creep up along your opponent’s legs, nailing them to the floor.
If the target of this fundamental fails their reflex save, they are immobilized for 1 round.
Only creatures in shadowy illumination or darkness can be affected by this fundamental.
Extract Slime Apprentice, Ebon Alluvium Level/School: 2nd/Necromancy Range: Close (25 ft. + 5 ft./2 levels) Target and Area: 15-foot square, centered on one dying creature Duration: Instantaneous and then 1 round/level or more (see text) Saving Throw Fortitude Negates, Reflex Negates and Fortitude partial (See text) Spell Resistance: No
As your dying foe draws their last breath, a grayish slime slows from their eyes, ears, mouth, and nose, abandoning the body from every possible orifice. The grayish ooze spreads over the area, pulsating gently
If the target fails their saving throw, they are instantly slain. As they are slain, a grayish slime leaks from their body to cover their square and all adjacent squares. Any creature in such a square when the spell is cast must make a reflex save or become grappled by the slime. In addition, anyone who enters a square occupied by the slime becomes grappled. The slime has a bonus on grapple checks equal to your caster level. Each round that a creature remains grappled by the slime, they take 1d6 nonlethal damage. Each round that a creature remains pinned by the slime, they take 2d6 nonlethal damage. If an unconscious or dying creature finds their way into the slime, they must make a fortitude save each round or die, filling all squares adjacent to them with more slime. In addition, the first time that the slime kills a target, the duration of this mystery is reset as if it had been cast again. Dead creatures who end up in the slime do not empower it, however. A single square of slime can be rendered inert by 5 points of fire or cold damage. At the end of the mystery’s duration, the slime dries up and disappears, leaving nothing but bodies and their equipment behind.
The power of shadows flows over your opponent, eroding their features to leave but a blank slab.
This mystery destroys the target's face, which renders them unable to speak, eat, drink, breathe, listen, see, or smell. The interior of the head is similarly filled, meaning that cutting away some flesh does allow eating, for example. If the target previously had levels of a spellcasting class, they gain silent spell as a bonus feat (if they did not already possess it) for the duration of this mystery. In addition, the target gains blindsight out to up to 10 ft./level (minimum 10 feet, chosen by the mystery-user at the time of casting).
If the target is knocked unconscious due to starvation, thirst, or suffocation, the mystery ends immediately (although they may still die if not properly nourished).
Falling Sky Master, Shower of Shadows Level/School: 8th/Evocation [Cold]
You summon a few small spheres of shadow, each of which you use to wreak havoc upon your foes.
This mystery functions like the spell Meteor Swarm with a couple of exceptions. First of all, this mystery creates 1d3+1 spheres. Secondly, the fire damage is now cold damage
False Form Apprentice, False Faces Level/School: 1st/Illusion (Glamer) Range: Personal Target: You Duration: 1 minute/level (D)
Shadows hide, eccentuate, and shift your features to change your appearance completely.
This mystery functions as the disguise self spell with two exceptions. First of all, the bonus to disguise checks is equal to 5+caster level. Secondly, the disguises made by this mystery cannot be used to imitate an individual.
False Invigoration Master, Darkness Undying Level/School: 8th/Necromancy Range: Personal Target: You Duration: 1 round/level or less; see text Saving Throw None Spell Resistance: No
You bolster yourself to amazing degrees with raw shadowstuff, seeming to shrug off hits while this strength further damages you.
This mystery may be cast as an immediate action. You gain 100 temporary hit points, which last for the duration of this mystery. Each round, however, you lose 5 hit points (not temporary hit points). If your hit points are lowered to 0 or less in this way, this mystery ends and you fall unconscious (although you are stabilized if you are reduced to below 0 hit points in this way).
While under the effects of this mystery, your form seems to grow to nearly twice as large, slowly draining back to normal as the mystery wears onward. However, this effect is purely cosmetic and anyone observing you can recognize your true size.
Fog of Memory Initiate, Grim Reminder Level/School: 5th/Enchantment Range: 60 feet. Effect: Cloud spreads in 60-foot radius from you, 20 ft. high Duration: 1 minute/level Saving Throw Will Negates Spell Resistance: Yes
Many memories, when retrieved, return to us as foggy, half-formed thoughts, in which details lay hidden. You reflect this state of mind into the world around you.
You create a thin mist in the area that dulls both will and perceptions. This functions as the mindfog spell. However, just as details lie hidden in memories, so too can creatures use the mist as concealment for the purposes of making hide checks.
Forgotten Battleground Master, Eventide Battleground Level/School: 8th/Necromancy Range: Long (400 ft. + 40 ft./level) Area: 200-foot radius emanation, centered on a point in space. Duration: 1 minute/level Saving Throw None Spell Resistance: No
You bring forth the warped shadows of a thousand wars, each one pointless and filled with bloodshed. In this setting, the battle can truly begin.
All intelligent creatures and unintelligent undead within the area of this mystery gain proficiency with all simply and martial weapons. Furthermore, any such creature can conjure forth any such weapon as a standard action. These weapons are neither magical nor masterwork but their threat range is doubled. In addition, while in the area, all unintelligent undead and constructs gain fast healing 5.
Furthermore, in such an environment, the rules of magic are slightly changed. All spells or mysteries of the necromancy school or that possess the shadow subschool have their save DCs increased by +2.
Lastly, all living creatures feel deep antipathy towards this place. They would rather not enter the area and desire to leave it is they are already in it. As long as they are forced to remain, such creatures take a –2 penalty to their dexterity score (to a minimum of 1).
Forgotten Secret Initiate, Midnight Secret Level/School: 4th/Abjuration Range: See Text Target: One creature or piece of information Duration: 1 day/level Saving Throw None Spell Resistance: No
Some knowledge is best kept out of the light. As you invoke shadows, you hide this knowledge in the dark
If a creature is targeted by this mystery, any caster attempting to gain information about that creature through a divination spell must succeed on a DC 25 caster level check. In addition, any knowledge check or gather information check used to gain information about a creature has its DC increased by +10.
Alternately, you may choose a single piece of knowledge, so long as it is relatively obscure (Over DC 10 knowledge check to learn). Any caster attempting to learn the chosen piece of knowledge through a divination spell must succeed on a DC 25 caster level check. All knowledge checks, gather information checks, or bardic knowledge checks used to learn the information have their DC increased by +10.
Forgotten Text Apprentice, Twilight Studies Level/School: 1st/Transmutation Range: Touch Target: page, parchment, or inscription touched, up to 3 sq. ft. in size Duration: Instantaneous and Permanent Saving Throw None Spell Resistance: No
The text within your hand shifts and writhes, slowly taking on a new appearance as you dictate. At least you can still read the message
Through this mystery, you physically alter the contents of a page, parchment, or inscription so that they read as something completely different, as the Secret Page spell. Unlike the Secret Page spell, however, the real message is truly lost, remaining so even if the effect is dispelled or suppressed, although it is stored word for word in your mind when you cast this mystery and can be recalled at will (and can thus be recovered with a speak with dead spell).
At your option, you may create a special word while casting this mystery. If you choose to do so, anyone who touches the text and speaks the word learns the full content of the original script (this function may be dispelled or suppressed).
Furthermore, you may place a second, hidden message of up to 1 word/level into the altered text, noticeable with a DC 20 decipher script check. As this message is hidden through completely mundane means, Comprehend Languages and True Seeing grant no ability to see this message.
Lastly, any forgery checks made using this mystery gain a +5 circumstance bonus.
Freezing Rift Master, Call to Darkness Level/School: 9th/Conjuration (teleportation) [cold] Range: Medium (100 ft. + 10 ft/level) Area: a 20 ft-radius emanation centered on a 5-foot square Duration: 1 round/level or until expended Saving Throw: None Spell Resistance: No
You open a portal to the plane of shadow, a rift that freezes the air around it.
You open up a gate to the plane of shadow, from which incredibly cold air seeps out. All creatures within a 20 foot-radius of the gate take 1d6 cold damage/2 levels each round (maximum 10d6).
If someone moves into the gate, they are teleported to the Plane of Shadow and the mystery ends.
Frigid Orbs Master, Shower of Shadows Level/School: 7th/Evocation [Cold] Range: Long (400 ft. + 40 ft./level) Target: Up to 1 creature/level. Duration: Instantaneous Spell Resistance: No
You infuse the air around you with the power of shadows, freezing the air and granting you a most powerful weapon.
You create 1 orb/level (maximum 25 orbs), which are each launched simultaneously at foes within range, each needing a successful touch attack to hit. Each successful hit deals 1d6 cold damage and 1d6 negative energy damage (which heals undead).
You will a gout of frozen smoke to emerge from the earth.
You create an area that distorts sight and makes breathing difficult like a regular cloud of smoke. In addition, any creature that starts their turn within 10 feet of the cloud take 1 cold damage/level. The Shadowcaster is immune to all of this mystery’s effects. The smoke can be blown away in one round by at least strong winds.
Ghostly Blade Fundamental Level/School: 1st/Conjuration (creation) [Force] Effect: 1 ghostly blade Duration:see text Saving Throw: None Spell Resistance: No
A ghostly, near insubstantial blade springs forth into your hand.
This fundamental creates a small, dagger-like blade. It deals 1d4 slashing damage+ 1d4 slashing damage/5 caster levels (ignoring any strength modifier) and threatens a critical hit on a natural 20. It is a force effect and therefore effects ethereal and incorporeal foes as if they were fully corporeal. The Ghostly Blade lasts for however long it is held, disappearing the moment that it is released.
Glimpse Secret Apprentice, Sepulcher Survival Level/School: 2nd/Divination Range: Personal Target You Duration: 1 hour
You allow yourself to see hidden truths in the world around you
The next time that you pass within 5 feet of a secret door, you may make a search check with a +10 bonus as if actively searching for it.
The next time that a creature within 5 feet of you uses the bluff skill against you, you may immediately make a sense motive check with a +10 bonus.
When either of these abilities have been used, this mystery ends.
Haunting Secrets Initiate, Midnight Secret Level/School: 5th/Enchantment [Language Dependent, Mind-affecting] Range: Close (25 ft. + 5 ft./2 levels) Target: See text Duration: 1 round/level Saving Throw Will negates; see text Spell Resistance: Yes
Every secret is hidden in shadow. From this vast reservoir of secrecy, you handpick the secrets most devastating to your foes.
Once per round, you may state a secret as a standard action, forcing one creature within range to make a will save. If the creature fails, they are confused for 1 round. If they succeed, they are shaken for 1 round. Although the casting of this mystery requires no verbal component, you must be able to speak in order to use this ability.
Every time that you use this mystery against a target, you gain a stacking +1 bonus on saving throws made against mind-affecting effects for the duration of this mystery.
At the end of this mystery’s duration, you are exposed to one of the mysteries that you have exposed to others, forcing you to make a saving throw as if you had been targeted. This mystery grants you no bonus on the saving throw and this secret is revealed to you even if you are unable to speak or hear. Note: None of these secrets are remembered (either by you, the target, or others in the area) past the instance it takes to rile the target’s mind with it.
Haunting Tune Fundamental Level/School: 0/Illusion (figment) Range: Medium (100 ft + 10 ft/level) Target: 1 creature and all creatures adjacent to it. Duration: Instantaneous and 1 round Saving Throw: Will Negates Spell Resistance: No
Although you cannot hear the tune, you know that your target can hear it well enough. As they stop wincing in pain, their face settles into a befuddled expression.
If the target fails their will save, they take 1d4 sonic damage.
In addition, the target and all adjacent creatures must each make an additional will save or be fascinated for 1 round. Creatures cannot be fascinated in this way if their Hit dice exceeds half of your caster level + 1.
Immortal Shadow Master, Endless Void Level/School: 9th/Transmutation Range: Personal Target: You Duration: 24 hours
Disregarding laws of time, you steal back that which has been lost
Within shadows, time has no meaning. A shadow that was is a shadow that is is a shadow that will be. All that changes is the shadow’s location. Drawing upon this principle, this mystery not only stops aging for the mystery’s duration but reverts the mystery user to the next youngest age category (changing physical ability scores but not mental ability scores). Multiple castings of this mystery results not in a stacking of age regression but an overlapping of duration.
Insert Memory Initiate, Grim Reminder Level/School: 4th/Enchantment Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1d4+1 rounds Saving Throw Will negates Spell Resistance: Yes
Every memory leaves an imprint on a person’s mind. For someone who specializes in reflections and imprints, creating a memory of yourself is no challenge.
This mystery is cast as an immediate action to imprint a memory of yourself into your target. You may insert either a favorable or unfavorable memory of yourself. If the memory is favorable, you gain a +4 bonus on diplomacy checks with them and do not take the normal –10 penalty for rushed diplomacy checks. If the memory is unfavorable, you gain a +4 bonus on intimidate checks with them and your target only adds half of their hit dice to their opposed check.
When used in combat, this mystery may effect how a creature attacks. If used to create a favorable memory, the target avoids attacking you if possible (unless you actively attack it). If this use is used in response to an attack against yourself, that attack suffers a 50% miss chance as the target works to stay their own hand. If used to create an unfavorable memory, the target attacks you to the exclusion of all other targets. If this use is used in response to an attack on an ally, that attack suffers a 50% miss chance as the target “remembers” the true target of their ire.
Insidious Paranoia Initiate, Infinite Eyes Level/School: 5th/Divination [Mind-Affecting] Area: 5 ft/level radius, centered on the Shadowcaster. Duration: 1 hour/level (D) Saving Throw: Will Negates Spell Resistance: Partial; see text
From the shadows of those around you, you can hear their thoughts.
Whenever anyone walks into the area of this mystery, they must make a will save or have their surface thoughts read for 1 round/level as if through a detect thoughts spell. Any creature that makes their saving throw is immune to all further usages of Insidious Paranoia made by the same shadowcaster for 24 hours.
Invisible Pyre Apprentice, Shaded Flame Level/School: 3rd/Evocation [Fire] Range: Close (25ft.+5ft. 2/levels) Area: 1 five-foot square Duration: 2 hour/level or until expended (D) Saving Throw: Reflex half Spell Resistance: Yes
With a few gestures, a small pyre sets itself up on the floor.
With this mystery, the Shadowcaster creates an invisible and silent pyre. The first time that a creature steps into this pyre, it erupts into flames, dealing 1d6/level damage to that creature and all creatures within a 20-ft. radius. Half of this damage is fire and half comes from pure shadowstuff and is therefore not subject to being reduced by resistance to fire-based attacks. Anyone within 10 feet of the flame can make a dc20 spot check to notice their shadows seem to act on another source of light. Likewise, anyone gazing on the flame with a see invisibility spell or similar effect sees a small, black ember burning in that square (although there is no other indication as to the mystery’s full effect).
Land of Darkness Apprentice, Darkland Walker Level/School: 3rd/Necromancy Range: Long (400 ft. + 40 ft./level) Area: One 10-ft. cube + 1 10-ft. cube/4level Duration: 1 minute/level Saving Throw None Spell Resistance: No
You call upon the darkest areas of the plane of shadow, into which life and light fade away into nothingness. You call upon the darklands…and the darklands respond
Within the area of this mystery, all living creatures take 1d6 damage each round. If they are slain in this way, they are reduced to ashes. A deathward effect allows its target to ignore the effects of this mystery.
If used in an area with the minor positive energy dominant trait, that trait and this mystery are both suppressed for this mystery’s duration. This mystery may not be cast into an area with the major positive energy dominant trait.
Lengthened Shade Master, Dark Dreams Level/School: 8th/Necromancy Range: Touch Target: Creature Touched Duration: Instantaneous and See Text Saving Throw: None Spell Resistance: Yes
Reaching out at your opponent with one hand, all that you touch is time’s shadow.
The touched creature takes 2d8 damage/level (maximum 40d8) as long as it is denied its dexterity modifier to its AC. If the target is killed by this mystery, you gain immunity to the shaken, sickened, fatigued, and dazed conditions, along with death effects, for 1 hour/4 Hit Dice of the target (creatures with less than 4 Hit Dice do not grant these immunities). The duration of this secondary ability overlaps with itself. Only creatures with a metabolism can be affected by this mystery.
Living Ghost Apprentice, Out of Mind Level/School: 2nd/Enchantment [Mind-Affecting] Range: Touch Target: Living creature touched Duration: Permanent Saving Throw: Will Negates Spell Resistance: Yes
With a simple whim, all memories of you slowly snake out of the target’s psyche.
One minute after this ability is used, the target makes a will save. If they fail, all memories of you going back 1 minute/level are erased. The memories are changed to make the most sense out of the past events as possible (although the target may still think it unlikely). This effect can be removed via the Unveil mystery, the break enchantment spell (although doing so requires a caster level check with a –4 penalty), or with the limited wish, wish, or miracle spells.
Memories are nothing more than shadows of past events. These shadows are putty in your hand, allowing you to form, destroy, or alter them as you see fit.
You may alter the target’ s memory, as the modify memory spell with the above exceptions. In addition, you may alter up to 5 minutes of memories + 5 minutes/4 caster levels. In addition, due to the significantly lower casting time, you may use this mystery in combat, although your opponent gains a +4 bonus on their saving throw if it is used in combat.
Mass of Shadows: Initiate, Umbral Mass Level/School: 4th/Transmutation Range: Touch Target: Creature Touched Duration: 1 minute/level
You cause the target’s form to become wispy and insubstantial, as if they were a mere ghost of their former self.
The target of this mystery gains a +4 bonus on hide, move silently, and escape artist checks. In addition, they can navigate through tight areas as if they were one size category smaller.
Midnight Scream Initiate, Voice of Night Level/School: 6th/Evocation Range: Medium (100 ft. + 10 ft./level) Area: 20-ft. radius burst Duration: Instantaneous, then 24 hours Saving Throw Fortitude half (object) Spell Resistance: Yes
You enrage the air around your target, speeding it faster and faster, sucking all noise from around it until the air screams in pain.
This mystery deals 2d6/level sonic damage (maximum 40d6) to all creatures and objects within the area, or half as much with a successful fortitude save. Furthermore, all nonmagical flames in the area are extinguished and every creature who fails their Fortitude save is deafened for 24 hours. Lastly, all potential for sound is removed from the area for 24 hours, effecting the area as if through a silence spell.
Midnight Veil Fundamental Level/School: 0/Abjuration Range: personal Target: You Duration: 1 hour or until expended
Shadows quickly course about on all sides, a sign that they are willing to protect you.
You gain a +1 resistance bonus on the next saving throw that you make within this mystery’s duration.
If your caster level is 10 or higher, you gain a +2 resistance bonus on the next two saving throws that you make within this mystery’s duration.
If your caster level is 20 or higher, you gain a +3 resistance bonus on the next three saving throws that you make within this mystery’s duration.
Morning Mist Apprentice, Darkest Dawn Level/School: 3rd/Conjuration (creation) Range: 20 feet Effect: Cloud spreads in 20-foot radius from you, 20 ft. high Duration: 1 minute/level Saving Throw None Spell Resistance: Yes
A light blue mist passes over your allies, revitalizing their strength. Unfortunately for your enemies, the mist is a bit chilly
A misty vapor arises around you. The smoke obscures all sight as a fog cloud does. In addition, all sleeping allies are immediately awakened and all fatigued allies are immediately cured of their condition. All enemies in the fog, however, take 1d6+1 cold damage/level (maximum +10) every round.
Like with obscuring mist, the mist is (mostly) stationary once created. Likewise, fire burns it away. Furthermore, this mystery may not be cast into areas of severe (or higher) heat. However, a severe wind is necessary to disperse the mist (which occurs in 1d4 rounds). Strong winds move the entire cloud of mist 5 feet in the direction that the wind is blowing. Weaker wind has no effect.
This mystery does not function underwater.
Through manipulation of the shadows in their mind, your target is yours to command. They will be serving you for a long, long time.
This mystery functions as the unshakable quest mystery, with the above and below exceptions. This mystery compels the target to continue their order until it is completed (or until they are slain, if the quest is open-ended).
In addition, whenever they complete their order, you may give them a new one at any time as an immediate action. You may not, however, give them new orders after they have already been given some (until their previous order has been completed).
Nightmarish Mist Initiate, Nightmarish Domain Level/School: 4th/Conjuration (Creation) [Fear, Mind-Affecting] Range: 20 feet Effect: Cloud spreads in 20-foot radius from you, 20 ft. high Duration: 1 round/level Saving Throw Will Partial; see text Spell Resistance: Yes; see text
The mist is a mere concentration of your target’s nightmares, nightmares that your foes have hidden from their conscious mind. As the mist rises up, the nightmares are fully realized.
You create mist along the ground that obscures sight as a Fog Cloud does. In addition, all foes within the mist must make a Will save each round that they remain in the fog. A creature not suffering from fear who fails their saving throw becomes shaken. A shaken target who fails their saving throw becomes panicked. A panicked target who fails their saving throw becomes frightened. A frightened target who fails their saving throw cowers in fear. A cowering target who fails their saving throw is overcome by insanity (as the spell) for 24 hours. A confused or insane target who fails their saving throw is slain by fear alone. Even if a target is unaffected by the fear, their concentration is hampered by demons in their own mind, preventing them from taking 10 or 20 on skill checks or from casting spells with a casting time greater than 1 standard action.
This mist is very insidious, swirling around magical defenses. If a target possesses spell resistance and resists this effect, their spell resistance is tested each round to see whether the mist effects them. The first time that this mystery overcomes a target’s spell resistance, their spell resistance no longer applies.
As with fog cloud, wind and fire may disperse the mist, although doing so forces one final will save from opponents as the mist is dispersed. Also like fog cloud, this spell cannot be cast underwater. Unlike fog cloud, however, this mystery suppresses light effects of 3rd level or lower and is suppressed by higher level light effects, as if it had the darkness descriptor.
Olden Tales Fundamental Level/School: 1st/Divination Range: personal Target: You Duration: 1 hour or until expended
Old stories fill your mind as ancient shadows find you.
You gain a +2 bonus on knowledge checks.
You may end this mystery prematurely to make an untrained knowledge check, including the +2 bonus from this fundamental.
Oppressive Bindings Master, Eternal Servitude Level/School: 8th/Conjuration (creation) Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 3 rounds + 1 minute/level Saving Throw Will partial Spell Resistance: Yes
Far from the obedience of shadow, other creatures take steps to oppose you. This is something that you simply cannot allow.
For the duration of this mystery, the target must make a successful will save in order to take an offensive action against you. In addition, the target suffers debilitating effects that accumulate over time
On the first round, the target must make a will save or have its speed halved. On the second round, the target must make another will save or lose the ability to speak. On the third round, the target must make another will save or drop all items they are holding. After this time, all of these effects last for 1 minute/level.
Last edited by Realms of Chaos : 02-10-2010 at 02:48 AM.
Passage of Shadows Initiate, Dark Relic Level/School: 6th/Conjuration (teleportation) Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes
As you point through the object with one hand, you touch your target with the other. As soon as you make contact, they disappear.
You attempt to force the touched creature through a solid object, into the nearest open space that can accommodate them. The creature is transported up to 5 feet/level (maximum 100 feet) through an object or until they run into such an open space. If they have traveled the maximum distance but still haven’t found a safe spot by that point, they are ejected into the nearest open space, taking 1d6 damage for every 5 feet they must travel.
Path of Woe Apprentice, Winding Trail School/Level: 3rd/Transmutation Range: Long (400 ft. + 40 ft./level) Target: Up to 1 five-foot square/level Duration: 1 minute/level Saving Throw: None or Reflex negates (see text) Spell Resistances: No
You feel the terrain of the entire area within you. Feeling it inadequate for your purposes, you tweak it.
The path of woe mystery allows you to change your surroundings to fit your needs. You may alter the surrounding squares in any of the following ways, spending one five-foot square of effect for each effect added (even if they are all added to one square). All squares of effect are determined as you cast this mystery. Impeding: The ground is treated as difficult terrain. Moving through it takes twice as movement as is usual, the DCs of tumble checks through it are increased by 4, and the square cannot be run or charged through. If you spend 2 squares of movement, the square also ensnares people, and someone passing through must make a reflex save or become entangled. Damaging: The area almost seems to splinter, sending spikes and shards soaring into the square (although this apparent damage to the landscape only lasts for the duration of this mystery). All such squares are treated as possessing caltrops. If an additional square of movement is spent, anyone passing through the squares takes 1d4 piercing damage. For each additional square of movement beyond the second, increase this damage by 1d4. Slippery: This area is made slippery by some invisible substance. Anyone within the area must make a Reflex Save or Fall. This reflex save is repeated on your turn ech round that the creature remains within the area. A creature can walk within or across the square with a DC 15 balance check. Failure means it can’t mue any more that round (and must then make a Reflex save or fall), while failure by 5 or more means that it falls. For each additional square of effect spent, the balance check DC is increased by 2. Raise: The area is temporarily raised a foot. Any creature standing within the square has the benefits of fighting from high ground. If you spend a second square of effect, if raises up to 5 feet and takes a dc 10 climb check to scale. In addition, if provides cover. For each additional square of effect you spend, it is raised by another 5 feet (and one risen to at least 10 feet provides total cover). Lower: The area is temporarily lowed by a foot. Any creature standing within the square has the downside of fighting from low ground. If you spend a second square of effect, if lowers to 10 feet and any creature within the square must make a reflex save or fall as if a pit trap had opened beneath their feet. The climb DC to scale the new wall is 10. For every two additional squares of effect you spend, its depth is increased by 10 feet. Generate: You create a new bit of land from the most abundant building material in the area. If places against the ground, it acts as if you had used the Raise function of the mystery. You can place it higher up if you want to make a 1-foot thick platform for flyers or good jumpers. In addition, you can use this functions to make bridges across chasms or rivers. Light: You can change the ambient lighting of a square to light, shadowy illumination, or darkness. Each square of effect allows you to affect up to 2 5-foot squares, which need not be affected in the same way.
A mound of semi-solid shadow emerges from the ground before you, a mass of grey and black. Slowly, wisps of half-forgotten dreams worm their way into the lattice, giving it an ochre hue and making its form nearly gelatinous.
You create a phantasmal structure capable of holding up to 1 medium creature/level or an equivalent amount of smaller or larger creatures. In order to enter the refuge, the creature must be willing (or unconscious) and you must consent to allowing them within.
Time spent inside of the refuge counts as time spent sleeping. Furthermore, natural healing accelerates within the refuge, healing all living targets within every 2 hours that they remain. However, creatures inside are not actually sleeping and are immune to sleep effects. Instead, they are fully aware of their surroundings, although the structure somewhat obscures their sight and hearing (-4 penalty on spot and listen checks). On the other hand, creatures within the structure can take no actions (even purely mental ones) other than to make spot or listen checks or to leave the refuge (a full-round action).
The structure itself is resilient towards attack. It possesses Damage Reduction 10/-, has immunity to acid, and heals one hit point each round so long as it possesses a single hit point. Unfortunately, fire and cold deal twice as much damage against it. The structure possesses a number of hit points equal to 20 + the total of all contained creatures’ current hit points.
Pools of Entropy Master, Dark Wasting Level/School: 7th/Necromancy Range: Long (400 ft. + 40 ft./level) Effect: One pool of poisonous acid/2 levels Duration: 1 round/level Saving Throw Fortitude partial Spell Resistance: No
Pools of black fluid seep up from the ground. These entropic pools are deleterious to all living beings. Perhaps your foes will learn this soon
You create up to 1 10-foot radius pool of shadowstuff/2 levels anywhere within range of this mystery. Any living creature in these pools (including those that the pools are made around) suffer 3d6 damage each round and must make a fortitude save or take 2d6 constitution damage. If they fail their saving throw, they must make another one 1 minute later or take another 2d6 constitution damage. In addition, all those within 10 feet of a pool must make an additional fortitude save each round or become nauseated for 1 round.
Each pool is only 1 foot thick, not requiring any creature of tiny size or larger to make swim checks. Multiple pools (even from multiple castings) may not be stacked by any means.
Primal Surge Initiate, Midnight Savagery Level/School: 5th/Transmutation Range: Touch Target: Creature touched Duration: 1 minute/level or 1 minute; see text Saving Throw Will negates (harmless) Spell Resistance: Yes
As you awaken an animalistic aspect of the target’s soul, their muscles become more defined, their motions become more fluid, and their heart beats grow stronger
When you cast this mystery, you may grant your target a +4 enhancement bonus to your Strength, Dexterity, or Constitution score for the mystery’s duration, chosen at the time of casting.
Alternately, you may grant the target a bonus to all of these ability scores by lowering the duration of the mystery to a mere one minute. While this use of the mystery is active, any creature viewing the target with a see invisibility or true seeing spell sees a shadowy shroud surrounding them, usually bearing animalistic features.
Pry the Truth Apprentice, Shadow’s Whispers Level/School: 3rd/Divination
You attempt to discern the truth from the living or take it from the dead. Either way, your questions will soon be answered satisfactorily.
This mystery functions like the spell discern lies or speak with dead. You decide which version to use at the time of casting.
Pulled Up Initiate, Boundless Void Level/School: 4th/Transmutation Range: Close (25 feet + 5 ft/2 levels) Target: All living creature within a 20-foot radius area Duration: 1 round/level or less; see text Saving Throw None Spell Resistance: No
Your opponents try to move towards you, only to find that the air around them is thick as syrup. Slowly, the mass of semi-solid air lifts your foes higher and higher
All creatures within a 20-foot radius area must immediately make grapple checks. For this purpose, the opposed grappler gains a bonus on grapple checks equal to your caster level. All creatures who fail their grapple checks are raised 10 feet into the air. Every round, grappled creatures raise 10 feet each round, falling once they escape the grapple or when the mystery’s duration ends. No creature can be pinned in this way. Once all creatures have escaped the grapple, the mystery ends.
Puppet Strings Apprentice, Shadow Puppetry Level/School: 1st/Transmutation Range: 50 feet Target: 1 creature Duration: 1 round/level or see text Saving Throw None Spell Resistance: No
Insubstantial threads of shadow launch forth from your fingers, unerringly adhering to your hapless target
This mystery allows you to grapple a creature from a distance. You gain a bonus on your grapple checks equal to your caster level and use your dexterity modifier in place of your strength modifier. Furthermore, your target cannot escape through the escape artist skill as the threads of shadow are adhered to their person. However, each of you may move around freely so long as you remain within 50 feet of each other. If the target would normally pin you due to a successful grapple, the mystery instead ends. If you would pin the target, however, the mystery ends and you may have the target make a single attack against any target within their reach, using your base attack bonus but their strength modifier. If you do not wish for them to attack, they instead fall prone.
Question Shadow Fundamental Level/School: 1st/Divination Range: Touch Target: Creature Touched Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes
You furtively whisper a question to your target’s shadow and await your reply.
When you touch the target, their shadow answers one yes or no question about the target’s recent actions, unless the target succeeds on their will save. The shadow only remembers events as far back as 1 day/level. In addition, the shadow has no special ability to read the mind of the target or know anything that it could not observe. For example, the shadow may not know that the target carried around the Sword of Kas because it only observed her carry around a strange package. As a result, any question about the Sword of Kas would result in a no from the shadow.
Rebellion of Nature Master, Blackened Sky Level/School: 9th/Conjuration (summoning)
You call upon the greatest forces of raw destruction to rain down upon your foes.
This mystery functions as the spell Storm of Vengeance, except that the entire environment attacks, rather than just the storm itself. This adds a few new abilities, in addition to those normal for Storm of Vengeance:
1st Round: The temperature lowers to severe cold.
2nd Round: 4 fireballs (as the spell) erupt forth from the ground anywhere you choose, dealing 10d6 fire damage to anyone within range (reflex save half).
3rd Round: An earthquake (as the spell) occurs anywhere within range.
4th Round: Up to 1 large object/level animates (as animate objects).
5th through 10th rounds: The ground oozes tar, catching anyone who fails a reflex save until they pull themselves free (dc 20 strength check).
Nature does not take lightly to being abused in this nature, however, and at the end of this spell, you take 5d4 damage for each round that concentration was maintained.
As you march forward, you do so without fear. The ground will not fall from under you. Darts will not fly from the walls. Axes will not swipe down from the ceiling. Of this you are sure.
All creatures within the area of rescind peril possess little risk of setting off traps. They exert no force upon the ground they walk upon, allowing them to walk across covered pits, pressure pads, quicksand and even spider webs without negative effect (apart from the possible stickiness of the webs).
Furthermore, you make no sound within the area of the mystery, although the noises continue outside of the area as if they had originated inside. As such, you may walk past a trap triggered by noise without setting it off, but your footsteps are still audible to the goblin ambushers 20 feet away (until you get close, that is). Furthermore, you can speak and have others hear you, but your voice only starts 20 feet in the distance (faded appropriately).
Lastly, creatures within this area are invisible to magical sensors, whether it be the true seeing sensor of a trap or those created by a scrying, clairvoyance/clairaudience, or prying eyes spell. Actual creatures can see you just fine, however.
Revealing Light Master, Black Sun Level/School: 7th/Evocation [Light] Range: Close (25 ft. + 5 ft./2 levels) Area: 40-foot radius emanation Duration: Concentration (up to 1 round/level) Saving Throw Fortitude partial Spell Resistance: None
Shadows are cast only within the light. By calling forth the light, you can reveal deception and throw shadows into deeper relief.
You create a light within the mystery’s area. All figments and glamors in the area are suppressed, all invisible and ethereal creatures become visible, and all shapeshifters are forced to resume their normal forms unless they succeed on a fortitude save each round.
Furthermore, the light is intense, limiting the range of sight to those within the area to 10 feet.
Lastly, time spent within the area of your revealing light doesn’t count towards the duration of your mysteries.
[b]Apprentice, Darkest Dawn[b] Level/School: 1st/Transmutation Range: Close (25 ft + 5 ft/2 levels) Area: 20 foot-radius emanation Duration: 1 minute/level Saving Throw: None Spell Resistance: No
The ground in the selected area takes a slightly darker hue, but the landscape does not change at all, or at least, it doesn’t seem to change.
In the affected area, your allies gain a +5 foot enhancement bonus to their speed while your enemies have their speed reduced by 5 feet.
In addition, all allies in the area are treated as having the benefits of higher ground against enemies.
Lastly, if your caster level is 5th or higher, all allies gain a +1 bonus and all enemies take a –1 penalty on all attack rolls, saving throws, and skill checks. If your caster level is 15th or higher, these bonuses and penalties increase to +2 and -2, respectively.
Seek the Lost Master, Midnight Athenaeum Level/School: 7th/Divination Range: See Text Target: One creature or object Duration: 24 hours Saving Throw None Spell Resistance: No
When you come into contact with a person or object, a bit of their shadow is interlaced with yours. Using these strands of shadow as a trace, you can find your target no matter where they go
Through one of the most potent divination effects ever devised, you can precisely locate an object or creature that you have seen within the last 24 hours, even if they are on another plane of existence. A likeness of the object or creature or a view of the target through a divination effect is insufficient. You must’ve viewed them with your own eyes (or equivalent organ).
Even magic specifically made to block divination effects may be insufficient. If the target of this mystery is protected from divination effects by magic, you may make an opposed caster level check to ignore that effect.
Lastly, your knowledge of your targets position in relation to your own is so precise that if you utilize an effect from the teleportation subschool to get within 100 feet of the target, no one utilizing the effect risks any chance of landing off target.
Sever Link Apprentice, Toppled Arcana Level/School: 2nd/Transmutation Range: Close (25 ft + 5 ft/2 levels) Target: 1 magical beast, construct, or undead Duration: 1 hour Saving throw: Fortitude Negates Spell Resistance: Yes
As you point a finger at the creature before you, all bonds binding it to the mystical or to its master are suddenly severed.
If the target is a magical beast and they fail their Fortitude save, their type changes to animal for 1 hour. Among other things, this lowers the magical beast’s intelligence to 2 (unless it was already 1), robs them of all spell-like and supernatural abilities, and allows them to be affected by spells such as animal messenger and animal trance. Any magical animal serving as a familiar, animal companion, or special mount loses all benefits of having ever been one (although it is still loyal to its master). If such a creature is destroyed during the duration of this mystery, the downsides of such a death (should they exist) only come into play at the end of this mystery’s duration.
If this mystery is instead used against a construct or undead and they fail their saving throws, they cannot be given any more orders during the duration of this mystery (unless someone regains control, such as through the command undead spell) and they take a –2 penalty on all attack rolls against you for the duration of this mystery.
You set about yourself a net of shadow, ready to catch and absorb magical energies.
This mystery functions like the spell Absorption, with a couple of exceptions. First of all, 2d8 spell levels are absorbed. Secondly, both magic and shadow magic are absorbed in this way. When you use it to fuel a mystery, no daily use of that mystery is expended.
As you instill the power of shadow into your target, lights and sounds seem more vivid to them and their awareness increases.
While this Mystery in effect, the target cannot be flanked, adds their wisdom modifier to all initiative rolls if positive, and gains blindsense out to 5 ft/level.
Shadow Flight Initiate, Dark Journey Level/School: 5th/Transmutation Range: Personal Target: You Duration: 1 hour/level
Your shadows slowly lift you off the ground, holding you up in the air.
You gain a fly speed of 10 ft./4 caster levels with good maneuverability. In addition, any square that you fly through is filled with shadowy illumination for 1 minute. Lastly, due to the shadow that courses around you, you take a –4 penalty on hide checks in bright illumination and a +4 bonus on hide checks in darkness (neither penalty nor bonus applies in shadowy illumination)
Shadow Form Initiate, One with Shadow Level/School: 5th/Transmutation Range: Personal Target: You Duration: 1 minute/level Saving Throw: None Spell Resistance: No
Allowing yourself to slip into the shadows, your body becomes one with the utter blackness of night.
While using shadow form, you gain concealment in any area filled with shadowy illumination and are considered completely invisible within any area of darkness.
Furthermore, you may pass through mundane barriers up to 5 feet thick as if you were an incorporeal creature, so long as the movement ends with you in empty space.
Shadow Fortification Initiate, Darkened Wards Level/School: 4th/Abjuration Range: Touch Target: Item touched Duration: 1 hour/level (D) Saving Throw: See text Spell Resistance: See text
Reaching to shadow, you fortify the area around you.
This powerful mystery allows a single small-scale defense, depending on the touched item. It can affect the area in up to a 20-foot radius of you and you are immune to all effects created. Portal: If a portal is touched, it instantly tries to close itself if it is not already closed (using an effective strength score of 20 to do so. When closed, it places an arcane lock on itself. Saving Throw: None. Spell Resistance: None. Floor: The floor is covered with an invisible grease-like liquid. Anyone running or charging across it does not get a reflex save to avoid its effects. Saving Throw: Reflex Negates; see text. Spell Resistance: None. Ceiling: The Ceiling continually drips acid, dealing 2d4 acid damage to all who are below it each round, although this acid does not damage the structure or pool on the bottom. Saving Throw: Reflex Half. Spell Resistance: None Wall: The wall’s hardness increases by 2, climb checks made to climb it have their dcs increased by 4, and the wall heals 5 hit points/level. Saving Throw: None. Spell Resistance: None. Air: The Air is filled with dark mist that impedes sight and movement as a solid fog spell. Saving Throw: None. Spell Resistance: None
Shadow Guardians Master, Castle of Darkness Level/School: 8th/Illusion (phantasm) Range: Close (25 ft + 5 ft/2 levels) Effect: one illusory guardian/ 4 levels Duration: 24 hours Saving Throw: Will Negates Spell Resistance: Yes
A few illusory guards appear as you indicate, ready to fend off intruders.
You create 1 illusory guardian/4 levels, none of which can travel further than 100 feet from where they are first created. The illusory guards have vaguely humanoid outlines and are automatically recognized as illusions. They perceive their surroundings as if they received +10 bonuses on spot and listen checks and can see invisible creatures. They have no special way to see through darkness, however.
When you cast this mystery, you may designate up to 1 creature/4 levels to be ignored by the spell. Whenever a creature not to be ignored is observed by an illusory guard, that guard moves towards the intruder at a rate of 30 feet per round (up to the limits of its range) and tries to make a touch attack against that foe, using your base attack bonus and intelligence modifier to determine its attack bonus. For all intensive purposes, illusory guards act last in initiative.
If it hits or if a creature passes through a space occupied by an illusory guard, the guard dissipates and the target must make a will save or fall comatose for 1d6+1 hours. If the attack misses, it and other guards attempt to repeat the process. If the target succeeds on its saving throw, remaining guards try to attack the target as soon as they can be perceived. If a creature fails its saving throw, all other illusory guards from that casting ignore the creature, even if they are healed and return.
If more than one creature intrudes, the illusory guards attempt to split up their attacks as evenly as possible.
Shadow Homunculus Apprentice, Twilight Studies Level/School: 3rd/Conjuration (creation) Range: Close (25 ft + 5 ft/2 levels) Effect: One shadowy force that obeys your commands Duration: 1 hour/level Saving Throw None or Fortitude negates (see text) Spell Resistance: No
Shadows gather into a small area, creating a dim conglomeration of shadows. As the mystery is completed, the shadows move, revealing itself to be a small quadrapedal being
Through this mystery, you create a potent minion to perform your bidding. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but repeats the same activity over and over again if told to do so. It can only open normal doors, drawers, lids and the like. It has an effective Strength Score of 6 (so it can lift 60 pounds or drag 300 pounds). It can trigger traps and such, but it can exert only 40 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 (with the exception of hide checks) or that requires a check using a skill that can’t be used untrained. Its speed is 10 feet although it may fly at 25 feet with good maneuverability.
The servant it granted a single attack, using your base attack bonus and its strength score. Its attack deals 1d4-2 damage and upon every successful hit, the target must make a Fortitude save (against the mystery’s DC) or fall asleep for 1 minute. Creatures immune to poison are immune to this ability. In addition, the minion may create flanking conditions. It may take no other offensive action, including attacks of opportunity. It automatically fails grapple checks and checks made to avoid being bulrushed, but is immune to being overrun or tripped..
While not quite invisible, your minion gains a +8 bonus on hide checks. In addition, the minion is completely silent and never needs to make move silently checks.
The servant has an AC of 10+1/2 caster level and possesses a 20% miss chance due to its imprecise form (while visible). If it takes 10+1/level damage from attacks, it is dispersed, you are blinded for 1 round, and you take 1d4 damage/2 levels.
If your minion leaves the maximum range of this mystery, it simply ceases to exist and the mystery ends.
Shadow Immersion Master, One with Naught Level/School: 9th/Abjuration Range: Personal Target: You Duration: 1d6+4 rounds
You allow shadow to flood into yourself, allowing you to achieve your full potential for a few moments of time.
While under this mystery, you back up your form with uncountable numbers of shadow forms ready to heal your wounds or take your place while empowering your shadows. In effect, you gain the following benefits.
Immunity to death effects.
Fast Healing 20
Spell Resistance (caster level+20)
Immunity to Cold, Electricity, Acid, and Fire
Metashadow feats have unlimited numbers of uses each day and do not increase the casting time of mysteries.
When you are slain or the duration of the mystery ends, your body is forcefully absorbed into the shadows, dealing you 5d8 damage/round that the mystery continued.
Shadow Layout Apprentice, Winding Trail Level/School: 2nd/Divination Range: 100 ft. Area: 100 ft.-radius emanation, centered on you Duration: 3 rounds Saving Throw: None Spell Resistance: None
You send out a cry into your surroundings for information. Gradually, the shadows return with what you seek.
This mystery is a great source of information, granting you knowledge over 3 rounds. Round 1: On the first round of this mystery, you learn the lighting of each square within the area, revealing each square to hold light, shadows, darkness, or an object. Round 2: On the second round of this mystery, you learn the number of creatures within shadowy illumination or darkness within range. You also learn the general direction to each such creature. Round 3: On the third round of this mystery, you gain a general insight into the shadows themselves. The first mystery cast within this round gains a +1 insight bonus to its caster level.
Shadow Merge Initiate, One with Shadow Level/School: 6th/Transmutation Range: Personal and Close (25 ft + 5 ft/2 levels) Target: You and one creature Duration: 10 minutes/level (D) Saving Throw: Will Negates Spell Resistance: No
As you walk into the shadow of another, you feel its shadow call out to yours. You answer this call and allow your body to fuse with another’s shadow.
The shadow merge mystery fuses you bodily with the shadow of another creature within 1 size category of yourself. While in the shadow of another, you are invisible and the caster of any divination spell must succeed on an opposed caster level check to detect your presence. Unfortunately, your effective range of sight is lowered to 30 feet and you lose any special senses that you normally possess.
In addition, you gain telepathic contact with your target, may use mysteries with a range of personal upon them, and can deal them up to 5 nonlethal damage as a swift action. Furthermore, you can cast any spell-like or supernatural mysteries or fundamentals you possess. If you possess the still mystery feat, you may utilize mysteries that you cast as spells, although doing so still entitles others to a DC 15 spot check to notice the strange movements of the target’s shadow. Whenever you use one of your abilities in this way, your target is entitled to a new will save with a +1 bonus per previous attempt. If they fail, they are dazed for 1 round. If they succeed, this mystery ends, the mystery you attempted to use is ruined (but the daily use is still expended), and you take 5 nonlethal damage/level.
As you are not occupying the target’s soul, no effect can effectively “exorcise” or damage you. Whenever your target is dealt lethal damage, however, you take an equal amount of nonlethal damage. Nonlethal damage dealt to the target does nothing to you but the moment that either you or your target is knocked unconscious, the mystery ends.
Shadow Sanctum Master, Castle of Darkness Level/School: 7th/Abjuration Range: Medium (100 ft. + 10 ft/level) Area: 1 20-ft. cube/level Duration: up to 24 hours (see text) Saving Throw: Will partial Spell Resistance: Yes
You seal off a small area for your personal use, daring others to follow you within.
Shadow Sanctum seals an area away from the planar travel of others into or within it, including teleportation spells, plane shifting, astral travel, ethereal travel, and all summoned creatures. This restriction does not apply to you.
In addition, all activity within the warded area is concealed from sight and hearing, with the borders appearing as some strange mist. Furthermore, divination spells fail to pierce into it (although those within it can detect things both inside and outside of the ward through sight or divinations).
Creatures are free to enter the shadow sanctum, but you are alerted to each intrusion. In order to leave the shadow sanctum, however, anyone other than you must make a successful will save. Spell resistance applies against this effect.
This mystery lasts only so long as you remain within the warded area, up to a maximum of 24 hours. If you leave the warded area for at least one round, this mystery ends.
Touching your target, you feel their pulse, hear their gasp, and then see nothing at all.
This mystery allows you to temporarily banish 1 creature into a small pocket of shadow at the edge of existence. When they reappear, they return to the same square (or are harmlessly moved to the nearest open square). While banished, all spell effects on the target’s person are suspended until they return.
Shadow Spikes Apprentice, Dark Snare Level/School: 2nd/Conjuration (creation) Range: Close (25 ft+5 ft/2 levels) Area or Target: 1 5-foot square/level surface or 1 creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes
Just as you desired, spikes sprout from wherever you desire. Whether this is from a wall, floor, or creature makes no difference.
This mystery can make dangerous spikes sprout forth from almost any surface. If placed on the floor, any creature passing through the area must move at half speed or take 1d6 points of piercing damage +1d6 additional points/4 levels. Anyone falling onto these spikes (such as if they are placed at the bottom of a pit) also takes this damage. If placed on a wall, they lower the climb dc of that wall to DC 15 and anyone bulrushed into the wall takes damage as if falling into it. If placed on a ceiling (even one that is completely horizontal) they allow it to be climbed with climb DC 30.
If placed on a creature, they sprout forth from the creature, dealing 2d6 piercing damage to all equipment worn by the creature. In addition, they take a –2 penalty on all dexterity based checks. However, with each successful bulrush or grapple attempt, the target deals 2d6 piercing damage to their victim. This extra damage is also dealt with each successful unarmed strike.
You instill your target with shadow, increasing their hardiness in combat
You grant your target 1 temporary hit point, with an additional temporary hit point for every two caster levels (maximum 11 temporary hit points).
Shadow Vivisection Initiate, One with Shadow Level/School: 4th/Necromancy Range: Touch Target: Creature or creatures touched Duration: 1 round/level Saving Throw: Fortitude Partial Spell Resistance: No
As you slip your hands through your opponents armor, you can vaguely feel the nerves and tendons throughout their body…at least, until you snip them.
Shadow vivisection allows you to remove much of your hand’s corporeality in order to make touch attacks that sever nerves and tendons. A successful strike deals 2d6 dexterity damage and stuns the target for 1 round. If they succeed on their Fortitude Save, the dexterity damage is halves and the target is not dazed.
While using this mystery, you may attempt up to 1 touch attack/3 levels.
As you grab hold of the weapon, you allow shadowstuff to flow freely into it. As it leaves your hand, you know it can penetrate most defenses.
One touched weapon passes damage reduction as if possessing all alignments, composed of all materials, was a magic weapon. In addition, the weapon gains a +1 enhancement bonus to attack and damage rolls.
For every additional daily use of a 4t level or higher mystery you expend as you cast this mystery, the enhancement bonus to attack and damage rolls is increased by +1 (to a maximum of +5).
Shadow Weather Master, Blackened Sky Level/School: 8th/Illusion (shadow) Range: 5 miles Area: 5 mile-radius circle, centered on you Duration: 4d8 hours; see text Saving Throw: Will partial
You reach into the skies and infuse your surroundings with shadow magic, changing the weather to fit your needs.
This mystery functions as the spell Control Weather, with a few exceptions. First of all, the mystery comes into effect 1 hour later instead of 10 minutes later. Secondly, you can only cause forms of weather that cause precipitation, heat, or strong winds, and may cause any weather regardless of the season. Third, anyone within range of the weather who succeeds on a will save ignores all effects of the new weather, other than effects that directly limit their senses.
You flood your opponent’s perceptions with shadow, forcing yourself into the best possible light. You watch them seem to notice you for the very first time.
This mystery may be cast as an immediate action. For the duration of this ability, the target’s attitude towards you is increased by one step or up to indifferent, whichever would produce a better attitude. Targets hostile towards you gain a +2 bonus on their will save and targets in combat against you gain an additional +2 bonus.
If this mystery is used in response to an attack (or other violent action) against you, they must make another will save against the mystery’s dc or else lose that attack (or other violent action). If they failed on the first will save, they take a –2 penalty on this one.
If a target succeeds on their first saving throw, the duration of this ability is lowered to 1 round.
At the end of this mystery’s duration, the target gains full knowledge that they were charmed, changing their attitude towards you accordingly.
Shadow’s Path Apprentice, Winding Trail Level/School: 1st/Transmutation Range: Personal and Close (25 ft. + 5 ft./2 levels) Target: You and up to 1 individual/level Duration: 1 hour/level or until expended and then 1 round/level (D) Saving Throw: None Spell Resistance: None
As you take your first few steps, you see that your footprints seem to radiantly grow. Not that anyone else can see them.
While under the effects of this mystery, you appear to leave no tracks and possess no scent. However, to you and all targets designated when you cast this mystery, your footprints appear to glow with the approximate light of a candle and last until the duration of the mystery wears off.
Once during the mystery’s duration, as a full-round action, you may teleport up to 5 feet/2 levels backwards along your trail, although this lowers the remaining duration to 1 round/level. The glow is visible with a see invisibility spell, true seeing spell, or Truth Revealed mystery.
Shadow’s Release Initiate, Dark Journey Level/School: 4th/Abjuration Range: Personal Target: You Duration: 1 hour/level
Your skin suddenly seems to sweat forth a dark, reflective liquid. As this happens, you slip out from whatever binds you.
This mystery functions like the spell Freedom of Movement
Shadow’s Venom Apprentice, Shadow Snare Level/School: 3r/Conjuration (creation) Range: 0 ft (see text) Effect: one dose of poison Duration: 10 minutes/level
You capture some of the detrimental effects of shadow within a small vial of poison.
You generate one dose of poison, held in a glass vial, which appears directly in your hand (or by your feet if you have no free hand). Any form of poison other than inhaled poison can be made in this way. In addition, only poison costing up to 100 gp/level can be created by this mystery.
You are at no risk of accidentally exposing yourself to poison while applying it (although you are still subject to its effects if the poison is used against you). At the end of the duration, the poison and vial it appears with disappears. At this time any creature that has taken initial damage from the poison but has not yet made a saving throw against its secondary damage must make a Fortitude save or immediately take the secondary damage.
Last edited by Realms of Chaos : 05-07-2009 at 10:43 PM.
Your weapon is consumed by deep shadows, turning it a deep shade of black. Controlling this shadow, the weapon seems much simpler to use.
For the duration of this fundamental, you gain proficiency with the touched weapon.
In addition, the touched weapon deals nonlethal damage instead of lethal damage for as long as the fundamental continues.
As you invoke this mystery, the ground upon which you step darkens, as if a huge cloud had passed in front of the sun. When you look up, however, the sky is clear.
This mystery darkens the surrounding area. All areas of bright illumination become areas of shadowy illumination, all areas of shadowy illumination become areas of darkness, and all areas of darkness become areas of magical darkness. All mundane light sources within radius go out and any spell with the light descriptor of 6th level or less is instantly dispelled. Spells of 7th level or higher with the light descriptor work normally in this area but do not dispel this mystery, merely suppressing it in the area that the spell is in.
Shadowstep Fundamental Level/School: 1st/Transmutation Range: Personal Target: You Duration: 1 round Saving Throw: None Spell Resistance: No
You conjure a small patch of shadowstuff, helping you move through the battlefield unhindered.
During the round that this fundamental is cast, you may move over difficult terrain with no penalty.
Shadows Passing Initiate, Dark Relic Level/School: 5th/Conjuration (teleportation) Range: Medium (100 ft. + 10 feet/level) Target: up to 1 small object/level Duration: 1 round/level Saving Throw: Will Negates (object)
Reaching out into the objects of shadows, you learn how to move them about. Of course, it would be wasteful to leave this power unused.
You may attempt to teleport up to 1 small or smaller object/level anywhere within range, once per round, as a swift action. For this purpose, 2 small objects equal one medium object, 4 equal one large object, 8 equal one huge object, 16 equal one gargantuan object, and 32 equal one colossal object. No object containing a living creature within (whether a mouse trap with a mouse or a castle with a king) can be teleported in this way. An attended or magical item is granted a Will save to resist but a success only saves it for that round. New items may be teleported each round.
As a soft black aura conceals your hand, you feel the power of the void run through it.
You must succeed on a melee touch attack to deal 1d3 negative energy damage. Undead are healed by this ability instead of damaged by it.
Shattering Image Apprentice, Hollow Facade Level/School: 1st/Illusion (Figment) Range: Long (400 ft. + 40 ft./level) Effect: Visual and audio figment that cannot extend beyond 4 10-ft. cubes + one 10-ft. cube/level (S) Duration: Concentration + 1 minute Saving Throw Will disbelief (if interacted with); see text Spell Resistance: Partial; see text
From nothing, you call forth sight and sound, filling the void with your figment. Many will be foolish enough to believe it. Some won’t be so lucky.
This mystery creates the visual and audio illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, temperature, or intelligible speech. So long as you concentrate on the image, you may move it within the limits of the size of the effect. Otherwise, it remains static.
Anyone who successfully disbelieves this illusion takes 1d6 + 1/level piercing damage as the realization harms their body. Spell resistance applies against the damage but not against the figment itself.
Skeleton Key Fundamental Level/School: 1st/Conjuration (creation) Range: Close (25 feet + 5 ft/2 levels) Target: one lock Duration: See text
Slowly, a large black key comes into existence within the desired lock. It changes its form with every passing moment, looking for the one that fits the lock.
This fundamental can unlock any lock, given enough time. For every 5 points of the lock’s open lock DC, it takes 1 minute for the skeleton key to unlock. Furthermore, while the skeleton key is active, all open lock checks made against that lock automatically fail as the key occupies too much space to work around.
Spun of Myth Initiate, Twilight Lore Level/School: 6th/Divination
Your head is filled with stories and tales; with legends and myths of the highest order. The ones you need fall neatly into place in the center of your mind.
This mystery functions like the legend lore spell.
Squelch Light Fundamental Level/School: 0/Transmutation Range: Close (25 ft + 5 ft/2 levels) Area or Target: 1 5-foot square or one or more spells with the light descriptor. Duration: Instantaneous or 1 round
The lights are beginning to bug you, so you decide it is time that they go away.
Squelch light allows you to make a dispel check (1d20+1 per caster level, maximum +15) against each light-based spell within range. The DC to dispel such checks is 11 + the caster level of the light spell. Remember that you take a –4 penalty on dispel checks made against spells.
If there are no light effects within range, this mystery fills a single 5-foot square within range with nonmagical darkness for 1 round.
Stuff of Nightmares Apprentice, Waking Nightmares Level/School: 2nd/conjuration (summoning) Range: Close (25 ft.+5 ft./2 levels) Effect: 1 pseudonatural shadow elemental Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: No
You open a rift to a very dark place as you brace your mind for the aide you call upon.
Anywhere within range, you summon a creature of great destruction and fear. The exact creature you can summon depends on your caster level.
Caster level Creature Summoned
1st-5th Small Pseudonatural Shadow Elemental
6th-10th Medium Pseudonatural Shadow Elemental
11th-15th Large Pseudonatural Shadow Elemental
16th-20th Huge Pseudonatural Shadow Elemental
Ignore the normal prerequisites for the Pseudonatural template. As long as the being remains, it remains under the control of the shadowcaster that summoned it. The Pseudonatural template is found on page 160 of Complete Arcane.
Sudden Pit Apprentice, Dark Snare Level/School: 1st/Conjuration (creation) Range: Close (25 ft + 5 ft/2 levels) Area: 1 5-foot square Duration: 1 hour/level Saving Throw: Reflex Negates Spell Resistance: No
As your target moves right as you expected, they watch in horror as the floor drops from under their feet.
The first time that the designated 5-foot square is stepped into by a small or larger creature, it instantly lowers to form a 10 foot pit below the creature’s feet. A Reflex save saves the target from falling into the pit. The walls of the pit are formed of solid shadowstuff and the climb DC to emerge from the pit is 10 + your caster level. For every 4 caster levels you possess, the depth of the pit you create is increased by 10 feet.
Summon Ooze Apprentice, Ebon Alluvium Level/School: 3rd/Conjuration (summoning) Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned ooze Duration: 1 minute/level Saving Throw None Spell Resistance: No
A single black dot emerges on the surface from which you are going to summon your servant. The dot expands, larger and larger. Then, something starts to bubble out of it…
This mystery summons an ooze to your aid. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. Although you can’t communicate with the creature, you can direct it not to attack, to attack particular targets, or to move where you desire it through sheer force of will (other orders are too complicated to communicate).
Your caster level limits what types of ooze you are capable of summoning, as listed on the table below. You are free to summon weaker creatures, however, if you do so prefer.
A new ooze created through the split ability disappears at the same time as the original when the mystery’s duration ends. Furthermore, the ooze cannot be summoned into an environment that cannot support them.
Caster Level Ooze
5th-8th Dark Gelatinous Cube (MM 3.5)
7th-8th Dark Gray Ooze (MM 3.5)
9th-10th Dark Reason Stealer (MM 2)
11th-12th Dark Shadow Jelly (Planar Handbook)
13th-14th Dark Black Pudding (MM 3.5)
15th-16th Dark Void Ooze (Planar Handbood)
17th+ Dark Corrupture (MM 4)
Sustained Stride Fundamental Level/School: 1st/Necromancy Range: Touch Target: Touched Creature Duration: 24 hours or until expended Saving Throw: Fortitude Negates (harmless) Spell Resistance: No
You send a bit of shadow around your target's legs, allowing it to keep them moving.
The target of this mystery automatically succeeds on all Constitution checks to continue a forced march, but not those made to continue running. Whenever the target fails a Constitution check to continue running, they may end this mystery prematurely as an immediate action to treat the failure as a success.
Symbol of Whelming Master, Ancient Ward Level/School: 7th/Enchantment Duration: 24 hours or until expended, and then 10 minutes Saving Throw: Fortitude Negates Spell Resistance: No
As the symbol is placed upon the wall, it dimly glows with hidden power.
This spell functions like symbol of death, except that all creatures within the radius of the symbol of whelming instead take nonlethal damage equal to their current hit points +10.
Unlike Symbol of death, symbol of whelming has no hit point limit; once triggered, a symbol of whelming simply remains active for 10 minutes. Unlike symbol of death, only 1 creature/5 levels other than yourself can be attuned to the Symbol of Whelming, although this does not increase the casting time. Creatures immune to nonlethal damage do not trigger the Symbol of Whelming
Thought of Oblivion Master, One with Naught Level/School: 7th/Transmutation Range: Close (25ft+5ft./2levels) Target: 1 object Duration: Instantaneous Saving Throw: None or Fortitude Partial Spell Resistance: No
With a quick thought and momentary expenditure of energy, you force something into nothing.
This mystery allows you to completely destroy 1 object or construct that weighs up to 50lbs./level. Nonmagical items are granted no saving throws. Magical items and constructs are granted a saving throw with a –4 penalty. If a Magic Item succeeds, its hit points and hardness are each halved. If a Construct succeeds, they take only 1d6/level damage (maximum 20d6). An Item destroyed with this mystery leaves no trace behind save for their shadow, which remains for 24 hours and is noticeable with a dc15 spot check. Objects heavier than what this mystery can affect cannot be targeted by this mystery. Note: Artifacts are immune to this mystery.
Tome of Night Apprentice, Twilight Studies Level/School: 2nd/Divination Range: 0 ft. Effect: One magical book Duration: 10 minutes/level or until expended Saving Throw None Spell Resistance: No
As the shadows congregate before you, a single page slowly sews itself from fibers of shadow, followed by another and another. In seconds, you possess a sizeable volume with a dark black binding. The book floats gently into your hand.
Through this mystery you create a magical book. If you have at least one hand free, the Tome appears in that hand. If you have no hands free, it falls by your feet. Once during the book’s existence, you may use it either to imitate the effects of any fundamental of shadow (cast at your caster level) or to gain a +5 bonus on a single knowledge check. Upon utilizing either of these functions, the book disappears into the shadows once more.
Tools of the Trade Fundamental Level/School: 0/Conjuration (creation) Range: Close (25 ft. + 5 ft./2 levels) Effect: 1 nonmagical item weighing 5 pounds or less. Duration: 1 hour
Reaching into the shadows, you pull out a small item.
This mystery creates a temporary nonmasterwork, nonmagical item that costs no more than 1 gp and weighs no more than 5 lbs.
Torment Nature Initiate, Midnight Savagery Level/School: 4th/Enchantment [Fear, Mind-Affecting] Range: Medium (100 ft. + 10 ft./level) Target: Up to 1 animal/level Duration: 1 round/level Saving Throw Will negates Spell Resistance: Yes
Most natural being can only pray to understand the nature of shadows. As you fill such targets with shadow magic, they become angry and confused
When casting this mystery, up to one animal/level is either dazed, confused, frightened, or has its attitude towards all other creatures changed to hostile. All animals must be affected in the same way.
Starting at caster level 13th, you may affect magical animals with this mystery as if they were animals. Even magical beasts with high intelligence can be affected in this way.
Starting at caster level 17th, you may affect fey creatures with this mystery as if they were animals or magical beasts.
Treacherous Hoard Master, Dark Dreams Level/School: 7th/Transmutation Range: Medium (100ft.+10ft./level) Target: Up to 1 creature/2 levels Duration: 1 round/level+ 1d4 rounds or Permanent (D); see text Saving Throw: Fortitude or Will partial; see text Spell Resistance: Partial; see text
Weaving shadow magic through coin after coin, you greatly increase your enemies burden.
Upon casting this mystery, all coins, gems, and art items on the targets have their weight multiplied by 10 (to a minimum of 1 pound apiece) for 1 round/level.
If any creature is rendered immobile by this new weight, they must make a Fortitude save or become petrified, transformed into a statue of semiprecious stones (worth 10 gp/5 pounds.) Their gear is unaffected.
Any creature not rendered immobile must make a will save or become dazed for 1d4 rounds.
Spell resistance protects against the petrification and daze but not against the multiplied weight of the valuables.
Trick of the Light Fundamental Level/School: 1st/illusion (shadow) Range: 10 feet. Effect/Target: See Text Duration: 1 minute Saving Throw: Will disbelief (if interacted with)
Summoning shadow, you manipulate your surroundings to your liking
This is the most basic of mysteries, used to change the surroundings, create an air of mystery, or intimidate foes. Any effect within the limitations of prestidigitation, silent image, and ghost sound can be accomplished through this fundamental (and abilities from more than one may be used simultaneously). Effects imitating prestidigitation are real and there is no saving throw to avoid them. With each casting, you gain a +1/4 level bonus (max +5 at 20th level) on one charisma-based skill check, other than use magic device checks, chosen at the time of casting.
Truth Beyond Truth Master, Ebon Truth Level/School: 8th/Divination Range: 30 feet Target: See text Duration: 5 rounds + 1 round/2 levels Saving Throw None Spell Resistance: No
You deny the reality around you, placing in a shadowy reflection of what could have been.
Once per round, when you or an ally or enemy within 30 feet rolls an attack roll, saving throw, or skill check, you may force it to be rerolled. The target must take the results of the reroll, even if it is worse than the original.
Every time that you make another creature reroll using this mystery, you gain a +1 deflection bonus to your AC. At the end of this mystery, however, you gain a number of negative levels equal to the size of this deflection bonus. These negative levels never result in actual level lost and go away after 24 hours. However, if the number of negative levels gained are sufficient to kill you, you disappear without a trace, leaving not even so much as dust behind.
Shadows whirl around your targets feet, locking them soundly in place, unless you wish otherwise.
If the target of this mystery fails their saving throw, they are immobilized. However, once per round as a standard action, you may move the target 30 feet along the ground in any direction that you wish. This is not a teleportation effect and a creature so dragged may set off traps in the process. If this effect is used to drag the target into an obviously harmful area, such as off a cliff, into a pool of lava, or underwater, the target is entitled to a new saving throw with a +4 bonus.
Turbulent Dreams Apprentice, Waking Nightmares Level/School: 1st/enchantment Range: Close (25 ft.+5 ft./2 levels) Target: 1 living creature Duration: 1 hour (see text) Saving Throw: will negates (see text) Spell Resistance: Yes
You fill the mind of your foe with indescribable nightmares, forcing them into an involuntary sleep.
If the foe fails on their will save, they fall asleep. If they are woken up before the end of this mystery’s duration, they must make a second will save or take 1d4 wisdom damage.
Twilight Gap Master, Endless Void Level/School: 8th/Conjuration (Teleportation) Range: Personal Target: You Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: No
Traveling along a road of shadows, you quickly reach your destination.
The emptiness of darkness connects all planes and all locations in a web of nothingness. By means of this mystery, you travel to any location you have seen (including places you have seen a likeness of, so long as the likeness is accurate). You may carry up to 20 pounds/level of inanimate objects with you on this journey, and any living creatures managing to travel with you (such as through extradimensional space) die immediately.
This trip is not for the faint of heart, however. If the destination is feet away, you become dazed for one round upon reaching your destination. If the destination is miles away, you fall unconscious upon reaching your destination. If the destination is on another plane, you die upon reaching your destination. Each of these instances is negated by a successful fortitude save. When traveling to or within the plane of shadows, these penalties do not apply (although the continually changing landscape makes use of this mystery difficult).
As the energies of shadow play among your hands, so too do they play among the minds of your enemies, creating perceptions of unseen foes, perhaps in each other.
All creatures in the area of this mystery have their senses sharpened, gaining a bonus to spot and listen checks equal to 1/2 of your caster level.
However, this benefit has its price, as creatures in the area see potential for ambush, spies, and betrayal at each turn. First of all, all creatures in the area are considered flanked. Secondly, they take a –4 penalty on saving throws against fear affects. Lastly, you are unable to coordinate yourself with others in your group. No creature in the area can willingly use the aid another action or administer advantageous magic to another. Charms are not enough to force cooperation but compulsions are.
Reaching into the inky darkness of shadows, you conjure forth a near duplicate to another creature.
This Mystery summons any living, corporeal creature with no more than 1 HD/level. That creature gains the dark template and all attacks made against it have a 20% miss chance but that creature gains no spell-like or supernatural abilities normal for that creature.
As a Full-Round action, The Shadowcaster can change the form of the summoned creature into another with no more than half the HD of the previous form.
No creature summoned or warped into through this mystery may have a CR higher than 6. At caster level 13th, you may summon CR 7 creatures. At caster level 15th, you may summon CR 8 creatures. Lastly, at 17th level, you may summon CR 9 creatures.
Ubiquitous Shadow Initiate, Twilight Conspiracy Level/School: 5th/Divination Range: 1,000 feet Target: You + 1 willing creature/level Duration: 1 hour/level Saving Throw None or Fortitude Partial; see text Spell Resistance: No
Shadows connect all. That has always been true. Now, you use that principal to connect you to your allies in both body and mind.
You form a telepathic bond with up to 1 willing creature/level. All creatures in this bond can communicate to you or each other telepathically. Furthermore, as a full-round action, anyone in the telepathic bond can gain sensory input from another participant for 1 round.
Unfortunately, the bond also links the participants in a more bodily sense. Whenever a creature in the bond takes damage, all other participants take an equal amount of nonlethal damage, or half that much if they succeed on a Fortitude Save. Any participants receiving sensory input from a creature while they are damaged instead takes an equal amount of lethal damage and is not entitled to a Fortitude save.
Umbral Authority Apprentice, Umbral Charm Level/School: 2nd/Enchantment [Fear, Mind-Affecting] Range: Close (25 ft.+ 5 ft./2 levels) Targets: up to 1 target/level Duration: 1d4 rounds and 1 round/level Saving Throw: Will partial Spell Resistance: Yes
You force authority into you, making your visage more impressive and frightening.
All targets within range with no more than 1 HD/2 levels must make a saving throw or become frightened for 1d4 rounds.
In addition, you gain a +10 bonus on diplomacy checks for 1 round/level.
Umbral Citadel Master, Castle of Darkness Level/School: 9th/Conjuration (Creation) Range: Long (400 ft + 40 ft/level) Effect: one castle up to 10 ft/level on each side and up to 5 ft/level tall. Duration: 24 hours
A castle of black rock rises up before you, just as you envisioned it.
This mystery creates a stronghold from raw shadowstuff to meet your needs. The stronghold can measure up to 10 feet/level to a side, and up to 5 feet/level high. For every twenty feet of height beyond the first twenty feet, you may add an additional floor beyond the first to the stronghold. In addition, if your stronghold has more than one level you may put in a number of staircases, ramps, or similar structures ranging between the floors up to your level. You may split off the contents into any number of rooms and control the positioning of doorways. All rooms must possess at least 5 feet to a side, however. All walls are 2 feet thick and are made out of rock. All doors are made out of iron. Even if destroyed, the walls and doors heal damage at a rate of 1/hour. As soon as a destroyed wall section or door has recovered a single hit point, it is rebuilt. No furnishings are created by this mystery.
You may also choose from one of three additional effects: Trapped: When casting this mystery, you may select a number of traps, both mechanical and magical, from the dungeon master’s guide whose total CR does not exceed your caster level x 2. These traps are set throughout the stronghold as you desire. Minions: When casting this mystery, you may create a number of creature whose total CR does not exceed your caster level – 5. These creatures obey your orders if you can communicate with them and do not attack you if you cannot communicate. They may not leave your stronghold and lose all spell-like and supernatural abilities. Flying: 10 minutes after the castle’s creation, it floats up into the sky at a rate of 5 feet/round until it reaches a height of 100 feet. From that point on, you can direct it to fly as a swift action. The castle effectively possesses a fly speed of 40 feet with average maneuverability, but it must remain at least 100 feet above the ground at all times (giving it a flight order that would go against this results in that order being ignored). When the spell is dispelled or its duration ends, all creatures within are subjected to a feather fall effect until they hit the ground.
You can only use the Umbral citadel mystery where there is enough space to support the resulting stronghold. Multiple castings of this ability can be used to make larger strongholds. You cannot form the citadel around yourself. You must enter and make your way through just like everyone else.
Umbral Explosion Master, Penumbral Master Level/School: 7th/Evocation Range: Personal Target: You Duration: instantaneous
You build up the power of shadow within you before allowing it to explode outwards.
Upon casting this mystery, you simultaneously cast a total of 9 levels of mysteries, in any combination. Daily uses are used up as normal.
Initiate, Shadow’s Shield
Level/School: 6th/Abjuration Range: Personal Target: You Duration: 1 round/2 levels
You quickly connect yourself to the shadows around you, affording you some defense.
This mystery may be cast as an immediate action. For its duration, you gain a deflection bonus to your AC and immunities to certain conditions and effects based on your caster level.
Caster Level AC Bonus Immunities
Up to 11th +1 Fatigue, Sickened, Shaken
12th-14th +2 Exhaustion, Nauseated
13th-15th +3 Frightened, Panicked
16th-18th +4 Ability Damage, Ability Drain
19th-20th +5 Death Effects, Critical Hits
Umbral Sludge Apprentice, Ebon Alluvium Level/School: 1st/Conjuration (creation) Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft. square Duration: 1 round/level Saving Throw see text Spell Resistance: No
A stain of black spreads along the ground as if from a thousand unseen pores. Although it possesses none, the liquid gives the vague impression of life
This mystery functions as the area function of grease. Any creature who falls prone within the area, however, becomes nauseated for 1 round, or sickened with a successful fortitude save.
In addition, once per round, as a swift action, you may command the sludge to move up to 10 feet. The sludge can climb up and down vertical surfaces, such as stairs or walls, and can even hang on ceilings (although it cannot be commanded to fall from the ceiling to the floor). Anyone climbing a surface covered in umbral sludge must make a reflex save to avoid falling and a fortitude save to resist being nauseated (or sickened) each round.
Unbidden Strike Fundamental Level/School: 0/Transmutation Range: Touch Target: Touched weapon Duration: 1 hour/level or until expended Saving Throw: Will negates (object)
You grant a weapon the ability to strike on its own. If anyone gets too close, that it.
Whenever another creature approaches within range of an unattended and unsheathed weapon affected by this mystery, it makes an immediate melee attack against that individual, modifying the attack and damage rolls only with your charisma modifier and the weapon’s enhancement bonus (if any). A weapon’s range is equal to that it would possess if wielded by an appropriately sized creature. A ranged weapon must be provided with some piece of ammunition in order for it to function properly. Once a weapon has made an attack in this way, the mystery’s effect ends.
If the weapon is left unattended and unsheathed while another individual is nearby, that individual is instantly attacked.
Unearth Secrets Initiate, Midnight Secrets Level/School: 6th/Divination Range: Personal Target: You Duration: one minute or one hour Saving Throw Will negates (object) or none Spell Resistance: No
Every fact about a person, place, or thing is hidden within its shadows. By siphoning lore from the plane of shadows, you gain the information you desire.
As you cast this mystery, ask one yes or no question about a person, place, or thing with which you are familiar. If a person or object is targeted, it is entitled to a Will Save. If they succeed on their save, you are delivered the opposite answer.
If the person, place, or thing is at hand, the answer is delivered to you at the end of 1 minute. If they are not at hand, the answer is delivered to you at the end of one hour.
Unearthly Marsh Initiate, Nightmarish Domain Level/School: 6th/Transmutation Range: 100 feet/level Effect: Supernatural marsh spreads in 100 foot/level radius from you Duration: 10 minutes/level Saving Throw See text Spell Resistance: No
The ground around you dissolves into liquid as vapors rise up from the newly formed marsh.
The area within the range of this spell becomes an supernatural marsh of shadows. First of all, the ground is covered with a thin layer of acid, dealing 1d6 acid damage each round, 2d6 acid damage on a round in which a creature moves at their full land speed, or 5d6 acid damage on a round in which a creature runs or charges.
In addition, hallucinogenic fumes rise up from the marsh. When any creature moves at least their land speed in one round, they trigger these fumes to rise up, forcing them and all adjacent creatures to make fortitude saves (DC equal’s mystery’s DC) or take 2d4 Wisdom damage. Any creature who fails on such a fortitude save must make another one at the same DC 1 minute later or take an additional 2d4 wisdom damage. In addition, anyone who has taken wisdom damage from the marsh’s fumes takes a –2 penalty on saving throws made against your other mysteries so long as they remain in the marsh. Creatures immune to poison or who don’t need to breathe are immune to these fumes.
Lastly, you can manifest latent shadow energy in the marsh in order to manifest illusions. You may manifest one illusion each round and can maintain concentration on up to one illusion/4 caster levels. No single illusion may take up more than a single 10-foot cube and illusions created in this way may not leave the area of this mystery. The illusions creates visuals and sounds (including intelligible speech) but not smell, texture, or temperature. Each illusion lasts for as long as it is concentrated on + 1 round or until the duration of this mystery expires, whichever occurs first. As with all mysteries, these ones may be disbelieved with a successful will save if interacted with.
Unnatural Life Fundamental Level/School: 0/Necromancy Range: Personal Target: You Duration: Instantaneous
As you will the energy of shadows to run through you, you can visibly observe your flesh closing up your wounds
You heal 1 health. This health is neither the result of positive nor negative energy, and heals you regardless of whether you are alive, undead, or neither.
If an attack would lower you to below 0 health, you may cast this mystery as an immediate action to stabilize you as soon as you fall unconscious, although you do not heal any health if the mystery is used in this way.
Unshakable Quest Master, Eternal Servitude Level/School: 7th/Enchantment (Compulsion)[Mind-Affecting] Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: One day/level or until discharged (D) Saving Throw Will Negates and Will Partial Spell Resistance: Yes
Using authority granted to your by the shadows themselves, you set a task for your target. They will not easily escape your grasp.
This mystery functions as Geas/Quest with a few exceptions. First of all, remove curse may not remove this ability, regardless of the caster level. Secondly, the nature of the command is completely telepathic, communicated to the target even if you do not share a language or if you are unable to talk.
Instead of suffering damage each day that they do not follow the quest, they are prevented from deviating altogether. In order to abandon the quest, the target must make a Will save. Furthermore, an additional will save is required each day.
Voices From Nowhere Apprentice, Voice from Beyond Level/School: 1st/Illusion (Figment) Range: Medium (100 ft.+10 ft./level) Effect: Up to one phantom voice/level. Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No
You reach out around you, forcing sound from shadow. Focusing harder, you force the sound into your own voice.
This mystery functions as the Ventriloquism spell, except that your voice seems to come from up to 1 place/level. Not all locations need say the same thing. Note: Despite the name of the mystery, no actual words are required.
Visage of Falsehood Apprentice, Hollow Facade Level/School: 2nd/Illusion (glamer) [Fear, Mind-Affecting] Range: Personal and Close (25 ft + 5 ft/2 levels) Target: You and all living creatures within range Duration: 10 minutes/level or until discharged Saving Throw Will partial; see text Spell Resistance: Partial; see text
Your features shift slightly, making you seem genial and trustworthy. Others are more at ease with you, so long as they are willing to believe what you say.
You gain a +10 enhancement bonus on bluff checks. The enhancement bonus increases to +20 at caster level 7th, and to +30 (the maximum) at caster level 13th.
In addition, the first time in the duration of this mystery that someone succeeds on a sense motive check to see through your lies, this mystery ends and all living creatures within range must make a will save or become shaken for 1d4+1 rounds.
Volcanic Ruin Master, Dark Wasting Level/School: 8th/Transmutation Range: Long (400 ft. + 40 ft./level) Effect: One or more lava jets or steam vents Duration: 1 round/level Saving Throw Reflex half Spell Resistance: No
The ground below you trembles slightly with the stress that you build below it, allowing it to release volcanic destruction into the world.
Once per round, you may create a lava pool or steam vent anywhere within range as a standard action. A lava pool extends to cover the square in which it is called and all adjacent squares. A steam vent effects only the square it is in.
A lava pool deals 1d6/level fire damage to all in its area each round, or half of that with a successful reflex save. For each lava pool created beyond the first, each lava pool deals 1d6 less fire damage each round.
A steam jet deals 4d4 fire damage each round to anyone in its square, or half of that with a successful reflex save. In addition, the air above is filled with this steam, providing that creature with concealment against all attack from outside of that square and giving all other creatures concealment in relation to that creature. For each steam vent created beyond the first, each steam vent deals an additional 1d4 fire damage.
Walking Dead Initiate, Twisted Mockery Level/School: 5th/Necromancy Range: Close (25ft.+5ft./2 levels) Target: 1 corpse Duration: 1 day/level (D)
Wrapping tendrils of darkness around a corpse, it gets raised in the air like a marionette.
This mystery animates the dead, as animate dead, with a couple of exceptions. First of all, only one corpse can be raised with each casting and there is no maximum number of HD that can be controlled in this way. In addition, skeletons created with this mystery are limited to 1 standard or move action each round while zombies take a –2 penalty on attack and damage rolls. Furthermore, as they are directly controlled rather than flushed with negative energy, undead created in this way are immune to both positive energy and negative energy effects (such as turning or rebuking). Lastly, at the end of this Mystery’s duration, the skeleton or corpse collapses into a pile of dust.
Wall of Darkness Initiate, Darkened Wards Level/School: 5th/Evocation [Force] Range: Close (25 ft.+5 ft./2 levels) Effect: a 10-ft. square wall. Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No
A wall of condensed shadow springs up where you desire, protecting you from the most dire of fates.
Wall of Darkness creates a completely opaque wall of force, through which only you can move. The Wall cannot move, is immune to all damage, and cannot be destroyed by most spells, such as dispel magic, disintegrate, or Mordenkainen’s disjunction. Rods of Cancelation similarly fail to destroy it. A Sphere of Anhilation, rather than destroying it, can pass through it as if it were not there.
Ward of Reflection Master, Ancient Ward Level/School: 9th/Illusion (Shadow) Range: Close (25 ft+5 ft/2 levels) Area and Effect: 2 5-foot squares and one duplicate creature Duration: 24 hours or until expended Saving Throw: None Spell Resistance: Yes
As your enemy steps forth to oppose you, they suddenly find a new contender in the fray, themselves.
When a creature steps into one of the selected squares, a copy of them is made in the other selected square, which must also be within range at the time of the casting. The Duplicate has only one-half of the real creature’s level or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). The Shadow duplicate possesses a functional copy of all of the original’s equipment. The original is made of extremely resilient shadowstuff, however, gaining 10 temporary hit points/Hit Dice or level and regeneration 5, which only fire damage can overcome. It takes a dc 30 spot check to tell the fake from the original. This mystery only works if the creature’s hit dice or levels don’t exceed twice your caster level.
The Duplicate immediately tries to destroy the original, to the exclusion of all other activities, although it may protect itself from others who attack it. In addition, the Duplicate only lasts for the duration of the encounter, dissolving into shadows regardless of whether it wins or loses.
Sending the unstable energies of the Plane of Shadow down your arms, you warp the flesh of your target.
The touched target has their speed halved but gains a 50% chance of resisting any extra damage dealt by a critical hit or sneak attack.
In addition, the touched target takes 1d6 charisma damage +1/5 levels. They gain a +10 bonus on intimidate checks or Disguise Checks (chosen by the Shadowcaster at the time of casting). These bonuses do not apply when the skill is used against the Shadowcaster.
Wave of Emptiness Apprentice, Darkland Walker Level/School: 2nd/Necromancy Range: Medium (100 ft. + 10 ft./level) Target: One living creature/2 levels Duration: 1 round/level or until discharged Saving Throw Will negates Spell Resistance: Yes
Waves of dark power spread from where you stand, making them doubt the existence of their fellows.
All creatures who fail their saving throw against this effect lose the ability to see other living creatures, treating all other living creatures as if invisible, scentless, and silent. Such creatures lose their dexterity modifier against attacks made against them while in this state. In addition, the first creature to successfully damage a target ends the effect upon that target (and that target only), dealing them an extra 1d6 negative energy damage/2 levels (maximum 5d6).
Withdraw Thought Fundamental Level/School: 1st/Necromancy Range: Touch Target: Touched nonmagical parchment or creature. Duration: Instantaneous or 1 round/level Saving Throw: None Spell Resistance: Yes
As you touch your target, you will all information to fade away, one way or another.
If this mystery is used on nonmagical parchment, up to 1 piece of parchment + 1 additional piece/5 levels is rotted into dust.
If this mystery is used on a creature, they take a -1d6 penalty to their intelligence score, lowering their intelligence to a minimum of 3. Multiple uses of this mystery on one creature do not stack.
Without a Trace Apprentice, Out of Mind Level/School: 3rd/ Illusion (Glamer) Range: Touch Target: Creature touched Duration: Concentration (up to 1 round/level)+1d4 rounds
As you invoke this mystery, your physical appearance fades from existence for a short amount of time.
While this mystery is in effect, the target is completely invisible. See invisibility fails to reveal this ruse and True Seeing only succeeds if they beat the target's hide check (with a +20 bonus) with a spot check. The target’s shadow remains, although far diminished. Those who succeed on a spot check against the target's hide check (with a +30 bonus) see the shadow. When targetting a creature other than yourself, concentrating on the mystery requires a full-round action each round.
Last edited by Realms of Chaos : 02-10-2010 at 02:55 AM.
Path Mastery Feats:
A Shadowcaster faces a strange predicament. If they want more powerful mysteries, they must take from less paths, meaning less versatility. Some Shadowcasters have overcome this ability with special Path Mastery Feats, each requiring a complete path to function, along with the path mastery feat. Unless otherwise noted, all Path Mastery Feats are supernatural abilities.
Users of shadow magic have their entire body flooded by the energies of shadow, even when not casting mysteries. Shadowcraft Feats are feats that allow you to create magic items, using your body as the medium for creation. A Shadowcraft item possesses half of its market price in gp to create but possesses no XP cost. Instead, your body pays the price, reducing your maximum hit points a certain amount for each item you have crafted. At any point, you may possess a number of shadowcraft items up to your constitution score, although certain shadowcraft items may have additional limitations. You may not willingly destroy a shadowcraft item to make room for a new one unless you possess the Unravel Shadowcraft feat.
Furthermore, no physical technique short of your body’s complete destruction will destroy a shadowcraft item. A shadowcraft item is supernatural in nature and can thus not be dispelled, although it is suppressed in the area of a antimagic zone. If a shadowcraft item effect is naturally ended (such as if it imitates a scroll or potion), the price you paid in maximum hit points is restored (although your current hit points are not effected).
Shadowcasters may select Shadowcraft feats as their bonus feats. Shadowcraft items take up no item slot.
Shadow Essence Feats:
Shadow Essence feats represent a tangible connection to shadows. Each feat taken increases this connection further. However, you lose the benefit during the day or while in bright light unless you have an uncast mystery of your highest spell level available to you. Furthermore, if you possess so much as a single shadow essence feat, you are treated as an undead for the purposes of effects with the light descriptor.
In addition, taking these feats binds you in a more definite sense to the darkness. For each shadow essence feat you possess, you take a –1 penalty on all attack rolls, skill checks, and saving throws made during the day.
Dark Store Feats:
Almost all individuals who have ever heard of shadow magic, including most shadow magic users, assume that all shadow magic hails from the plane of shadow. However, there are rumors of infinitely vast stores of shadow magic, completely separate from the plane of shadows. Some shadow magic users have managed to tap into these stores by using some of their own strength, much as a mosquito taps into a vein. This connection is called upon to create lesser displays of shadow magic, but it may be called upon without limit.
In game terms, whenever the possessor of this feat restores their mysteries, they may opt to gain the benefits of a dark store feats by giving up the use of a mystery of the indicated level for 24 hours. An individual can gain the benefits of multiple dark store feats by giving up the use of multiple mysteries. Any ability granted by a dark store feat is considered to be a supernatural ability. If the effect of a dark store feat allows a saving throw, its DC equals 10 + level of mystery given up + 1/2 character level.
Shadow Magic Feats
General Feats Prerequisites Benefit
Advice of Shadows Shadowcaster level 1 gain bonus on one mental skill check.
Arcane Acknowledgement Shadowcaster level 1 qualify for prestige classes more easily.
Divine Acknowledgement Cultist level 1 qualify for prestige classes more easily.
Ebon Pocket Shadowcaster level 1 you can store items in an extradimensional pocket of shadow.
Erudite Magus — wizard and eventide magus levels stack for certain purposes.
Extra Fundamental Shadowcaster level 1 learn extra fundamental
Extra Mystery Shadowcaster level 2 gain use of extra mystery
Extra Mystery Use — gain an extra daily use of a mystery each day.
Forceful Shadowcaster Shadowcater level 1 charisma helps you learn more powerful mysteries
Insightful Shadowcaster Shadowcaster level 1, Wis 13 wisdom increases the power of your mysteries.
Master Dabbler access to 6 different paths, mysteries with metashadow effects are more powerful
any metashadow feat
Metashadow Mastery access to 12 different paths, gain an extra use of each metashadow feat.
Midnight Alchemist Shadowcaster level 1 craft better alchemic items faster.
Mystery Focus Access to one apprentice mystery improve mystery once per day.
Path Mastery access to a 3rd, 6th, gain benefit for completing paths.
or 9th level mystery.
Path Versatility — feats that improve paths are more versatile
Sight of Shadows Umbral sight class feature shadows improve your senses
Scholarly Shadowcaster Shadowcaster level 1 intelligence helps make your mysteries more virulent.
Shaded Mysteries — mysteries are more powerful when cast in shadows
Shadow Master Access to one apprentice mystery shadow abilities are more virulent
Shadow Reserve Shadowcaster level 1 gain small number of extra mysteries each day.
Shadow Resiliance — give up a mystery to heal yourself
Shadow Tome Shadowcaster level 1, write your mysteries in a tome like a wizard
Liquid Night Fundamental
Shadow Redundancy — Gain additional power from learning one mystery multiple times.
Shadowy Combatant Shadowcaster or Cultist level 1 gain more proficiency with weapons and armor.
Shifting Shadows Shadowcaster level 5 You can give up stronger mysteries to use weaker ones more.
Signature Mystery Favored Mystery You have increased power with your favored mystery
Tainted Shadowcaster Mild taint, Shadowcaster level 1 taint grants you extra uses of mysteries
Umbral Focus The Price class feature +1 bonus on umbral strain checks.
Improved Umbral Focus Umbral Focus +2 bonus on umbral strain checks.
Unnatural Reflexes Shadowcaster or Cultist level 2 sacrifice mystery to improve reflexes
Escape Into Shadow Shadowcaster or Cultist level 8 gain evasion when improving your reflexes
Metashadow Feats Prerequisites Benefit
Complicate Casting — complicate the casting of your mysteries to gain additional power from them.
Delayed Mystery Any two metashadow feats delay a mystery’s activation by 3 rounds.
Ghostly Mystery Any other metashadow feat your mystery affects those on other dimensions.
Impeding Mystery Any two metashadow feats slow down foes in the area of your mystery
Magebane Mystery — inflict caster level penalty on those affected by mystery.
Persistent Mystery Any five metashadow feats make a mystery last all day
Retributive Mystery — prepare a mystery to be cast when damaged.
Runebound Mystery — cast a mystery into a rune that acts as a trap.
Shadowstuff Mystery Any two metashadow feats exclude allies from the effects of your mysteries
Subduing Mystery — replace lethal damage from mysteries with nonlethal damage.
Warped Mystery Any other metamagic feat. replace one form of damage with another.
Widen Mystery — enlarge a mystery’s area.
Path Mastery Feats Prerequisites Benefit
Above Nature ability to cast the Rebellion of Nature creatures of nature cannot attack you.
mystery, Path Mastery
Arcane Veil ability to caste the Greater Shadows Fade you gain spell resistance.
mystery, Path Mastery
Astray in the Dark ability to cast the Umbral Fist mystery, extend your reach in shadows.
Battlefield Blaster Ability to cast the Disastrous Orbs mystery, Ignore the effects of your own mysteries.
Blur of Shadows ability to cast the Clinging Darkness mystery, warp the surrounding terrain.
Cloak and Dagger ability to cast the Sharp Shadows mystery, defend and retaliate using shadow
Curtain of Shadow ability to cast the Unveil mystery, you gain concealment in all but bright sunlight.
Dark Charm ability to cast the Shadow’s Appeal mystery, gain diplomacy as class skill.
Dark Concealment ability to cast the Deadly Shade mystery, become invisible in magical darkness.
Dark Puppeteer ability to cast the Shadow Surge mystery, redirect the target of attacks.
Dark Trekker ability to cast the Voyage into Shadow mystery, provoke no attacks of opportunity with your movement.
Ebon Form able to cast the Shadow Time mystery, you gain fast healing 2.
Ebon Hand ability to cast the Umbral Touch mystery, gain extra strength with touch attacks.
Embrace of Shadow ability to cast the Umbral Immunity mystery, add your charisma modifier on saving throws.
Ephemeral Palm ability to cast the Invisible Pyre mystery, gain damaging touch attack.
Escaping Shade ability to cast the Black Labyrinth mystery, enter a state that helps you escape from danger.
Esoteric Knowledge ability to cast the Afraid of the Dark mystery, gain all knowledge skills.
Eyes of Twilight ability to cast the Reflections of Things you gain blindsight out to 60 feet.
to Come mystery, Path Mastery
Forsaken Lore ability to cast the Pry the Truth mystery, +1 bonus to caster level.
Grasp of Shadow ability to cast the Consume Essence mystery, trap foes in place.
Guarded Mind ability to cast the Spun into Myth mystery, you are immune to intelligence, wisdom, and charisma damage.
Hollow Being ability to cast the Without a Trace mystery, sneak around at high speeds without penalty.
Master of Mysteries ability to cast the Shadow Absorption you use one mystery at will each day.
mystery, Path Mastery
Morphic Form ability to cast the Dark Transformation you have a 25% chance to ignore critical hits.
mystery, Path Mastery
Night’s Guard ability to cast the Dancing Shadows mystery, darkness protects you.
Nightmarish Master ability to cast the Dark Will mystery, gain immunity to fear.
Phantom Assault ability to cast the Army of Shadow mystery, gain various combat-oriented abilities.
Piercing Gaze ability to cast the Killing Shadows mystery, improve your sight.
Pull of the Grave able to cast the Ephemeral Storm mystery, curse your opponents with the power of shadow.
Quick Arrival ability to cast the Awaited Destination +10 speed; run twice as long.
mystery, Path Mastery
Shaded Supremacy ability to cast the Desires Manifest Mystery, +4 bonus to any ability score.
Shadow Renewal ability to cast the Shadow Investiture mystery, sustain your body with shadow
Shadowy Imitator ability to cast the Greater Shadow Evocation imitate weaker forms of magic.
mystery, Path Mastery
Shady Magician ability to cast the Flood of Shadows mystery, manipulate magic with greater ease.
Shady Observer ability to cast the Contingent Shadow mystery, stop flanking and detect divination.
Silent Speaker ability to cast the Curse of Silence mystery, speak without speaking.
Subtle Observer ability to cast the Flicker mystery, Recognize subtle communication.
Twilight Ascendance ability to cast the Shadow Immersion mystery, become incorporeal for 1 round/level.
Twilight Guard ability to cast the Shadow Storm mystery, absorb elemental damage.
Twilight Warper ability to cast the Twisted Summons mystery, gain immunity to poison and paralysis.
Visage of Shadow ability to cast the Faceless Shadow mystery, gain powers related to speech.
Ward of Dusk ability to cast the Dark Aura mystery, defend yourself against one attack each round.
Unending Journey ability to cast the Immortal Shadow mystery, teleport as a full-round action.
Shadowcraft Feats Prerequisites Benefits
Shadowcrafter access to 1st level mysteries, Constitution 13 you may take other shadowcraft feats
Contingent Mystery Caster level 11th, Shadowcrafter you may make shadowcraft contingent mysteries.
Dark Eidolon Caster level 7th, Shadowcrafter you may make shadowcraft constructs.
Ebon Bargon Caster level 12th, Shadowcrafter you may make shadowcraft rings.
Efficient Shadowcrafting Shadowcrafter you may spend XP to speed shadowcrafting process
Osseus Rune Caster level 3rd, Shadowcrafter you may make shadowcraft wondrous items.
Shadow Draught Caster level 3rd, Shadowcrafter you may make shadowcraft potions.
Shadowscript Shadowcrafter you may make shadowcraft scrolls.
Umbral Essence Caster level 5th, Shadowcrafter you may make shadowcraft wands.
Unravel Shadowcraft Shadowcrafter you may unravel your shadowcraft items.
Shadow Essence Feats Prerequisites Benefits
Black Resistance — Shadow essence feats allow you to add charisma bonus to saving throws.
Creeping Shadows — Shadow essence feats allow you to sneak about with ease.
Dark Awareness Two shadow essence feats Shadow essence feats allow you to avoid being caught flat-footed.
Dark Lifeline One shadow essence feat Shadow essence feats allow you to ignore extra damage from sneak attacks and critical hits.
Darkened Soul — Shadow essence feats allow you to ignore negative levels.
Ebon Collector — Shadow essence feats let you create inexpensive items.
Ephemeral Combat — Shadow essence feats make incorporeal creatures easier to hit.
Face of Shadow — Shadow essence feats make intimidation easier task.
Knowledgeable Shadows — Shadow essence feats grant you great insight.
Lightened Shadow — Shadow essence feats make you as light as a feather.
Midnight Armor — Shadow essence feats makes your armor less liberating.
Nimble Shadows One shadow essence feat Shadow essence feats allow you to dodge attacks.
Perceptive Shadows — Shadow essence feats extend your perceptions
Protective Shadows — Shadow essence feats protect you from magic.
Quickened Shadows One shadow essence feat Shadow essence feats make your movements faster.
Reactive Shadows — Shadow essence feats improve your reaction time.
Resilient Shadows — Shadow essence feats grant you extra hit points.
Shadow Blood — Shadow essence feats grant you damage reduction.
Shadow Metabolism — Shadow essence feats slow down your metabolism
Shadow Mind Two shadow essence feats Shadow essence feats allow you to ignore compulsions
Shadowy Spellcaster — Shadow essence feats allow you to power spellcasting with your life force.
Subduing Shadow — Shadow essence feats allow you to subdue others.
Warding Shade One shadow essence feat Shadow essence feats protect you from energy damage.
Wisps of Shadow — Shadow essence feats allow you to immobilize foes.
Dark Store Feats Prerequisites Benefits
Blast of Cold Access to a 4th level mystery unleash a blast of cold energy.
Dark Insulation Access to a 2nd level mystery protect a creature from heat or cold.
Dark Retribution Access to a 6th level mystery harm others as you have been harmed.
Draining Surge Access to a 3rd level mystery cause a surge of adrenaline followed by a period of fatigue.
Ebon Force Access to a 2nd level mystery create a temporary combatant of sorts.
Elude Detection Access to a 5th level mystery protect a creature from divination effects.
Ephemeral Curse Access to a 3rd level mystery place a curse of sorts on others
Ephemeral Wings Access to a 6th level mystery grant yourself a fly speed
Fading Arcana Access to a 6th level mystery dispel a weak mystery or spell
False Recovery Access to a 5th level mystery temporarily restore a creature to health.
Grasp Mind Access to a 1st level mystery cloud a creature’s mind to penalize their attack roll.
Graze of Shadows Access to a 1st level mystery make a nonlethal touch attack.
Midnight Avoidance Access to a 4th level mystery grant yourself a miss chance against an attack.
Midnight Illusion Access to a 3rd level mystery create a small illusion
Roughen Ground Access to a 1st level mystery make squares harder to pass through.
Sensory Denial Access to a 4th level mystery deny all nearby creatures of their senses.
Shadow Scaling Access to a 4th level mystery grant yourself ability to scale walls and ceilings.
Shadow’s Freedom Access to a 6th level mystery hinder your own movement to grant freer movement to another.
Shape of Shadow Access to a 5th level mystery enlarge and bolster yourself.
Slipping Gaze Access to a 1st level mystery weaken a creature’s sense of sight.
Squelch Fear Access to a 2nd level mystery allow others to ignore fear.
Twilight Tongue Access to a 3rd level mystery learn almost any language.
Umbral Blast Access to a 5th level mystery bulrush an opponent from far away.
Umbral Light Access to a 3rd level mystery reveal the presence of an invisible creature.
Last edited by Realms of Chaos : 02-10-2010 at 03:48 AM.
Above Nature [Path Mastery]
Your rampant abuse of nature has taught it not to mess with you. Prerequisites: Ability to cast the Rebellion of Nature mystery, Path Mastery Benefit: Animals, Magical Beasts, and Fey cannot attack you unless they succeed on a will save (dc 10 + 1/2 caster level + cha modifier). Magical Beasts get a +2 bonus on this save and Fey get a +4 bonus.
Advice of Shadows:
The shadows you surround yourself with impart useful advice. Prerequisites: Shadowcaster level 1 Benefit: choose one Intelligence-, Wisdom-, or Charisma-based skill. While in shadowy illumination or darkness, you add half of your shadowcaster level as a bonus on all such skill checks and can make such skill checks untrained, if applicable.
You have taken advantage of your arcane nature. Prerequisites: Shadowcaster level 1 Benefit: You may treat the mysteries you possess by virtue of the Shadowcaster class as either mysteries or arcane spells (even if they are cast as spell-like or supernatural abilities) for the purposes of meeting the prerequisites of prestige classes or feats, as well as for the purpose of caster levels granted by prestige classes.
Arcane Veil [Path Mastery]
You are protected from magical energies Prerequisites: ability to caste the Greater Shadows Fade mystery, Path Mastery Benefit: you gain Spell Resistance 11+class level.
Astray in the Dark [Path Mastery]
You can fight from further away than other suspect. Prerequisites: ability to cast the Umbral Fist mystery, Path Mastery Benefit: on the first round of combat the range of your mysteries and your natural reach are both doubled. This only functions in areas no brighter than shadowy illumination.
Battlefield Blaster [Path Mastery]
Your normal tactics of taking out huge armies at once has made you an expert at avoiding your own mysteries. Prerequisites: Ability to cast the Disastrous Orbs mystery, Path Mastery Benefit: You are immune to the effects of your own mysteries unless they specifically target you or you choose to waive this immunity.
Black Resistance [Shadow Essence]
The shadows protect you against most affects Benefit: once per day for each shadow essence feat you possess, you may add your charisma modifier to a single saving throw as an insight bonus as an immediate action. This action must be declared before rolling the saving throw.
Blast of Cold [Dark Store]
You can unleash a potent blast of cold. Prerequisites: access to a 4th level mystery. Benefit: In order to gain the benefits of Blast of Cold on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
As a standard action, you may make a ranged touch attack against any target within close range, dealing 2d6 cold damage with a successful hit, +1d6 cold damage/5 caster levels.
Blur of Shadows [Path Mastery]
You cause the very ground to buckle and ripple. Prerequisites: ability to cast the Clinging Darkness mystery, Path Mastery Benefit: As a move action, you may cause the world around you to distort, turning all adjacent squares into difficult terrain (this does not stack with preexisting difficult terrain) for 1 round.
Cloak and Dagger [Path Mastery]
Your mastery of defense and retaliation has been honed. Prerequisites: ability to cast the Sharp Shadows mystery, Path Mastery Benefit: While wearing no armor, you gain a +2 dodge bonus to AC.
While unarmed, any foe striking you with a non-reach melee weapon takes 1 point of piercing damage.
Complicate Casting [Metashadow]
Though most shadow magic users revel in the ease with which shadow magic comes to them, others prefer to complicate matters in order to gain greater benefits. Benefit: A number of times per day equal to your intelligence modifier, you may modify mysteries to become more complicated, increasing their power at the same time. You have two ways to use this feat: Verbal Component: If you add a verbal component to your mystery, it becomes backed by your words of power, granting you a +2 bonus on checks to overcome spell resistance against that mystery, if any would be allowed. Material Component: If you add an onyx gem worth 500 gp/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its caster level. XP cost: If you pay 50 XP/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its save DC. Special: This feat may be taken multiple times. Each time it is taken, you gain an additional number of daily uses equal to your intelligence modifier. Note: This feat can add components to spell-like and supernatural mysteries that such abilities do not normally have.
Contingent Mystery [Shadowcraft]
You have learned how to set semipermanent spells to yourself that will activate under certain conditions Prerequisites: Shadowcrafter, Caster level 11th Benefits: You can now create shadowcraft contingent spells, called contingent mysteries. Each contingent mystery lowers your maximum hit points by 10. Whenever the condition of a contingent mystery is met, the mystery is cast and you take nonlethal damage equal to your character level. A contingent mystery can only trigger if you are conscious (although it can trigger even if doing so would knock you unconscious).
In addition, the nature of contingent mysteries protects you from death. For every contingent mystery you possess, you may survive for one round after being knocked to –10 hit points. If you possess the diehard feat, you still fall unconscious at under –9 hit points. However, if you are healed to –9 hit points or higher during this time, you do not die.
Creeping Shadows [Shadow Essence]
You have learned how to hide in complete darkness Benefits: you gain a +2 bonus on hide and move silently checks for each shadow essence feat you possess.
Curtain of Shadow [Path Mastery]
You are protected by a veil of shadows. Prerequisites: ability to cast the Unveil mystery, Path Mastery Benefit: You gain concealment in all conditions other than bright daylight.
Dark Awareness [Shadow Essence]
Your shadows inform you of your surroundings. Prerequisites: two shadow essence feats Benefit: So long as you are conscious and capable of movement, you cannot be caught flat footed by anyone except those whose levels or hit dice exceed twice the number of shadow essence feats you possess.
Dark Charm [Path Mastery]
Your personality can end battles before they start. Prerequisites: ability to cast the Shadow’s Appeal mystery, Path Mastery Benefit: you gain diplomacy as a class skill (this is not a supernatural ability) and you add half of your caster level as a competence bonus on diplomacy checks.
Dark Concealment [Path Mastery]
You can hide in the shadows you create. Prerequisites: ability to cast the Deadly Shade mystery, Path Mastery Benefit: while in an area of darkness, you become invisible.
Dark Eidolon [Shadowcraft]
You have learned how to create short-term servants of shadow. Prerequisites: Shadowcrafter, Caster level 7th Benefits: you can now craft shadowcraft constructs, called dark eidolons. At any time, you may only possess one dark eidolon. If you possess a dark eidolon, your maximum hit points are reduced by 20. A Dark Eidolon spends much of its time in extradimensional space. Once per day, you may call it out of this extradimensional space for up to 1 minute/level. At the end of this time, it disappears back into its extradimensional space unless it has been destroyed, in which case it is gone forever. Whenever it is called, it is healed of any damage that it had taken when it was previously called.
If you possess a dark eidolon, any critical hit or sneak attack has a 25% chance of dealing normal damage to you.
Dark Insulation [Dark Store]
You can insulate a target with the power of shadow Prerequisites: access to a 2nd level mystery. Benefit: In order to gain the benefits of Dark Insulation on any given day, you must surrender the use of any 2nd level mystery for while recovering your mysteries for that day.
As an immediate action, one target within 20 feet gain fire or cold resistance 5 (chosen when used). This does not stack with existing fire or cold resistance.
Dark Lifeline [Shadow Essence]
The shadows work to prevent your untimely demise Prerequisites: one shadow essence feat Benefit: You have a 5% chance per two shadow essence feats you possess to ignore any extra damage from a sneak attack or critical hit.
Dark Puppeteer [Path Mastery]
You have a knack for controlling others Prerequisites: ability to cast the Shadow Surge mystery, Path Mastery Benefit: when attacked, you may make a Bluff, Diplomacy, or Intimidate check against the DC of their attack roll. If you succeed, you change the target of the attack to anyone else within reach or simply stop the attack. You cannot make the target attack themselves.
Dark Retribution [Dark Store]
You can unleash a mighty retributive blast Prerequisites: access to a 6th level mystery. Benefit: In order to gain the benefits of Dark Retribution on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
As a full-round action, you can unleash a retributive blast in a 10-foot radius spread anywhere within 100 feet. All within this area take damage equal to the amount of damage you suffered since the end of your last turn. A successful reflex save halves this damage.
Dark Trekker [Path Mastery]
You can move in shadow without leaving openings. Prerequisites: ability to cast the Voyage into Shadow mystery, Path Mastery Benefit: While in shadowy illumination or darkness, you provoke no attacks of opportunity for movement.
Darkened Soul [Shadow Essence]
Your shadow absorbs any damage that would be dealt to your soul Benefit: you may ignore a number of negative levels each day equal to the number of shadow essence feats you possess.
Delayed Mystery [Metashadow]
You can put a short delay on your mysteries. Prerequisites: Any two metashadow feats Benefit: Once per day, you may delay the effects of a mystery come into play 3 rounds after it is cast. Only touch, area, and personal mysteries can be affected in this way. All decisions for the mystery are made at the time of casting and can be altered as a full-round action. If conditions change during that time to make the mystery impossible to cast, it simply fails. Special: You can take this feat multiple times.
You have taken advantage of your divine nature. Prerequisites: Cultist level 1 Benefit: You may treat the mysteries you possess by virtue of the Cultist class as either mysteries or divine spells (even if they are cast as spell-like abilities) for the purposes of meeting the prerequisites of prestige classes or feats, as well as for the purpose of caster levels granted by prestige classes.
Draining Surge [Dark Store]
You can cause a burst of adrenaline within another, followed by fatigue. Prerequisites: access to a 3rd level mystery. Benefit: In order to gain the benefits of Draining Surge on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a standard action, you can give anyone within 30 feet a burst of rage, followed by a period of fatigue. The target gets a +2 bonus to their strength and dexterity scores for 1 round. Afterwards, the target is fatigued for 2 rounds. The entire effect is negated with a successful will save.
Ebon Bargain [Shadowcraft]
You can grant yourself further power by pushing a part of yourself into the shadows. Prerequisites: Shadowcrafter, Caster level 12th Benefits: You can now create shadowcraft rings through a process called an ebon bargain. This process sends a small part of your body (generally a pound of meat and flesh, but sometimes more) physically into the shadows, allowing the power of shadow to follow the same path back to your body. Despite the gruesomeness of this process, it is not an evil act. At any time, you can only possess a number of ebon bargains up to half of your constitution modifier (minimum 1). Each ebon bargain lowers your maximum hit points by 15 (these points are restored whenever your maximum hit points would be restored).
For each ebon bargain active on your person, you may negate the effect of the first death effect aimed at you in a 24 hour period.
Ebon Collector [Shadow Essence]
The shadows collect a large amount of unused items, which you now have access to. Benefits: once per day per shadow essence feat you possess, you may create any item costing no more than 1 gp as a standard action that provokes attacks of opportunity, so long as it is no larger than one foot in its largest dimension. Such items are instantly destroyed once exposed to daylight (or to the area of a daylight spell). If a second item is created in this way while a first one is in existence, the first one is destroyed.
Ebon Force [Dark Store]
You create a pseudo-living creature from the shadows around you. Prerequisites: access to a 2nd level mystery. Benefit: In order to gain the benefits of Ebon Force on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
As a standard action, you can create a pseudo-animate force in any square within 30 feet, which lasts for 1 round. This force weighs up to 5 pounds/level and permits flanking opportunities, although it may not attack in any way. In addition, to pass through the square possessing the force, a creature must make a strength check (DC 10 + class level).
Ebon Form [Path Mastery]
Your form is heavily reinforced by shadow. Prerequisites: able to cast the Shadow Time mystery, Path Mastery Benefit: You gain the Timeless body class feature.
In addition, under any condition other than direct sunlight, you gain fast healing 2.
Ebon Hand [Path Mastery]
You have learned how to channel shadow through your hands. Prerequisites: ability to cast the Umbral Touch mystery, Path Mastery Benefit: When making touch attacks, your reach increases by 5 feet.
In addition, each successful touch attack you make deals 1 nonlethal damage to its target, in addition to any other effects delivered by touch.
You have developed a small extradimensional space to store items in. Prerequisites: Shadowcaster level 1 Benefit: You have a small extradimensional space, that only you can access to store items in or withdraw items out of as a standard action. This pocket may be accessed to store items in or withdraw items from a number of times each day equal to your Shadowcaster level. This extradimensional space is the size of a belt pouch. A 5th level or higher Shadowcaster has an Ebon Pocket the size of a Backpack. A 10th level or higher Shadowcaster has an Ebon Pocket that can hold 5 cubic feet of material/level and up to 10 pounds/level. A 15th level or higher shadowcaster can access their Ebon Pocket as a swift action. A 20th level or higher shadowcaster can access their Ebon Pocket at will. The Ebon Pocket is a supernatural ability and cannot be accessed within an antimagic zone.
Efficient Shadowcrafting [Shadowcraft]
You can create shadow craft items with incredible speed if you spend some of your own essence Prerequisites: Shadowcrafter Benefits: If you choose to pay an XP cost equal to 1/25 of the gp cost of a shadowcraft item, every day it would take to create that item takes only one hour instead.
Elude Detection [Dark Store]
You can escape the effects of any divination spell. Prerequisites: access to a 5th level mystery. Benefit: In order to gain the benefits of Elude Detection on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
As a standard action, you can put a ward around yourself. The next time within 1 minute/level that you are subject to a divination effect or are caught in one’s effect, you may make a will save with a +2 bonus, even if that spell does not normally allow will saves. If you succeed on a will save against a divination effect that does not normally allow a saving throw, you are undetected or otherwise unaffected by it.
Embrace of Shadow [Path Mastery]
Your power of shadows protects you from adverse effects. Prerequisites: ability to cast the Umbral Immunity mystery, Path Mastery Benefit: you add your charisma modifier as an insight bonus to all saving throws.
Ephemeral Combat [Shadow Essence]
You can more effectively attack insubstantial creatures. Benefit: for each shadow essence feat you possess, all of your attacks, spells, spell-like abilities, and supernatural abilities are 5% more likely to affect incorporeal creatures.
Ephemeral Curse [Dark Store]
You can curse those around your to future failure. Prerequisites: access to a 3rd level mystery. Benefit: In order to gain the benefits of Ephemeral Curse on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a standard action, you can curse your foe, imposing a –2 penalty on all saving throws that they make for 1 round/level. A successful will save negates this effect.
Ephemeral Palm [Path Mastery]
You have focused the more baleful of shadow energies into your hands. Prerequisites: ability to cast the Invisible Pyre mystery, Path Mastery Benefit: as a swift action, you may engulf your hands in shadowstuff for 1 round. While so engulfed, you gain a touch attack that deals 1d6 damage.
Ephemeral Wings [Dark Store]
You can fly for a few moments upon wings of shadow. Prerequisites: access to a 6th level mystery. Benefit: In order to gain the benefits of Ephemeral Wings on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
As a standard action, you may grant yourself a fly speed of 30 feet (average maneuverability) for 1 round.
Your experience as a wizard and as an eventide magus complement each other. Benefits: Your wizard and eventide magus levels stack when determining the abilities of your familiar and ebon staff.
Escape Into Shadow
Your reflexes allow you to escape from sticky situations. Prerequisites: Shadowcaster or cultist level 8, Unnatural Reflexes Benefit: Whenever you utilize your unnatural reflexes feat, you gain the evasion class feature for 1 round.
Escaping Shade [Path Mastery]
You can escape from the toughest of situations. Prerequisites: ability to cast the Black Labyrinth mystery, Path Mastery Benefit: as a swift action, you can enter a state that helps them escape. First of all, each of your speeds are doubled. In addition, animals and vermin cannot attack you. Lastly, you can move through crowds without any penalty. This ability deals you 2 nonlethal damage each round until you either fall unconscious or end the effect with another swift action. If you are immune to nonlethal damage, you instead take an equal amount of lethal damage each round.
Esoteric Knowledge [Path Mastery]
Your have learned much from your time in the shadows. Prerequisites: ability to cast the Afraid of the Dark mystery, Path Mastery Benefit: You gain all knowledge skills as class skills (this is not a supernatural ability).
In addition, a number of times per day equal to your Intelligence bonus (if any), you may reroll a knowledge check. You must stay with the result of the reroll, even if it is worse than the original.
You can call upon more fundamentals Prerequisites: Shadowcaster level 1 Benefit: You gain access to a new fundamental, which you may use as a supernatural ability 3 times per day. This fundamental follows the same rules as the Shadowcaster’s normal fundamentals. Special: you may select this feat a number of time up to your intelligence modifier. Each time, you either gain more uses of a previously known fundamental or gain daily uses of a new fundamental.
You gain a bit of extra power Prerequisites: Shadowcaster level 2 Benefit: You gain access to an additional apprentice mystery that you meet all prerequisites for. In order to use this mystery, you must succeed on a DC 20 concentration check. If you use apprentice mysteries as spell-like abilities, the DC is lowered to 15. If you use apprentice mysteries as supernatural abilities, the DC is lowered to 10. Special: A shadowcaster may select extra mystery as one of their bonus feats.
The mystery you gain access to through this feat does not count as the ability to cast that mystery for the purpose of learning higher-level mysteries or meeting the prerequisites of feats or prestige classes.
Extra Mystery Use
You have learned how to get more use out of mysteries. Benefit: when regaining mysteries, you may select one mystery. You gain an extra use of that mystery until you next regain mysteries. The same mystery need not be chosen each time. Special: This feat may be taken as a bonus shadowcaster feat.
Eyes of Twilight [Path Mastery]
You see everything around you. Prerequisites: ability to cast the Reflections of Things to Come mystery, Path Mastery Benefit: you gain blindsight out to 60 feet.
Face of Shadow [Shadow Essence]
You gain the ability to intimidate others more thoroughly Benefit: you gain a +1 bonus on intimidate checks for each shadow essence feat you possess.
In addition, if you manage to demoralize a foe through the use of the intimidate skill, they remain demoralized for a number of rounds equal to the number of shadow essence feats you possess.
Fading Arcana [Dark Store]
You can dispel weaker magic’s at a whim. Prerequisites: access to a 6th level mystery. Benefit: In order to gain the benefits of Fading Arcana on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
As a standard action, you may attempt to dispel any 3rd level mystery or spell. You make a dispel check (1d20 + your class level, maximum +15) against a DC of 11 + the spell or mystery’s caster level. As this ability is neither a mystery nor a spell, no penalty is taken when attempting to dispel either.
False Recovery [Dark Store]
You can offset damage to a target’s health or abilities. Prerequisites: access to a 5th level mystery. Benefit: In order to gain the benefits of False Recovery on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
As a standard action, you may grant a touched target a number of temporary hit points up to your caster level or an enhancement bonus of up to +4 to any ability score. The temporary hit points plus the target’s current hit points may not exceed the target’s maximum hit points. The enhancement bonus plus the target’s current ability score may not exceed that target’s normal (undamaged, undrained, and unpenalized) ability score. These bonuses last up to 1 minute/level.
You force your mysteries with sheer force of personality. Prerequisite: Shadowcaster level 1 Benefit: You add your Charisma bonus (if any) to your intelligence score for the purpose of determining the highest level mystery you can cast. Special: This feat can only be taken at 1st level.
Forsaken Lore [Path Mastery]
Your general knowledge has taught you much about your shadowy abilities. Prerequisites: ability to cast the Pry the Truth mystery, Path Mastery Benefit: you gain a +1 insight bonus to your caster level.
Ghostly Mystery [Metashadow]
Your mysteries intrude upon those in other dimensions. Prerequisites: Any other metashadow feat. Benefit: Once per day, you can apply the effect of the Ghostly Mystery feat to any mystery with an area of a burst, cone, emanation, or spread that you cast. The mystery functions fully against any incorporeal and ethereal creatures within the area of the mystery, as well as on all creatures within an extradimensional space within the area of the mystery. Special: You can take this feat multiple times.
Grasp Mind [Dark Store]
You cause others to lose some control over themselves. Prerequisites: access to a 1st level mystery Benefit: In order to gain the benefits of Grasp Mind on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
As an immediate action, you can force a creature within 30 feet to make a will save. If they fail, they take a –2 penalty on their next attack roll, so long as it is made before the start of your next turn.
Grasp of Shadow [Path Mastery]
Shadow holds others who neglect to move around you soon find themselves trapped. Prerequisites: ability to cast the Consume Essence mystery, Path Mastery Benefit: As a swift action, you can cause shadows to entrap enemies within 10 feet/level of you. If such a foe neglects to move at least 5 feet in one or more rounds, they find it a harder task later, needing a strength check (dc15+1/round not spent moving). When the Shadowcaster uses another swift action to end the ability or moves out of range, targets are automatically freed. This is the equivalent of a 6th level spell but if it is dispelled, it can be reactivated on the next round as a swift action.
Graze of Shadows [Dark Store]
You can cause slight damage to others by touch. Prerequisites: access to a 1st level mystery. Benefit: In order to gain the benefits of Graze of Shadow on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
As a standard action, you may make a touch attack that deals 1 nonlethal damage +1 nonlethal damage/2 caster levels.
Guarded Mind [Path Mastery]
The shadows you use as informants also protect your mind. Prerequisites: ability to cast the Spun into Myth mystery, Path Mastery Benefit: you are immune to intelligence, wisdom, and charisma ability damage and ability drain.
Hollow Being [Path Mastery]
You have emptied much of your own essence into the shadows Prerequisites: ability to cast the Without a Trace mystery, Path Mastery Benefit: you take no penalties for hide and move silently checks made while moving, even if they are made while attempting to run or charge. All other limitations for the above skills still apply.
Impeding Mystery [Metashadow]
You cause the area of a spell to impede movement. Prerequisites: Any two metamagic feats. Benefit: Once per day, you can apply the effect of the Impeding Mystery feat to any mystery with an area that you cast. Anyone within the area who fails their saving throw (or who fails a reflex save, should no save normally be allowed) when the mystery is cast is immobilized for 1 round. If the mystery’s duration is longer than instantaneous, all movement speeds made across the mystery’s area are slowed by 5 feet. Special: You can take this feat multiple times.
Improved Umbral Focus
Your control of shadow is even more efficient. Prerequisite: Umbral Focus Benefits: you gain an additional +1 bonus on Umbral Strain checks.
Your perception of the world has lent you the power you need to change it. Prerequisites: Shadowcaster level 1, Wis 13 Benefit: You add your Wisdom bonus (if any) as an enhancement bonus to your effective caster level when casting mysteries. Special: This feat can only be taken at 1st level.
Knowledgeable Shadows [Shadow Essence]
The shadows vastly increase your knowledge and insight. Benefits: you gain a +1 bonus on all knowledge checks for each shadow essence feat you possess. This does not allow knowledge skills to be used untrained.
In addition, once per day per shadow essence feat you possess, before rolling an attack roll, skill check, or saving throw, you may declare that the roll gains a +1 insight bonus.
Lightened Shadow [Shadow Essence]
Your weight is lowered by your connection to the shadow, granting you certain benefits. Benefits: You gain a +2 on jump and climb checks for each shadow essence feat you possess.
For each shadow essence feat you possess, you may ignore the first 10 feet of a fall (this ability stacks with the slow fall class feature or any tumble checks made)
Your weight is halved.
Magebane Mystery [Metashadow]
Your mysteries are detrimental to spellcasters. Benefit: Once per day, you can apply the effect of the Magebane Mystery feat to any mystery you cast. A magebane mystery imposes a –2 penalty to the caster level of all spellcasters targeted by or caught in the area of the mystery for 1d4 rounds. Special: You can take this feat multiple times. Special: The empower mystery and maximize mystery feats do not affect the variable aspect of this feat.
You can alter your mysteries to greater effect. Prerequisites: access to 6 different paths, any metashadow feat Benefit: whenever a metashadow feat other than still shadow is applied to a mystery, it gains a +1 bonus to caster level for each metashadow feat applied to it.
Master of Mysteries [Path Mastery]
Your practice in pure shadow magic has lead to control over shadow magic in general. Prerequisites: ability to cast the Shadow Absorption mystery, Path Mastery Benefit: Whenever you reclaim your mysteries, choose one apprentice mystery. For the next 24 hours, you may use that apprentice mystery at will.
You can alter shadows in much greater amounts. Prerequisites: access to 12 different paths, Master Dabbler Benefit: you gain an extra daily use of all metashadow feats. Special: You may select this feat multiple times. Its effects stack.
Your ability in alchemy is unmatched by those of normal magic. Prerequisites: Shadowcaster level 1 Benefits: Whenever you make a craft check to determine the daily or weekly progress made on an alchemic item, double the results (effectively halving the time needed to make them).
In addition, all alchemic items made by you add your intelligence modifier (to a maximum of your shadowcaster level) as a bonus to all damage rolls and to all save DCs.
Midnight Armor [Shadow Essence]
Shadows allow you to move more fluently in your armor. Prerequisites: one shadow essence feat
Benefits:[/b] for every two shadow essence feats you possess, the armor check penalty of armor you wear is reduced by one and the maximum dexterity bonus is increased by one.
Midnight Avoidance [Dark Store]
You can dodge attacks with uncanny ease. Prerequisites: access to a 4th level mystery. Benefit: In order to gain the benefits of Midnight Avoidance on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
As an immediate action, you can gain a 20% miss chance against a single attack.
Midnight Illusion [Dark Store]
You create a small illusion in the area Prerequisites: access to a 2nd level mystery. Benefit: In order to gain the benefits of Midnight Illusion on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
As a standard action, you can create a figment effect anywhere within a 5-foot/level radius of yourself. The figment’s largest dimension cannot exceed 5 feet and it cannot move. This ability only creates a visual element for the figment and a will save allows others to disbelieve it.
Morphic Form [Path Mastery]
Your morphic form helps protect you from more dangerous blows. Prerequisites: ability to cast the Dark Transformation mystery, Path Mastery Benefit: any critical hit or sneak attack made against you has a 25% chance of dealing normal damage instead. This percentile is rolled separately from that provided by fortification armor.
You can give a mystery a last moment boost Prerequisites: Access to one apprentice mystery. Benefit: once per day, as a swift action, you may increase the save DC of the next mystery you cast by 2, so long as it is cast before the end of your next round.
Night’s Guard [Path Mastery]
Within the Darkness, none can harm you. Prerequisites: ability to cast the Dancing Shadows mystery, Path Mastery Benefit: While in shadowy illumination, you gain a +2 bonus on initiative checks and a +4 dodge bonus to AC.
Nightmarish Master [Path Mastery]
Your nightmares have inured you to any fear in the waking world. Prerequisites: ability to cast the Dark Will mystery, Path Mastery Benefit: you gain immunity to fear effects.
Nimble Shadows [Shadow Essence]
You have learned how to evade blows with great ease. Prerequisites: One shadow essence feat. Benefits: At the beginning of each turn, you may select one visible opponent within 30 feet. You gain a +1 dodge bonus to your AC for every two shadow essence feats you possess (including this one) against that target.
Osseus Rune [Shadowcraft]
You have learned how to inscribe the power of shadows into your very bones. Prerequisites: Shadowcrafter, Caster level 3rd Benefits: you can now craft shadowcraft wondrous items, called Osseus Runes, directly onto your bones through an incredibly bloody process. Each ebon rune lowers your maximum hit points by its caster level. In addition, you can gain only limited use out of your osseus runes. You may only utilize an Osseus Rune once per day if you only have access to apprentice mysteries, twice per day if you have access to initiate mysteries, and three times per day if you have access to master mysteries. Each use is activated as a swift action and lasts for a number of rounds equal to your character level (or less, depending on the item). Only items that grant constant bonuses or possess uses per day may be made in this way. Instead of imitating other wondrous items with this effect, you create Osseus Runes from scratch, using the pricing guidelines on Page 285 of the Dungeon Master’s Guide.
For each osseus rune you possess, you heal an additional hit point whenever you rest. If receiving long-term care, you instead heal an additional two hit points per osseus rune. Note: The DM has complete authority over what effects are plausibly or implausibly imitated in this way. For example, although a cape of resistance may make enough sense, a mask of the skull may not.
You have learned to stick with your mystical studies until full fruition. Prerequisites: ability to cast a 3rd, 6th, or 9th level mystery. Benefits: Whenever you complete a path, you gain an extra daily use of the first mystery in that path. This applies both to past and future completed paths. Special: This Feat may be taken as a bonus shadowcaster feat.
You favor mysteries of equal power equally Prerequisite: Shadowcaster level 1 Benefit: Whenever you gain another feat that boosts one apprentice path of mysteries, all apprentice paths are affected. Special: This feat may be taken a second time once you have access to initiate mysteries and a third time once you have access to master mysteries. When you take it the second time, any feat that modified one initiate path affects all initiate path. When you take it the third time, any feat that modified one master path affects all master path.
Perceptive Shadows [Shadow Essence]
Shadows aid your perceptions, allowing them to border on the supernatural Benefits: You gain a +2 bonus on spot, listen, and search checks for each shadow essence feat you possess.
In addition, for up to 1 round/shadow essence feat you possess, you may see invisible creatures. Initiating or ending this ability takes a swift action and it need not all be used at once.
Persistent Mystery [Metashadow]
Your mysteries may last all day. Prerequisites: Any five metashadow feats. Benefits: When you take this feat, select one mystery you possess access to of up to 1st level with a range of personal. If your level is high enough to cast Initiate mysteries, you may instead choose a mystery of up to 2nd level. If your level is high enough to cast Master mysteries, you may choose a mystery of up to 3rd level.
Whenever you regain your mysteries for the day, the chosen mystery is cast on your person automatically and its duration is increased to 24 hours. If the mystery is dispelled, subsequent uses retain their normal duration. Special: You can take this feat up to 3 times. To take it a second time, you must have ten metashadow feats. To take it a third time, you must have fifteen metashadow feats.
Phantom Assault [Path Mastery]
Shadows seem to surround your foes, leaving them vulnerable. Prerequisites: ability to cast the Army of Shadow mystery, Path Mastery Benefit: all adjacent foes are considered flanked.
In addition, casting mysteries as spells does not provoke attacks of opportunity.
Lastly, you may use the aid another action as a swift action.
Piercing Gaze [Path Mastery]
You can see what others can’t. Prerequisites: ability to cast the Killing Shadows mystery, Path Mastery Benefit: You gain darkvision out to 30 feet and can see through magical darkness out to that range. In addition, you may make a spot check as a swift action (this is not a supernatural ability).
Protective Shadows [Shadow Essence]
The shadows protect you against minor spells Benefit: You gain SR 2 for every shadow essence feat you possess. This stacks with any preexisting spell resistance you may possess.
Pull of the Grave [Path Mastery]
You can pull others to their doom. Prerequisites: able to cast the Ephemeral Storm mystery, Path Mastery Benefit: A number of times per day equal to your charisma bonus (minimum once per day), you can place a curse upon a foe within close range as a standard action. The next time within the next hour that they make a fortitude save to avoid a mystery or take ability damage/drain from a mystery, they roll two saving throws and take the lower result or take twice as much ability damage/drain. This is the equivalent of a 7th level spell.
Quick Arrival [Path Mastery]
Your ability to travel unhindered is unparalleled. Prerequisites: ability to cast the Awaited Destination mystery, Path Mastery Benefit: your speed is increased by 10 feet.
You may run for twice as long as normal before needing to make constitution checks.
Quickened Shadows [Shadow Essence]
You can walk and run with great speed Prerequisites: One shadow essence feat Benefits: your speed is increased by +5 feet for every two shadow essence feats you possess (including this one). This bonus is considered an enhancement bonus.
Reactive Shadows [Shadow Essence]
Shadows aid your reaction time, giving you an upper hand Benefits: You gain a +1 bonus on initiative checks for each shadow essence feat you possess.
Resilient Shadows [Shadow Essence]
Your body is more resistant to attack. Benefits: you gain 2 hit points for each shadow essence feat you possess.
These hit points are not lost first like temporary hit points and increase or decrease your current hit points whenever you gain them or lose them.
Retributive Mystery [Metashadow]
You can prepare a mystery to be released in case of attack. Benefit: Once per day, you can cast a mystery with a range of personal or touch, which takes no immediate effect. The next time that you are dealt damage, the mystery activates. A touch mystery automatically hits if the damage originated from a natural or melee weapon or a touch attack but otherwise dissipates. A personal spell always activates (although death from the damage may render its effects moot). Special: You can take this feat multiple times.
Roughen Ground [Dark Store]
You can cause the ground around you to roughen Prerequisites: access to a 1st level mystery Benefit: In order to gain the benefits of Roughen Ground on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
As a swift action, designate one 5-foot square + one 5-foot square/5 levels within 20 feet of you. All movement through that square takes 2 squares of movement, but tumble checks made through it are not penalized and the square can be run and charged through.
Runebound Mystery [Metashadow]
You can instill your mysteries in small runes. Benefit: Once per day, you may inscribe a rune into an adjacent square, casting a mystery into it. This requires either chalk, ink (ink from liquid night is sufficient) or some similar surface to draw the rune on a solid surface (such a rune can be removed with a gallon of water) or a strong stick or pole to carve one into loose earth (such a rune is removed with strong or stronger winds). Divination effects do not detect any magic within the rune but anyone who steps into the rune’s square activates the mystery. Runes take a dc 20 spot or search check to find and they retain potency for 24 hours. Mysteries with a range of personal may not be used in combination with the Runebound Mystery feat. The inscription of a rune takes a full-round action. Special: You can take this feat multiple times.
Last edited by Realms of Chaos : 02-10-2010 at 03:34 AM.
You have studied ways to increase a the virulence of a mystery Prerequisite: Shadowcaster level 1 Benefit: You add your Intelligence bonus (if any) to your charisma score for the purpose of determining the dcs of a mystery you cast. Special: This feat can only be taken at 1st level.
Sensory Denial [Dark Store]
You can deny all nearby creatures their senses. Prerequisites: access to a 4th level mystery. Benefit: In order to gain the benefits of Sensory Denial on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
As swift action, you can render all targets (including yourself) within a 30 foot radius either deafened or blinded for 1 round. A successful fortitude save negates this effect.
Your mysteries gain extra power when cast from the shadows. Benefit: while in areas of shadowy illumination (but no brighter or dimmer), the caster level of your mysteries are increased by 1.
If both you and your target are in one area of continuous shadowy illumination, the save DC of any mystery used against them is increased by 1. Special: This feat may be taken as a bonus shadowcaster feat.
Shaded Supremacy [Path Mastery]
Your power over shadow empowers you however you do so choose. Prerequisites: ability to cast the Desires Manifest Mystery, Path Mastery Benefit: you gain a +4 enhancement bonus to one ability score of your choice. As a swift action, you can switch the affected ability score.
Shadow Blood [Shadow Essence]
Your blood is infused with shadowstuff, allowing it to remain in your body more effectively Benefit: You gain Damage Reduction 1/bludgeoning. The value of this damage reduction is increased by one for every two shadow essence feats you possess.
Shadow Draught [Shadowcraft]
You have learned how to circulate magical power through your own blood. Prerequisites: Shadowcrafter, Caster level 3rd Benefits: You can now create shadowcraft potions, called shadow draughts, which use the medium of your own blood. Each Shadow Draught you possess lowers your maximum hit points by 1. In order to use a Shadow Draught, you must spend a standard action to inflict a minor wound to yourself, dealing yourself 1 damage.
In addition, for each shadow draught you possess, the chance of you automatically stabilizing yourself is increased by 3% due to your increased control over your blood. Note: although you may make shadowcraft potions in this way, you may not make shadowcraft oils.
You are accomplished at using shadows. Prerequisites: Access to one apprentice mystery. Benefit: all mysteries of the shadow subschool and spells of the shadow subschool gain a +1 bonus to their save DC and are 5% more real, if applicable.
Shadow Metabolism [Shadow Essence]
You are more resilient than others would give you credit for. Benefits: You gain a +2 bonus on constitution checks for every shadow essence feat you posses.
In addition, you may choose roll your daily constitution checks against starvation and thirst at night rather than during the day.
Shadowy Spellcaster [Shadow Essence]
You can feed yourself to the shadows to gain increased spellcasting. Benefits: one per day per shadow essence feat you possess, you may take 2 constitution damage instead of expending a spell slot or a daily use of a mystery or fundamental. This ability damage cannot be cured via magical or supernatural means.
Shadow Mind [Shadow Essence]
Your shadow absorbs any effects that would alter your mind Prerequisites: two shadow essence feats Benefit: you can ignore one compulsion effect each day for every two shadow essence feats you possess.
Shadow Renewal [Path Mastery]
You have learned to sustain yourself with the power of shadow. Prerequisites: ability to cast the Shadow Investiture mystery, Path Mastery Benefit: Whenever you are knocked below 0 health, you may sacrifice a daily use of a 1st-level or higher mystery to heal twice as much health as the level of the mystery. If your health is still under 0 health, this healing stabilized you.
You have learned to expand your power while using a smaller selection of mysteries. Benefit:Each time beyond the first that you learn a mystery, you gain an additional extra use of that mystery and you add a +1 bonus to that mystery’s save DC.
In addition, one mystery learned twice now counts as the two mysteries that must be known to access a new level of mysteries.
You can procure more power from shadows Prerequisite: Shadowcaster level 1 Benefit: You gain a number of points equal to your combined intelligence and charisma modifier. By spending a number of points equal to the mystery’s level, the Shadowcaster can gain an extra use of that ability. A Shadowcaster can only use this feat to gain extra uses of mysteries at least one grade (fundamental, apprentice, initiate, master) less than the maximum grade that the Shadowcaster can use. 0-level mysteries cost 1 point.
You have learned how to call upon shadows for stamina Benefit: 1/day, you may sacrifice a daily use of a 1st level or higher mystery as a swift action in order to heal life equal to the number of feats named Shadow Resilience that you possess.
If you are a Cultist, add your wisdom modifier to the amount healed. Special: A Shadowcaster may take this as a bonus feat. This feat may be taken multiple times, its effects stack.
Shadow Scaling [Dark Store]
You can scale any shadowy surface. Prerequisites: access to a 4th level mystery. Benefit: In order to gain the benefits of Shadow Scaling on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
As a full-round action, you can grant yourself the ability to climb up walls and ceilings with ease, as the spider climb spell, for 1 round/2 levels. This ability only functions in shadowy illumination or darkness.
You have emulated the Wizard’s ability to record your spells. Prerequisites: Shadowcaster level 1, Liquid Night Fundamental Benefit: You gain a tome of magic, resembling a Wizard’s spellbook. It costs half as much to add new pages and ink from Liquid Night is sufficient enough to negate the cost of ink. The tome itself gains a +2 bonus on all saving throws.
More impressively, whenever a Shadowcaster gains a new level, they learn an extra mystery, so long as its grade (fundamental, apprentice, initiate, master) is at least one less than the maximum grade that a Shadowcaster is capable of using.
New mysteries cannot be transcribed into the tome. Regaining mysteries takes 30 minutes instead of the normal 15 minutes and all mysteries within the tome are regained (as with the normal recovery of mysteries).
Finally, whenever you would get a bonus shadowcaster feat, you instead gain an extra daily use of any mystery you know. Special: This feat can only be taken at 1st level. In all other aspects, the tome imitates the wizard (including a sudden loss of access to mysteries if the tome is destroyed).
Shadow’s Freedom [Dark Store]
You can grant others freedom of movement at the price of personal mobility. Prerequisites: access to a 6th level mystery. Benefit: In order to gain the benefits of Shadow’s Freedom on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
As a full-round action, you may grant a touched target other than yourself the benefits of the ability to ignore all effects that impede movement, such as dazed, stunned, paralysis, immobilization, solid fog, slow, and web for 1 round/caster level. However, for each target so affected in this way at a time, you take a –2 penalty to your Dexterity score and an additional –1 penalty to all reflex saves.
You have learned the secret of inscribing yourself with magical power. Prerequisites: access to 1st level mysteries, Constitution 13 Benefits: You now qualify for all other Shadowcrafter Feats.
In addition, for each shadow-craft item you possess, you gain a +1 bonus on fortitude saves made to avoid death from massive damage Special: This feat cannot be taken if you possess any item creation feats. If you possess the Shadowcrafter feat, you cannot take any item creation feats. Special: Upon taking your first level in shadowcaster, you may gain this feat as a bonus feat by lowering your constitution score by 2, assuming that you still qualify for it afterwards.
You have learned how to record arcane secrets upon your skin. Prerequisites: Shadowcrafter Benefits: You can now create shadowcraft scrolls, called shadowscripts, which use the medium of your own skin. Each Shadowscript can hold only one mystery and each shadowscript you possess lowers your maximum hit points by the spell level of the mystery it is used to hold (minimum 1). In order to use a shadowscript, you must spend a full round action scratching across the skin where it was placed (this deals no damage)
In addition, for each shadowscript you possess, you ignore the first point of nonlethal damage that you take from any attack as your skin deadens blows.
Shadowstuff Mystery [Metashadow]
By manipulating shadow’s fickle nature, you only harm those you intend to with your mysteries. Prerequisites: Any two metashadow feats. Benefit: Once per day, you can apply the effect of the Shadowstuff Mystery feat to any mystery with an area that you cast. As you cast the mystery, select up to one target/level. Those targets are unaffected by the effects of the mystery. The mystery gains the shadow subschool.
Casting an shadowstuff mystery is a full-round action. Special: You can take this feat multiple times
You are better trained for combat Prerequisites: Shadowcaster or Cultist level 1. Benefit: If you are a shadowcaster, you gain proficiency with light armor and one martial weapon of your choice. Furthermore, you ignore all arcane spell failure gained from wearing light armor.
If you are a cultist, you gain proficiency with medium armor and one exotic weapon of your choice. Special: This feat must be taken at 1st level.
Shadowy Imitator [Path Mastery]
You have learned the art of imitation from your command of shadows. Prerequisites: ability to cast the Greater Shadow Evocation mystery, Path Mastery Benefit: You may use Prestidigitation at will as a supernatural ability. In addition, you may give up a daily use of any mystery to imitate the effect of any 0-level arcane spell.
Shady Magician [Path Mastery]
You have learned to harness both mysteries and magic. Prerequisites: ability to cast the Flood of Shadows mystery, Path Mastery Benefit: You gain use magic device as a class skill (this is not a supernatural ability).
In addition, you don’t take a –4 penalty when your mysteries interact with spells.
Shady Observer [Path Mastery]
Your paranoia has kept you alive. Now, your shadow can help. Prerequisites: ability to cast the Contingent Shadow mystery, Path Mastery Benefit: you cannot be flanked. In addition, you automatically know whenever a divination spell detects or targets you.
Shape of Shadow [Dark Store]
You can enlarge and bolster your form using the power of shadows. Prerequisites: access to a 5th level mystery. Benefit: In order to gain the benefits of Shape of Shadow on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
As a full-round action, you can increase your size to the next category. When so changed, you gain +2 strength, -4 dexterity, and a number of temporary hit points equal to your caster level. In all other ways, this functions as the enlarge person spell.
You can shift your power as you wish Prerequisites: Shadowcaster level 5 Benefit: With 1 minute of focus, you may sacrifice a daily use of a mystery to gain an extra daily use of another mystery at least 2 spell levels lower.
Sight of Shadows:
The shadows around open your senses. Prerequisites: Umbral Sight class feature Benefit: you add your charisma modifier as a bonus on all listen checks, as well as on all spot checks made within the range of your darkvision.
Add search to your list of class skills.
The ease with which you utilize a given mystery is astounding. Prerequisites: Favored Mystery Benefit: Choose one mystery that you have taken the favored mystery feat for. That mystery gains a +1 bonus to its save DC.
By sacrificing a daily use of a higher-level mystery as a standard action, you gain an extra daily use of your Signature Mystery. Special: This feat may be taken as a bonus shadowcaster feat. This feat may be taken multiple times. Its effects do not stack. Each time it is taken, select a new spell for which you have taken Favored Mystery.
Silent Speaker[Path Mastery]
You can speak to others without noise or expression. Prerequisites: ability to cast the Curse of Silence mystery, Path Mastery Benefit: Once each hour, you may deliver a message of up to 1 word/level to another individual within 100 feet, so long as both you and the receiver remain in one uninterrupted area of shadow. This ability grants the receiver of the message no ability to communicate back along the same lines.
In addition, you gain bluff as a class skill (this is not a supernatural ability).
Slipping Gaze [Dark Store]
You cause others to see less clearly for a few moments Prerequisites: access to a 1st level mystery Benefit: In order to gain the benefits of Slipping Gaze on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
As a standard action, you can force a creature within 30 feet to make a will save. If they fail, they take a –5 penalty on all spot checks, the range of any darkvision they possess is halved, and they gain a 20% miss chance on all attacks against creatures in shadowy illumination and darkness (unless the chance would otherwise be higher) for 1 round/level.
Squelch Fear [Dark Store]
You suppress the fear of others with shadow Prerequisites: access to a 2nd level mystery. Benefit: In order to gain the benefits of Squelch Fear on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
As a standard action, you may allow one target + one target/4 levels to ignore any fear that they suffer from for 1 round. If the fear’s duration is measured in rounds, this round does not count towards the duration of that fear effect.
Subduing Mystery [Metashadow]
You can modify a mystery to keep your opponent alive.
[b]Benefit: Whenever you cast a mystery that deals energy damage, you may replace the energy damage with an equal amount of nonlethal damage.
Subduing Shadow [Shadow Essence]
Your shadows aid your ability to knock your opponents senseless. Benefit: Whenever one of your attacks, spells, or mysteries deals nonlethal damage, it deals an extra amount of nonlethal damage equal to the number of shadow essence feats you possess.
Subtle Voice [Path Mastery]
You can communicate at a completely subconscious level.
Prerequisites: ability to cast the Flicker mystery, Path Mastery Benefit: You can communicate telepathically at a range of 30 feet and gain a +2 bonus on intimidate checks.
Your taint aids you in the manifestation of mysteries. Prerequisites: Shadowcaster level 1, Mild Taint Benefit: you gain an extra daily use of all apprentice mysteries known.
If you have moderate taint, you also gain an extra daily use of all initiate mysteries known.
If you have severe taint, you also gain an extra daily use of all master mysteries known.
Twilight Ascendance [Path Mastery]
You have ascended to a state of almost pure shadow. Prerequisites: ability to cast the Shadow Immersion mystery, Path Mastery Benefit: 1 round/level each day, a Shadowcaster can become incorporeal. Starting or ending this ability takes a swift action and this duration need not all be used at once. In addition, once per day, as an immediate action, a Shadowcaster can merge with shadow, ignoring all damage from one source.
Twilight Guard [Path Mastery]
Your power of shadow serves to protect you. Prerequisites: ability to cast the Shadow Storm mystery, Path Mastery Benefit: You gain acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, and sonic resistance 10. Once this ability has prevented damage equal to or greater than twice your caster level, you lose all benefits until you next regain your mysteries.
Twilight Tongue [Dark Store]
The shadows have granted you the gift of tongues. Prerequisites: access to a 3rd level mystery. Benefit: In order to gain the benefits of Twilight Tongue on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a swift action, you may learn one non-secret language for 1 round, gaining the ability to speak it, understand it, read it, and write it.
Twilight Warper [Path Mastery]
Your form has lost coherence, granting you certain benefits. Prerequisites: ability to cast the Twisted Summons mystery, Path Mastery Benefit: you gain immunity to ingested poisons and paralysis effects. In addition, given 10 minutes of work, you can fit through opening as small as 1 inch in diameter.
Umbral Blast [Dark Store]
You can blast others away with shadows alone. Prerequisites: access to a 5th level mystery. Benefit: In order to gain the benefits of Umbral Blast on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
As a standard action, you may bulrush a target as far away as 30 feet. For this purpose, you are treated as being one size category larger and possess a strength score equal to 10 + your caster level. This ability may press the target further than 30 feet away from you.
Umbral Essence [Shadowcraft]
You have learned how to set up a large but exhausting reservoir of power within shadows. Prerequisites: Shadowcrafter, Caster level 5th Benefits: You can now create shadowcraft wands, called umbral essences, that are weaved into your very essence. At any time, you can only possess a number of umbral essences equal to your constitution modifier. Each umbral essence lowers your maximum hit points by 5. Whenever you expend a “charge” from an umbral essence, you take 5 nonlethal damage. In addition, only one umbral essence “active” at any given time. Switching between two umbral essences takes a full-round action that provokes attacks of opportunity.
In addition, for each umbral essence you possess, you may ignore the effects of up to one negative level active on yourself. While protected from a negative level in this way, you are not at risk of it causing level loss.
You can control the power of shadow more efficiently Prerequisites: The Price class feature Benefits: You gain a +1 bonus on Umbral Strain checks.
Umbral Light [Dark Store]
You can illuminate the invisible with your touch. Prerequisites: access to a 3rd level mystery. Benefit: In order to gain the benefits of Umbral Light on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a standard action, you can make a touch attack against an invisible creature, ignoring the normal 50% miss chance for doing so. If you succeed, the invisible creature is outlined by dim light for 1 minute.
Unending Journey [Path Mastery]
Your ability to see the connections of darkness allows you to travel through them. Prerequisites: ability to cast the Immortal Shadow mystery, Path Mastery Benefit: as a full-round action, you can teleport anywhere within sight, so long as its distance away is within your movement rate.
Shadows forewarn you of future dangers. Prerequisites: Shadowcaster or Cultist level 2 Benefit: As an immediate action, you may sacrifice a daily use of a mystery to gain a bonus on your next reflex save equal to the spell-level of the Mystery whose daily use was sacrificed.
Unravel Shadowcraft [Shadowcraft]
You have learned how to destroy your own shadowcraft items to make room for new ones. Prerequisites: Shadowcrafter Benefits: You can now dismantle your own shadowcraft items. Doing so takes a 24 hour period during which you can engage in nothing else other than light activity.
Visage of Shadow [Path Mastery]
Your power over the senses allows you certain privileges. Prerequisites: ability to cast the Faceless Shadow mystery, Path Mastery Benefit: you gain a +1 bonus on charisma-based skill checks and sentient creatures take a -1 penalty on wisdom based checks made against you.
In addition, you may imitate any mundane sound as long as it is not louder than the equivelant of what 1 human/level could make, recognizable as unreal with a successful will save (dc 10 + 1/2 class level + Charisma modifier).
Ward of Dusk [Path Mastery]
The power of shadows that you command repel attacks away from you. Prerequisites: ability to cast the Dark Aura mystery, Path Mastery Benefit: as an immediate action, you may surround yourself with your own shadow, adding your charisma modifier as a deflection bonus to your AC against a single attack.
Warding Shade [Shadow Essence]
Your shadow protects you against some forms of attack Prerequisite: one shadow essence feat Benefit: When you take this feat, name one energy type (acid, cold, electricity, fire, or sonic). For every two shadow essence feats you possess, you gain energy resistance 1 against that energy type. Special: You may take this feat multiple times, choosing a new energy type each time.
Warped Mystery [Metashadow]
You can warp a spell to deal different types of damage. Prerequisites: Any other metamagic feat. Benefit: Whenever you cast a mystery that deals energy damage, you may convert all of that damage to cold damage. Whenever you cast a mystery that deals cold damage, you may replace that damage with any other energy type (fire, acid, sonic, electricity).
Widen Mystery [Metashadow]
Your mysteries occur over a larger area. Benefit: Once per day, you can apply the effect of the Widen Mystery feat to any burst, emanation, line, or spread-shaped mystery you cast. Any numeric measurements of the mystery’s area increase by 100%. Special: You can take this feat multiple times.
Wisps of Shadow [Shadow Essence]
Your shadow can extend to others, momentarily gluing them to the floor. Benefit: Once per day per shadow essence feat you possess, as a standard action, you may force another creature within 30 feet to make a reflex save (DC 10 + 1/2 character level + Cha modifier) or become immobilized for 1 round.
Note to Self: Make path mastery feats for the 30 new paths.
Last edited by Realms of Chaos : 02-10-2010 at 04:19 AM.
Although most bards try to inspire competence in their companions. Some bards, however, decide that keeping their compatriots alive is of greater importance. Class: Bard Level: 3rd Replaces: A bard taking this ability does not gain the inspire competence ability. Benefit: A bard with this ability and 6 or more ranks in a Perform skill can use his music or poetics to bolster a companion’s shadow. The ally must be within 30 feet of bard and must be able to hear the bard but need not actually be able to see him. The bard needs neither line of sight nor line of effect to bolster an ally’s shadow. The ally gains temporary hit points equal to the highest number of ranks that that bard possesses in any Perform skill. In addition, they also gain cold resistance equal to half of the remaining amount of temporary hit points from this ability. Unlike most temporary hit points, temporary hit points from this ability do not stack with temporary hit points from any other source, and if they receive a greater amount of temporary hit points from another source, the cold resistance fades. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes, and two rounds after the last temporary hit point is lost or the bard stops concentrating, the target becomes sickened for the remainder of the encounter. The bard may not bolster their own shadow with this ability and may not bolster an ally more than once per day.
Caster of Shadows
You sneakily cast your spells in a manner similar to a shadow magic user. Class: Spellthief Level: 1st Replaces: Trapfinding class feature, Steal Spell effect at 2nd level Benefit: Whenever you cast a spell (whether by your own graces or if you are casting a spell you have stolen), you do not require somatic components. Furthermore, you may ignore the requirement of any focus or material component costing up to 100 gp as well as any XP cost up to 100 xp. Whenever you cast a spell, however, your shadow acts up, gesturing separately from your body, visible with a DC 15 spot check.
As strange as the concept may sound after watching shadow magic, shadow is indeed a part of the natural world. This is perhaps realized in no place more than the numerous caves across the world. The Druids who take it upon themselves to guard these areas are granted with seemingly unnatural abilities. Class: Druid Level: 4th Replaces: This alternate class feature replaces the standard druid’s resist nature’s lure ability, in addition to their ability to wild shape into fire, water, earth, and air elementals. Benefit: You gain darkvision out to 60 feet, or your existing darkvision is extended by 60 feet.
At 16th level, you gain the ability to wild shape into a small, medium, large, or huge shadow elemental once per day. At 20th level, you gain the ability to wild shape into an elder shadow elemental and can enter their elemental form twice per day. At In all other ways, this functions as standard druid’s ability to wild shape into elementals.
A Hexblade wields curses as weapon. By wielding the power of shadows, their power seems to become even more alien than it was before. Class: Hexblade Level: 10th Replaces: A Hexblade with this alternate ability does not cast spells. Benefit: At 10th level and every level afterwards, the Hexblade learns an apprentice mystery, which they cast as an arcane spell, using their charisma score to determine both is they can cast a mystery of a certain level and to determine their mystery’s spell DCs.
While most beguilers learn the secrets of disarming traps, some instead choose to increase their competence with their illusions. Class: Beguiler Level: 1st Replaces: Trapfinding class feature. Benefit: At will, you may disguise you and your possessions, as if through the disguise self spell. In addition, once per day, as an immediate action, you may grant yourself a 20% miss chance against a single attack. After doing so, however, any current disguise is lost and you lose the ability to make further disguises through this ability for 24 hours.
A Warlock often receives their power from various diabolic sources. Some lend unholy resilience. Others lend the power of shadows itself. Class: Warlock Level: 1st Replaces: A Warlock with this alternate ability does not gain the fiendish resilience ability or the energy resistance ability. Benefit:
The Warlock adds hide and move silently to their list of class skills.
At 3rd level, the Warlock gains Cold Resistance 1, which increases by an additional point every 4 levels.
At 8th level, a Warlock can see through darkness as easily as light.
At 13th level, a Warlock can take 10 on hide checks, even when under stress.
At 18th level, a Warlock can make hide checks even without cover or while observed, so long as they are at least in shadowy illumination.
Although they are reviled for the way in which they do so, some Cultists who worship gods gain some of their divine power. Class:Cultist Special Requirement: Must worship a real deity Level: 1st Replaces: This alternate class feature replaces the fundamental normally gained at first level. Benefit: You gain the granted abilities of two domains offered by the deity you worship.
A Shadowcaster is, through their methods, a counterpoint to the wizard, gaining what it has not and losing some of what it has. Some Shadowcasters choose to emulate wizards, providing a more balanced array of abilities.
Class: Shadowcaster Levels: 1st, 3rd,4th,8th,11th,12th,14th,16th,20th Replaces: If you select this class feature, you do not gain extra fundamentals at 4th level and every 4 levels afterwards, you do not gain the umbral sight ability, you do not gain unlimited use of fundamentals at 14th level, you do not gain bonus feats, and you must spend 1 hour each day to gain back your mysteries. Benefit: at 1st level, You gain Shadow Tome (see above) as a bonus feat and add all knowledge skills to your list of class skills.
At 3rd level, you gain shadow familiar as a bonus feat.
At 4th and 8th levels, you learn any single 0-level arcane spell. You may use it three times each day as an arcane spell, following all normal rules (including needed components). It is regained along with the other mysteries.
At 11th level, you gain any metashadow or item creation feat that you qualify for.
At 12th and 16th levels, you learn any single 1st-level arcane spell. You may use it three times per day as an arcane spell. In addition, at 12th level, all previously chosen 0-level spells become spell-like abilities.
At 14th level, you gain an extra daily use of all fundamentals and arcane spells learned by virtue of the Shadowcaster class. This applies both to ones gained in the future and those already gained.
At 20th level, you learn any single 2nd-level arcane spell. You may use it three times each day as an arcane spell. In addition, all previously learned 0-level spells become supernatural abilities and all 1st-level spells become spell-like abilities.
You have found spaces between spaces, allowing you to slip through dimensions. Class: Monk Level: 3rd Replaces: Fast Movement, Abundant Step at 12th level, and Empty Body at 19th level Benefit: As a standard action, you may teleport yourself any distance up to the amount of speed that your fast movement class feature would otherwise provide. Each encounter, you may teleport yourself up to a maximum distance, even over multiple teleportations, equal to the amount of speed that your fast movement class feature would otherwise provide.
At 19th level, you may use shadow walk once per day as a supernatural ability.
Some shadowcasters, through unorthodox training, learn their art as an irreversible series of steps and progressions, rather than focusing on paths alone. Class: Shadowcaster Level: 1st Replaces: You do not gain bonus feats or bonus fundamentals. Benefit: You do not need to learn paths in order. The maximum level of mystery you can learn is equal to 1/2 of your character level (minimum 1st). Once you take a mystery of a higher spell level, you may no longer select any mystery of lower spell levels.
In addition, rather than being able to use each mystery a certain number of times per day, you may cast mysteries of each spell level equal to twice the number of mysteries of that spell level known.
Lastly, your shadow moves more subtly when you cast mysteries, increasing the spot check DC to 20.
You’re influence over your vestiges is unquestioned at night. Class: Binder Level: 2nd Replaces: Pact Augmentation class feature Benefit: At night, you need not meet the special requirement of any vestige that you bind. Furthermore, at night, you may ignore the influence of any vestige with which you make a bad pact with. Lastly, you gain a +2 bonus on binder checks made at night.
Guardian of Night
Your guardian spirit protects you while you sleep. Class: Wu-jen Level: 1st Replaces: Guardian Spirit class feature Benefit: While asleep, you suffer no penalty to listen checks and are awakened if any creature of small size or larger approaches within 5 feet of you.
Furthermore, you gain a taboo stating that you must sleep on the ground in preference to any mat or mattress provided.
Some users of Shadow Magic seem off. Although no one can identify anything wrong with them, something not quite natural seems to play across their features. This effect is a mistake, an enlargement of their shadow. This mistake, however, is useful to some. Class: Shadowcaster or Cultist Level: 1st Replaces: Nothing. Benefit: You emanate an aura of uneasiness out to 10 feet. All creatures within this aura take a –2 penalty on will saves against fear effects and all animals within range become one category closer to hostile towards you.
It takes only a dc 10 spot check to notice the movement of your shadow during shadowcasting.
You take a –2 penalty on Charisma-based checks except intimidate checks, with which you gain a +2 bonus.
Hunter of Darkness
Some rangers, instead of hunting creatures upon the surface, dedicate themselves to the extermination of all creatures that lie below. Class: Ranger Level: 1st Replaces: Favored Enemy. Benefit: You gain a +2 bonus on damage rolls and a +2 bonus on saving throws to negate the special abilities of creatures whose natural environment is either underground or the plane of shadow. Furthermore, you gain a +2 bonus on all knowledge checks made against such creatures. This ability counts as favored enemy for the purposes of meeting prerequisites. Whenever you would gain a new favored enemy ability, the bonuses of this ability instead increase by +2.
As a Shadowcaster continues along their path, their mysteries become more natural to them, allowing them more ease with their casting. At no point, however, do these mysteries become more natural to the outside world, however. Some Shadowcasters, wanting to surpass mundane magic in one more aspect, have worked to make their mysteries a part of the natural world, although doing so has slowed their progress.
Class: Shadowcaster Level: 3rd Replaces: If you select this class feature, you do not learn a new mystery at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th levels. Benefit: At each of the indicated levels, choose one mystery (including fundamentals) that you use as a Supernatural ability. You gain an extra daily use of that ability and can use it as an extraordinary ability, meaning that it can function even in antimagic zones and dead magic areas. Furthermore, the save dc (if any) of that mystery changes to 10 + 1/2 your class level + your charisma modifier. The Favored Mystery Feat still grants extra uses as if it were a supernatural ability. Mysteries converted in this way affect incorporeal creatures as if they were still supernatural abilities.
You have specialized yourself in the arts of shadow. Class: Swordsage Level: 1st Replaces: If you choose this alternate ability, you may not learn maneuvers or stances from the desert wind, stone dragon, or tiger claw disciplines. Benefit: Whenever you use a strike or counter maneuver from the shadow hand or setting sun discipline, you may make a hide check immediately afterwards, even if you lack cover or concealment. Regardless of success or failure, you may only keep yourself hidden for 1 round in this way.
If a maneuver requires an attack roll and you miss (or otherwise fail), you may not use this ability.
Some druids see no point in calling the forces of nature to their assistance. Instead, they rely on the help of their animal companion, a companion blessed by darkness. Class: Druid Level: 1st Replaces:Remove summon nature's ally I-IX from your spell list. You may not spontaneously cast these spells. Benefit:Your animal companion gains the dark template.
Most Cultists try to refine and practice their art in silence, away from those who would oppress them. Some more proactive Cultists take the fight to their enemy to display their prowess. Class: Cultist Level: 2nd Replaces: You do not gain the Patron’s Gift or Shadow Guardian abilities. Benefit: As a full-round action, you may summon a melee weapon formed from shadows. Although the form of the weapon is decided as it is formed, it always has the same statistics (1d8+Str mod/19-20). The weapon is instantly destroyed the moment that it leaves your hands, making it unsuitable as a throwing weapon. If destroyed, a new one can be formed as a full-round action. You gain a +1 bonus on attack and damage rolls made with the shadow weapon for every four class levels you possess.
Once per day, plus once per day for every five class levels you possess, you may make a single attack with the shadow weapon as a full-round action, treating the attack as a touch attack. If it hits, all mysteries cast by you within the next round are treated as spell-like abilities if they would otherwise be treated as spells or as supernatural abilities if they would otherwise be treated as spell-like abilities. Mysteries that would be cast as supernatural abilities (such as through the favored mystery feat) gain no benefits.
This weapon is a supernatural ability, and is suppressed in the area of an antimagic field.
Some clerics, worshipping gods of night, shadow, and darkness may end up with a certain amount of control over shadows. Class: Cleric Level: 1st Special Requirement: The Cleric’s patron deity must have night, shadow, or darkness in their portfolio. Replaces: This alternate class feature replaces the standard cleric’s ability to turn or rebuke undead. Benefit: a number of times per day equal to your charisma modifier (minimum 1/day), you may use any fundamental of shadow as a supernatural ability. They use their charisma modifier to determine mystery DCs. Note: At the DM’s discretion, patron deities with additional aspects in their portfolios may provide this ability.
Shadowcasters and Illusionists often end up drawing from overlapping sources of power. As such, they gain the unique ability to counterspell each other more efficiently. Class:Shadowcaster or Wizard Level: 1st Requirements: A wizard taking this ability must be a specialist illusionist. Replaces: A wizard taking this ability does not gain scribe scroll or a familiar.
A shadowcaster taking this ability only starts with one fundamental known. Benefit: Wizards taking this ability can counterspell shadow magic with no penalty. Shadowcasters taking this ability can counterspell spells with no penalty.
In addition, regardless of class, anyone with this alternate ability gains improved counterspell as a bonus feat.
Sorcerers have inherited their power from dragons, celestials, or fiends, making one think that they are unrelated to shadow. However, every now and then, a sorcerer’s shadow magic leaks into their veins, tainting the blood that has granted them magic. Class: Sorcerer Level: 1st Replaces: a sorcerer with this alternate class feature cannot learn spells with the [light] or [fire] descriptors, and may not use the energy substitution or energy admixture feats to deal fire damage. In addition, they may not exchange spells known at 12th level and every even level afterwards. Benefit: add hide and move silently to your list of class skills.
At 4th level, your familiar (as well as all future familiars) gains the dark template.
At 8th level, you gain concealment in any condition other than bright light.
At 12th level, you gain cold resistance 10.
At 16th level, you gain the hide in plain sight class feature.
At 20th level, you learn any spell of your choice from the shadow subschool.
A Wizard spends much time studying various types of magic. It is natural that some would choose to specialize in shadow magic. Class: Wizard Level: 1st Replaces: This alternate class feature replaces the standard wizard’s ability to specialize in a school of magic. In addition, this replaces their ability to cast 0-level spells. Benefit: you gain a bonus spell slot per spell level that can only be used to prepare spells with the shadow subschool.
In addition, instead of learning cantrips, choose 2 fundamentals of shadow. You may use each one 3/day as a spell-like ability. They use their intelligence to determine mystery DCs. You may later choose to learn cantrips by spending your new spells learned at each level or by scribing them from scrolls.
Many fighters choose to attack by light of day. Some, however, prefer to immerse themselves in the dark embrace of shadows. Class: Fighter Level: 1st Replaces: proficiency with heavy armor and tower shields, bonus feat at 1st level. Benefits: Add hide and move silently to your list of class skills. In addition, you gain one additional skill point per fighter level. You gain a shadow essence feat as a bonus feat. Furthermore, you may select shadow essence feats as you bonus fighter feats.
The shadows can hide all. For an enterprising hunter, they can let you avoid almost any form of detection. Class: Ranger Level: 13th Replaces: Camouflage at 13th level and Hide in Plain Sight at 17th level Benefit: At 13th level, you may use the hide skill in any form of concealment, even if a target can see through that concealment. For example, you may hide in darkness even if a creature possesses darkvision.
At 17th level, you may use the Move Silently skill to move quietly, making yourself invisible to creatures with blindsense and blindsight. In order to do so, make a moved silently check against the opponent’s listen check as normal.
While in the grip of rage, you become a creature of shadows, allowing them to give your stealth and protect you from devastating attacks. Class: Barbarian Level: 1st Replaces: Fast Movement at 1st level,Trap Sense, and Mighty Rage at 20th level. Benefit: While in a rage, you gain the dark template. Furthermore, you gain a +1 dodge bonus to your AC against critical conformation rolls. This bonus increases by an additional +1 at 3rd level and every three levels afterwards.
At 20th level, while in a rage, you are immune to critical hits. Furthermore, you may use the hide and move silently skills while in a rage. Lastly, you gain a 20% miss chance against all attacks while in a rage.
Rogues hide within the shadows for most of their careers. Some develop a special affinity with it, imitating feats normally reserved for Cultists and Shadowcasters Class: Rogue Special Requirement: Knowledge (the planes) 5 ranks Level: 10th,13th,16, and/or 19th Replaces: This alternate class feature replaces the special ability gained at each level that it is taken. Benefit: The Rogue selects any 0- or 1st-level Mystery (or fundamental of shadow) and can cast it three times per day as a shadowcaster with a caster level of 1/2 the rogue’s class level, so long as their intelligence score is at least 10+the mystery’s level. The save dc of the mystery is determined by the Rogues Charisma modifier. The fundamental or mystery is cast as an arcane spell. Special: If this alternate class feature is chosen multiple times, the rogue may access higher-level mysteries (using the same rules for selecting mysteries as a shadowcaster).
Sight in Darkness
You never dabbled with the arts of poison application. Instead, you have extended your senses to an almost supernatural level. Class: Ninja Level: 3rd Replaces: Poison Use at 3rd level and Improved Poison Use at 9th level Benefit: At 3rd level, you gain darkvision out to 60 feet. If you possess darkvision, its range is extended by 60 feet.
At 9th level, the range of your darkvision is extended by 60 feet and you may see through mundane and magical darkness with equal ease.
A Shadowcaster uses dark and mysterious powers. Some wander too far in their studies, becoming depraved and warped creatures. Class: Shadowcaster Level: 1st Replaces: Any bonus feats gained through high taint must be used to acquire a metashadow feat. Benefit: you gain tainted shadowcaster as a bonus feat and immediately gain one point of depravity and corruption. In addition, all mysteries you cast gain the evil descriptor.
Whenever you gain a level in Shadowcaster, you gain an additional point of depravity and corruption.
Imitating the style of ephemeral watchers, you can deliver fewer blows than a regular but can deliver blows that are far more effective. Class: Monk Level: 1st Replaces: Flurry of Blows class feature Benefit: Whenever you make an unarmed strike for nonlethal damage, you may add your wisdom modifier in place of your strength modifier to damage and ignore any miss chance for attacking incorporeal targets.
Starting at 11th level, you may take a full round action to make an unarmed strike against any foe within 30 feet of you. This attack may be used to deliver either lethal or nonlethal damage.
Some bards tell tall tales of shadows used as a source of alien magic. Some bards are part of those stories. Class: Bard Level: 1st Replaces: This alternate class feature replaces the standard bard’s ability to cast 0-level spells. Benefit: you gain one fundamental of shadow, which you can use 3/day as a supernatural ability. At 2nd level, and again at 3rd level, you may choose additional fundamentals, each usable 3/day as supernatural abilities. They use their charisma score to determine mystery DCs.
Last edited by Realms of Chaos : 06-12-2009 at 01:35 PM.
As regular users of Shadow magic, gnomish shadowcasters are the next logical step. Gnomish shadowcasters approach this art just as an illusionist practices theirs, sneakily and with an emergency exit in reach. These gnomes have less of a penchant for stories and pranks but still create mischief all the same. Hit Die: d6
To take a gnome shadowaster substitution level, a character must be a gnome about to take his 1st, 3rd, or 14th level of shadowcaster.
Class Skills: Gnome Shadowcaster substitution levels grant the same class skills as the standard shadowcaster class. Skill points at each level: 2+Int modifier (or four times that number as a beginning character).
All of the following are the features of the gnome shadowcasters racial substitution levels.
Fundamental Mastery (Sp): Whenever a 1st level or higher gnome shadowcaster learns a fundamental, they gain that fundamental 1/day as a spell-like ability, in addition to its 3 or more uses as a supernatural ability. This ability replaces the mystery normally learned at 1st level.
Master of Surprise (Ex): Starting at 3rd level, whenever a gnomish uses a stilled, spell-like, or supernatural mystery, their opponent is caught flat-footed as the attack seems to come from nowhere. This effect replaces the umbral sight ability gained at 3rd and 11th levels.
Shadowy Jaunt (Su): Starting at 14th level, whenever a gnomish shadowcaster would be allowed an attack of opportunity, they may instead take an immediate action to teleport anywhere within 20 feet. This effect replaces use of fundamental at will, as would normally be gained at 14th level.
Gnome Shadowcaster Substitution levels
Level B.A.B. Fort Ref Will Special
1st +0 +2 +0 +2 Fundamental mastery, fundamentals of shadow, apprentice mysteries
3rd +2 +3 +1 +3 Master of surprise
14th +7 +9 +4 +9 Shadowy jaunt
Shadowswyft Shadowcasters: It is rare nowadays to hear anything of the elusive shadowswyfts. Most still live in seclusion as rogues and assassins. When one turns to spellcasting, however, they almost invariably take up shadowcasting.
To take a Shadowswyft Shadowcaster substitution level, a character must be a Shadowswyft about to take their 1st, 2nd, or 4th level of Shadowcaster
Class Skills: Shadowswyft Shadowcaster substitution levels grant the same class skills as the standard shadowcaster class. Skill points at each level: 2+Int modifier (or four times that number as a beginning character).
All of the following are the features of the Shadowswyft shadowcasters racial substitution levels.
Planar Connection (Su): The Shadowswyft Shadowcaster gains a +1 bonus to the caster level of their Mysteries at night. This increases to a +2 bonus on the Plane of Shadows. This replaces 2 of the fundamentals normally gained at 1st level.
Negate Blindness (Ex): A 2nd level Shadowswyft Shadowcaster loses their light blindness.
Shadow’s Master: Whenever a 2nd level or higher Shadowswyft Shadowcaster would gain a bonus feat from access to multiple paths, they may instead learn an extra fundamental. This ability modifies but does not eliminate the normal bonus feats ability gained at 2nd level.
Shadow’s Guard (Su): A 4th level Shadowswift gains a +1 bonus to their AC as long as they remain in shadowy illumination or darkness. This bonus increases by +1 every 4 levels afterwards. This replaces the bonus fundamentals normally gained at 4th level and every 4 levels afterwards.
Shadowswyft Shadowcaster Substitution levels
Level B.A.B. Fort Ref Will Special
1st +0 +2 +0 +2 Planar connection, fundamentals of shadow, apprentice mysteries
2nd +2 +3 +1 +3 Bonus feat, shadow’s master
4th +2 +4 +1 +4 Shadow’s Guard
Drow Shadowcaster: Although the drow have little chance to advance in society as a Shadowcaster, some still take up this path, even managing to pass off as warlocks for short periods of time. Their increased power, it seems, is sponsored by Lolth, leading to a limited inclusion within the faith. Within the Underdark, there is much to be learned about the powers of shadow. Drow have learned much of it.
To take a Drow Shadowcaster substitution level, a character must be a Drow about to take their 1st, 3nd, or 11th level of Shadowcaster
Class Skills: Drow Shadowcaster substitution levels grant the same class skills as the standard shadowcaster class. Skill points at each level: 2+Int modifier (or four times that number as a beginning character).
All of the following are the features of the Drow shadowcasters racial substitution levels.
Lolth’s Favor (Sp): With each racial substitution level gained, the Drow Shadowcaster gains an extra use of each of their racial spell-like abilities.
Unbound Sight (Ex): A Drow Shadowcaster does not possess light blindness. This replaces one of the fundamentals normally gained at 1st level.
Truedark Sight (Su): A 3rd level Drow Shadowcaster gains the ability to see through magical darkness out to 60 feet.
At 11th level, this ability improves, allowing them to see through magical and mundane darkness as if it were bright light, even allowing them to see color.
This ability alters, but does not replace, the umbral sight ability of the Shadowcaster.
Drow Shadowcaster Substitution levels
Level B.A.B. Fort Ref Will Special
1st +0 +2 +0 +2 Lolth’s favor, unbound sight, fundamentals of shadow, apprentice mysteries
3rd +2 +3 +1 +3 Lolth’s favor, truedark sight (magical darkness)
11th +7 +9 +4 +9 Lolth’s favor, truedark sight (se through darkness)
Shadar-Kai Shadowcaster: Many have forgotten the cursed Shadar-Kai. Not a surprise, as they have cloistered themselves away from the rest of the world for quite some time. Recently, however, sightings have started again. The Shadar-Kai are starting to return, and their souls seem to be more intact. This repair of their soul has been accomplished through study of Shadow Magic. Hit Die: d6
Requirements To take a Shadar-Kai shadowcaster substitution level, a character must be a Shadar-Kai about to take his 1st, 4th, or 14th level of shadowcaster.
Shadar-Kai shadowcaster substitution levels have the class skills of the standard shadowcaster. Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
All the following are features of the Shadar-Kai ranger racial substitution levels. Waning Curse (Su): The Will save DC to avoid the shadow curse is lowered to 10. In addition, the Shadar-Kai can be healed by a greater restoration on the material plane and by a restoration on the plane of Shadows. Sneak Attack: At 4th level and every 4 levels afterwards, the Shadar-Kai’s sneak attack damage increases by +1d6. This replaces the bonus fundamentals gained at 4th level and every 4 levels afterwards. Fade into Shadow (Su): At 14th level, by spending a full-round action, the Shadar-Kai can take 20 on a hide check. This replaces the normal unlimited use of fundamentals gained at 14th level.
Shadar-Kai shadowcaster substitution levels
Level B.A.B. Fort Ref Will Special
1 +0 +2 +0 +2 Fundamentals of Shadow, apprentice mysteries, waning curse
4 +2 +4 +1 +4 Sneak attack +2d6
14 +7 +9 +4 +9 Fade into Shadow
Note to self/spoiler: make illumian midnight seer, blot rogue, croob cultist, and loress archivist.
Sun Parasol: This parasol, when held up as a move action, fills the holder’s square with shadowy illumination.
Glare Spectacles: These spectacles block out sunlight. When warn, light sensitivity is ignored and light blindness is reduced to light sensitivity. In addition, the wearer gains a +2 bonus on saving throws against gaze attacks. Lastly, the spectacles block out useful light, imposing a –2 penalty on search and spot checks.
Shadow Infuser: Created by the Shadar-Kai long ago, these are worn on the back of Shadar-Kai that expect a long foray onto the material plane. A small reservoir holds liquid shadowstuff. When the Shadar-Kai would fall victim to their curse, the shadowstuff is injected into them, negating the curse. Only one dose of liquid shadowstuff can be held at a time.
Sonar Pick: In areas where mining is done underground, communication is sometimes established through special picks, that let loose a small noise when they hit against stone (DC 20 listen check hears). This can be used to coordinate locations. In addition, a character with the stonecunning ability who hits a stone with it and makes a dc 20 appraise check can identify what form of stone was hit. In battle, it functions as a light pick, but a clumsily made one, imposing a –1 penalty on attack and damage rolls made with it.
Rough Signet: In areas of darkness, the normal, colorful system of stamps and symbols are not nearly as effective. Although races with darkvision prefer to use it, other races use rough signets that are felt, rather than looked at, to check their authenticity.
New Alchemic Items
Instant Night: This black powder is highly compressed into little black balls. When thrown against the ground, it fills a 5-foot square with what appears to be darkness. The “darkness”, however, is really smoke, and therefore cannot be seen through with darkvision.
Sun Blocker: This white, pasty substance was originally developed by the Nightshade Covenant for their spies sent into the light of day. When applied to the body of a corporeal creature, any light sensitivity, light blindness, or weakness to light is cancelled out for 12 hours. It takes 1 minute to apply it.
Glow Mark: When normal creatures travel into areas of darkness, it is useful to have markers that are visible. This alchemically treated liquid glows with the approximate light of a candle. Enough liquid is in each tube to leave 10 effective markers or 1 reasonably long sentence.
Swarm Repellant: The bane of every adventurer in the subterranean are swarms. Luckily, some individuals have figured out a way to repel such swarms. When applied to a creature, that creature gains damage reduction 5/- against swarm damage and a +4 alchemic bonus on saving throws to resist becoming nauseated by swarms. Applying Swarm Repellant takes 1 minute one application lasts for 1 hour.
New Living Items
Dark Beetle: Originally discovered an cultivated by the Nightshade Covenant, these small beetles are pitch black and are about the size of a human fist. Originating from the plane of shadow, they recognize prey by heat rather than by sight. They detect sources of heat within 60 feet. Due to their strong legs and even stride, they can support an item weighing up to one pound tied to their back without a risk of it falling off. Typically, a dark beetle bearing a flask of alchemist fire or something similar is let loose onto the ground and its user runs away. On its initiative (0), it moves 10 feet towards the nearest source of heat it detects, or in any direction should it not detect heat. If it enters a target’s square, it impacts against them unerringly and the beetle dies, releasing whatever substance was tied to them. Undead members of the Covenant unleash them and let the beetles act as weapons. Keeping a Dark Beetle alive requires a constant supply of air and at least one meal of grubs each week.
Umbral Blossom: The dark blossom grows directly out of the soil, with no stem at all. It is dark grey flower found only on the plane of shadows, originally growing only one inch high and one inch in diameter. Whenever a mundane source of light approaches within 60 feet of the dark blossom, the light goes out and the flower grows (1 inch higher, 1 inch in radius, and one pound heavier). At least 1 such meal is needed each month to keep the dark blossom alive, along with rich soil. Some creatures with darkvision carry around a potted one (or place one in an important place) to douse the lights of intruders or potential victims.
Non-Magical Items Price Weight
Dark Beetle 300 gp 2 lbs.
Glare Spectacles 20 gp 1 lb.
Glow Mark 1 gp —
Instant Night 30 gp —
Rough Signet 5 sp —
Shadow Infuser 50 gp + 10 gp/dose 5 lbs.
Sonar Pick 20 gp 4 lbs.
Sun Blocker 10 gp —
Sun Parasol 5 sp 1 lb.
Swarm Repellant 40 gp —
Umbral Blossom 200 gp 1 lb.
Shadow Ore: On the plane of shadows, a rare ore, infused with shadowstuff, grows in veins. The ore is several times more malleable than gold, granting a +2 circumstance bonus on all profession (miner) checks to mine it and craft checks made to turn it into an item. In addition, Shadow Ore is lightweight, weighing only half of the weight of normal items. Lastly, if Shadow Ore is exposed to even trace amounts of another type of metal during the forging process, the shadow ore gains that metal’s properties (with the exception of weight) for 1 month after completion. Only one type of metal can be imitated at a time.
Weapons or armors fashioned from Shadow Ore are always masterwork items as well; the masterwork cost is included in the prices given below.
Type of Shadow Ore Item Item Cost Modifier
Light Armor +500 gp
Medium Armor +2,000 gp
Heavy Armor +5,000 gp
Shield +500 gp
Other Items +250 gp/lb.
Type of Added Metal Item Cost Modifier
Adamantine +200 gp
Alchemical Silver +20 gp
Astral Drift Metal +50 gp
Baatorian Greensteel +100 gp
Blended Quartz +100 gp
Cold Iron +100 gp
Entropium +50 gp
Gehennan Morghuth-Iron +200 gp
Kheferu +100 gp
Pandemonic Silver +250 gp
Solanian Truesteel +50 gp
Starmetal +500 gp
Susalian Chainweave +1,000 gp
Thinaun +300 gp
Urdrukar +100 gp
Ysgardian Heartwire +75 gp
Night Stone: Nightstone is a rare rock that exists only in shadowy illumination or darkness, making it far more common on the plane of shadow. Night Stone is strangely malleable, allowing it to imitate any steel item with the proper craft check. Night Stone items weigh half again as much as their steel counterparts, but armor made from it has its armor check penalty decreased by two and its maximum dexterity bonus increased by two. Lastly, if exposed to daylight, or if placed within the radius of a daylight spell, the stone crumbles to dust. This stone was once used heavily by drow but reliance upon it has dropped in recent years.
Type of Night Stone Item Item Cost Modifier
Ammunition +20 gp
Light Armor +400 gp
Medium Armor +1,000 gp
Heavy Armor +1,500 gp
Weapon +100 gp
Last edited by Realms of Chaos : 02-09-2010 at 07:26 AM.