Grod_The_Giant
2014-10-27, 09:09 PM
It was recently pointed out to me that my Fixed List Caster Project/Giants and Graveyards lacked a good shadow-magic using class. So... here we go:
Night Soul
Hit Die: d6
Class Skills: The Night Souls class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (6+Intelligence modifier) x4
Skill Points at each additional level: 6+Intelligence modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+2
+2
Shadow Sight (Low-Light Vision), Armored Mage, Trapfinding
5
3
2nd
+1
+0
+3
+3
Darkstalker
6
4
3rd
+2
+1
+3
+3
Following Dark
6
5
3
4th
+3
+1
+4
+4
Shadow Sight (All Darkness), Eclectic Learning
6
6
4
5th
+3
+1
+4
+4
Shadow Strike, Share the Shadows (Low-Light Vision)
6
6
5
3
6th
+4
+2
+5
+5
Share the Shadow, Eclectic Learning
6
6
6
4
7th
+5
+2
+5
+5
Shadows Devotion
6
6
6
5
3
8th
+6/+1
+2
+6
+6
Shadow Sight (Blindsense), Eclectic Learning
6
6
6
6
4
9th
+6/+1
+3
+6
+6
Cloak of the Night
6
6
6
6
5
3
10th
+7/+2
+3
+7
+7
Share the Shadows (All Darkness), Eclectic Learning,
6
6
6
6
6
4
11th
+8/+3
+3
+7
+7
Night Casting
6
6
6
6
6
5
3
12th
+9/+4
+4
+8
+8
Shadow Sight (Blindsight), Eclectic Learning
6
6
6
6
6
6
4
13th
+9/+4
+4
+8
+8
Spread the Night
6
6
6
6
6
6
5
3
14th
+10/+5
+4
+9
+9
Eclectic Learning
6
6
6
6
6
6
6
4
15th
+11/+6/+1
+5
+9
+9
Share the Shadows (Blindsense)
6
6
6
6
6
6
6
5
3
16th
+12/+7/+2
+5
+10
+10
Shadow Sight (True Seeing), Eclectic Learning
6
6
6
6
6
6
6
6
4
17th
+12/+7/+2
+5
+10
+10
Shadow Nova
6
6
6
6
6
6
6
6
5
3
18th
+13/+8/+3
+6
+11
+11
Eclectic Learning
6
6
6
6
6
6
6
6
6
4
19th
+14/+9/+4
+6
+11
+11
Veil of Night
6
6
6
6
6
6
6
6
6
5
20th
+15/+10/+5
+6
+12
+12
Soul of Shadow, Eclectic Learning
6
6
6
6
6
6
6
6
6
6
Weapon and Armor Proficiencies: Night Souls are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Night Souls are proficient with light armor, but not with shields.
Spells: A Night Soul casts arcane spells, which are drawn from the Night Soul spell list below. When he gains access to a new level of spells, he automatically knows all the spells for that level on the Night Souls spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Eclectic Learning class feature (see below) as he increases in level.
To cast a Night Soul spell, a Night Soul must have an Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Night Souls spell is 10 + the spell's level + the Night Souls Wisdom modifier. Like other spellcasters, a Night Soul can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Wisdom score (PH 8).
A Night Soul need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Shadow Sight (Su): At 1st level, a Night Soul gains low-light vision, and darkvision out to a distance of ten feet per point of his Wisdom modifier. In addition, he may treat magical darkness as normal darkness for the purposes of seeing through it.
At 4th level, a Night Soul may see perfectly through all types of darkness, ignoring all penalties for shadowy or no illumination.
At 8th level, a Night Soul gains blindsense, out to a distance of twenty feet per point of his Wisdom modifier. However, unlike normal blindsense, a Night Souls ability only functions against targets in areas of shadowy or no illumination.
At 12th level, a Night Souls blindsense improves to blindsight, subject to the same limitations.
At 16th level, a when observing an area of shadowy or no illumination, a Night Soul functions as though under the effects of a True Seeing spell.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcasters gestures, which can cause spells to fail if those spells have a somatic component. A Night Souls limited focus and specialized training, however, allows him to avoid arcane spell failure so long as he sticks to light armor. This training does not extend to medium or heavy armors, nor to shields. This ability does not apply to spells gained from a different spellcasting class.
Trapfinding: A Night Soul can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.
Darkstalker: Beginning at 2nd level, a Night Soul gains Darkstalker (Lords of Madness) as a bonus feat. (If unavailable, he instead gains Skill Focus (Hide)).
Following Dark (Su): Beginning at 3rd level, when leaving an area of shadowy or no illumination, a Night Soul remains wrapped in shadows until the start of his next turn, retaining any concealment the darkness might have granted. He does not retain any other special benefits he might gain while in the darkness, such as Shadow Strike (see below).
Eclectic Learning: At 4th level, and every subsequent even-numbered level, a Night Soul learns one spell from the Sorcerer/Wizard list. If the spell is from the illusion school, or has the [Shadow] or [Darkness] descriptor, he learns it at its normal level. If it is not, he learns it one level higher than normal. He must be able to cast the spell at its adjusted level in order to learn it.
Shadow Strike (Su): Beginning at 5th level, when in an area of shadowy or no illumination, a Night Soul gains an insight bonus to attack and damage rolls equal to his Wisdom modifier.
Gift the Shadow (Su): Beginning at 5th level, a Night Soul may share his ability to see in the darkness with his closest allies. Doing so requires him to spend one hour and 250 gold worth of special inks to tattoo the designated ally. Once so marked, the ally gains low-light vision, and darkvision out to a distance of twenty feet per point of the Night Souls Wisdom modifier. In addition, he may treat magical darkness as normal darkness for the purposes of seeing through it. This ability functions as long as the Night Soul is conscious and on the same plane.
At 10th level, you may spend another hour and 1,000 gold of special inks to grant an already-linked ally the ability to see perfectly through all types of darkness, ignoring all penalties for shadowy or no illumination.
At 15th level, you may spend another hour and 5,000 gold of special inks to grant an already-linked ally blindsense, out to a distance of twenty feet per point of the Night Souls Wisdom modifier. However, unlike normal blindsense, this ability only functions against targets in areas of shadowy or no illumination.
Spread the Shadow (Su): Beginning at 6th level, a Night Soul may use darkness as a supernatural ability, usable at will with a caster level equal to his Night Soul level. Unlike the spell, the radius of the area of magical darkness is equal to five times his Night Soul level. Additionally, he may sacrifice a spell slot of at least 1st level to use this ability as a move action, a spell slot of at least 2nd level to use it as a swift action, a spell slot of at least 4th level to use it as a free action, and a spell slot of at least 6th level to use it as an immediate action.
Shadows Devotion (Su): Beginning at 7th level, when a Night Soul leaves an area with shadowy or no illumination and enters a well-lit region, shadows remain wrapped around him, creating an area of shadowy illumination in a 10 foot radius. They remain present for 1d4 times rounds. At 14th level, this duration improves to 1d4 minutes.
Cloak of the Night (Su): Beginning at 9th level, a Night Soul may become invisible while in an area of shadowy or no illumination. This invisibility fades when the Night Soul takes an aggressive action, but may be reactivated as a swift action.
Night Casting (Ex): Beginning at 11th level, a Night Soul gains a bonus to caster level equal to one-fourth his Night Soul level when casting a spell on a target in an area of shadowy or no illumination. If affected, the target or targets are engulfed in a shadows for the remaining duration of the spell, creating an area of shadowy illumination in a 5 foot radius.
Spread the Night (Su): Beginning at 13th level, a Night Soul may use his Spread the Shadow ability as a swift action. Alternately, he may use it as a standard action. If he does, the ability instead creates and area of no illumination.
Shadow Nova (Su): Beginning at 17th level, a Night Soul can plunge entire cities into darkness. Once per day as a standard action, he may create an area of shadowy illumination with a radius of one mile, plus one additional mile for every ten points of Wisdom he possesses. Inside the region, all light sources and light spells fail, unless their caster level is greater than the Night Souls level. Candles flicker out, torches refuse to light, and any ongoing [Light] effects are instantly dispelled. This effect lasts for one hour per point of the Night Souls Wisdom modifier. The region of shadow does not move once created.
Veil of Night (Su): Beginning at 19th level, a Night Soul may become invisible and undetectable in any area of shadowy or no illumination, as though under the effects of a sequester spell. He may activate or deactivate this ability as a free action.
Soul of Shadow (Su): Beginning at 20th level, a Night Soul becomes a living shadow. He gains the Incorporeal subtype, although he may switch between being solid and incorporeal as a swift action. While incorporeal, he cannot be seen at all in areas of no illumination, regardless of darkvision, true seeing, or similar such effects. He no longer needs to eat, sleep, or breathe, although he still must rest for eight hours to regain spells, and he neither ages nor dies of old age when his time is up. Finally, he may travel to or from the Plane of Shadow at will as a swift action.
Night Soul Spells
0 Level Night Soul Spells
Detect Magic: Detects spells and magic items within 60 ft.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Message: Whispered conversation at distance.
Read Magic: Read scrolls and spellbooks.
Silent Portal (SpC): Negates sound from door or window.
Touch of Fatigue: Touch attack fatigues target.
1st Level Night Soul Spells
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Ebon Eyes (SpC): Subject can see through magical darkness.
Ectoplasmic Armor (SpC): Gain armor bonus against incorporeal touch attacks.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Low-Light Vision (SpC): See twice as far as a human in poor illumination.
Net of Shadows (SpC): Ordinary shadows that provide concealment to all in the area.
Nightshield (SpC): You gain resistance bonus on saves, and spell absorbs magic missile damage.
Obscuring Mist: Fog surrounds you.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Unseen Servant: Invisible force obeys your commands.
Wall of Smoke (SpC): Wall of black smoke obscures vision and nauseates those who pass through.
2nd Level Night Soul Spells
Blur: Attacks miss subject 20% of the time.
Cloud of Bewilderment (SpC): Generates a nauseating 10-ft. cube.
Dark Way (SpC): Creates temporary unbreakable bridge supporting up to 200 lb./level.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Fog Cloud: Fog obscures vision.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Malevolent Miasma (SpC): Cloud of fog deals 1d4 nonlethal damage/level.
Shadow Mask (SpC): Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Spray (SpC): Deals 4 points of Str damage and dazes.
Veil of Shadow (SpC): Darkness grants you concealment.
Wall of Gloom (SpC): Shadow barrier obscures vision.
3rd Level Night Soul Spells
Blacklight (SpC): Create an area of total darkness.
Claws of Darkness (SpC): Claws deal 1d8 cold damage and have reach.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Misdirection: Misleads divinations for one creature or object.
Shadow Binding (SpC): Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache (SpC): You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
Shadow Phase (SpC): Subject becomes partially incorporeal.
Spectral Weapon (SpC): Use quasi-real weapon to make touch attacks.
4th Level Night Soul Spells
Death Ward: Grants immunity to death spells and negative energy effects.
Enervation: Subject gains 1d4 negative levels.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Negative Energy Aura (SpC): 10-ft. radius surrounding you deals 1 hp/3 levels for 1 round/level.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Shadow Well (SpC): Subject enters gloomy pocket plane and emerges frightened.
Solid Fog: Blocks vision and slows movement.
Shadow Form (SpC): Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
5th Level Night Soul Spells
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Crawling Darkness (SpC): Shroud of tentacles conceals and protects you.
Doomtide (SpC): Black mist obscures sight, dazes those inside.
Miasma of Entropy (SpC): Rot all natural materials in 30-ft. cone-shaped burst.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Shadow Hand (SpC): Medium hand blocks opponents or carries items.
Shadowfade (SpC): Opens a portal to the Plane of Shadow.
Slay Living: Touch attack kills subject.
Spiritwall (SpC): Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
Waves of Fatigue: Several targets become fatigued.
6th Level Night Soul Spells
Circle of Death(M): Kills 1d4/level HD of creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Freezing Fog (SpC): Fog slows creatures, obscures vision, hinders movement.
Ghost Trap (SpC): Incorporeal creatures turn corporeal.
Harm: Deals 10 points/level damage to target.
Incorporeal Nova (SpC): Destroy incorporeal undead.
Ray of Entropy (SpC): Subject takes 4 Strength, Dexterity, and Constitution.
Shadow Walk: Step into shadow to travel rapidly.
Shadowy Grappler (SpC): Illusory force grapples subject.
Spectral Touch (SpC): Your touch bestows one negative level/round.
7th Level Night Soul Spells
Antilife Shell: 10-ft. field hedges out living creatures.
Energy Ebb (SpC): Give subject one negative level/round for 1 round/level.
Evil Glare (SpC): Paralyze creatures with your glare.
Finger of Death: Kills one subject.
Invisibility, Mass: As invisibility, but affects all in range.
Sword of Darkness (SpC): Blade of negative energy bestows one or more negative levels.
Waves of Exhaustion: Several targets become exhausted.
8th Level Night Soul Spells
Blackfire (SpC): Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
Death Ward, Mass (SpC): As death ward, but more subjects.
Ghostform (SpC): You assume incorporeal form and gain some incorporeal traits and bonuses.
Heat Drain (SpC): Subjects take 1d6 cold damage/level, you gain equal amount hp.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Invisibility, Superior (SpC): Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
9th Level Night Soul Spells
Black Blade of Disaster (SpC): Floating magic weapon disintegrates subjects.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.
Night Soul
Hit Die: d6
Class Skills: The Night Souls class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st level: (6+Intelligence modifier) x4
Skill Points at each additional level: 6+Intelligence modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+2
+2
Shadow Sight (Low-Light Vision), Armored Mage, Trapfinding
5
3
2nd
+1
+0
+3
+3
Darkstalker
6
4
3rd
+2
+1
+3
+3
Following Dark
6
5
3
4th
+3
+1
+4
+4
Shadow Sight (All Darkness), Eclectic Learning
6
6
4
5th
+3
+1
+4
+4
Shadow Strike, Share the Shadows (Low-Light Vision)
6
6
5
3
6th
+4
+2
+5
+5
Share the Shadow, Eclectic Learning
6
6
6
4
7th
+5
+2
+5
+5
Shadows Devotion
6
6
6
5
3
8th
+6/+1
+2
+6
+6
Shadow Sight (Blindsense), Eclectic Learning
6
6
6
6
4
9th
+6/+1
+3
+6
+6
Cloak of the Night
6
6
6
6
5
3
10th
+7/+2
+3
+7
+7
Share the Shadows (All Darkness), Eclectic Learning,
6
6
6
6
6
4
11th
+8/+3
+3
+7
+7
Night Casting
6
6
6
6
6
5
3
12th
+9/+4
+4
+8
+8
Shadow Sight (Blindsight), Eclectic Learning
6
6
6
6
6
6
4
13th
+9/+4
+4
+8
+8
Spread the Night
6
6
6
6
6
6
5
3
14th
+10/+5
+4
+9
+9
Eclectic Learning
6
6
6
6
6
6
6
4
15th
+11/+6/+1
+5
+9
+9
Share the Shadows (Blindsense)
6
6
6
6
6
6
6
5
3
16th
+12/+7/+2
+5
+10
+10
Shadow Sight (True Seeing), Eclectic Learning
6
6
6
6
6
6
6
6
4
17th
+12/+7/+2
+5
+10
+10
Shadow Nova
6
6
6
6
6
6
6
6
5
3
18th
+13/+8/+3
+6
+11
+11
Eclectic Learning
6
6
6
6
6
6
6
6
6
4
19th
+14/+9/+4
+6
+11
+11
Veil of Night
6
6
6
6
6
6
6
6
6
5
20th
+15/+10/+5
+6
+12
+12
Soul of Shadow, Eclectic Learning
6
6
6
6
6
6
6
6
6
6
Weapon and Armor Proficiencies: Night Souls are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Night Souls are proficient with light armor, but not with shields.
Spells: A Night Soul casts arcane spells, which are drawn from the Night Soul spell list below. When he gains access to a new level of spells, he automatically knows all the spells for that level on the Night Souls spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Eclectic Learning class feature (see below) as he increases in level.
To cast a Night Soul spell, a Night Soul must have an Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Night Souls spell is 10 + the spell's level + the Night Souls Wisdom modifier. Like other spellcasters, a Night Soul can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Wisdom score (PH 8).
A Night Soul need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Shadow Sight (Su): At 1st level, a Night Soul gains low-light vision, and darkvision out to a distance of ten feet per point of his Wisdom modifier. In addition, he may treat magical darkness as normal darkness for the purposes of seeing through it.
At 4th level, a Night Soul may see perfectly through all types of darkness, ignoring all penalties for shadowy or no illumination.
At 8th level, a Night Soul gains blindsense, out to a distance of twenty feet per point of his Wisdom modifier. However, unlike normal blindsense, a Night Souls ability only functions against targets in areas of shadowy or no illumination.
At 12th level, a Night Souls blindsense improves to blindsight, subject to the same limitations.
At 16th level, a when observing an area of shadowy or no illumination, a Night Soul functions as though under the effects of a True Seeing spell.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcasters gestures, which can cause spells to fail if those spells have a somatic component. A Night Souls limited focus and specialized training, however, allows him to avoid arcane spell failure so long as he sticks to light armor. This training does not extend to medium or heavy armors, nor to shields. This ability does not apply to spells gained from a different spellcasting class.
Trapfinding: A Night Soul can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.
Darkstalker: Beginning at 2nd level, a Night Soul gains Darkstalker (Lords of Madness) as a bonus feat. (If unavailable, he instead gains Skill Focus (Hide)).
Following Dark (Su): Beginning at 3rd level, when leaving an area of shadowy or no illumination, a Night Soul remains wrapped in shadows until the start of his next turn, retaining any concealment the darkness might have granted. He does not retain any other special benefits he might gain while in the darkness, such as Shadow Strike (see below).
Eclectic Learning: At 4th level, and every subsequent even-numbered level, a Night Soul learns one spell from the Sorcerer/Wizard list. If the spell is from the illusion school, or has the [Shadow] or [Darkness] descriptor, he learns it at its normal level. If it is not, he learns it one level higher than normal. He must be able to cast the spell at its adjusted level in order to learn it.
Shadow Strike (Su): Beginning at 5th level, when in an area of shadowy or no illumination, a Night Soul gains an insight bonus to attack and damage rolls equal to his Wisdom modifier.
Gift the Shadow (Su): Beginning at 5th level, a Night Soul may share his ability to see in the darkness with his closest allies. Doing so requires him to spend one hour and 250 gold worth of special inks to tattoo the designated ally. Once so marked, the ally gains low-light vision, and darkvision out to a distance of twenty feet per point of the Night Souls Wisdom modifier. In addition, he may treat magical darkness as normal darkness for the purposes of seeing through it. This ability functions as long as the Night Soul is conscious and on the same plane.
At 10th level, you may spend another hour and 1,000 gold of special inks to grant an already-linked ally the ability to see perfectly through all types of darkness, ignoring all penalties for shadowy or no illumination.
At 15th level, you may spend another hour and 5,000 gold of special inks to grant an already-linked ally blindsense, out to a distance of twenty feet per point of the Night Souls Wisdom modifier. However, unlike normal blindsense, this ability only functions against targets in areas of shadowy or no illumination.
Spread the Shadow (Su): Beginning at 6th level, a Night Soul may use darkness as a supernatural ability, usable at will with a caster level equal to his Night Soul level. Unlike the spell, the radius of the area of magical darkness is equal to five times his Night Soul level. Additionally, he may sacrifice a spell slot of at least 1st level to use this ability as a move action, a spell slot of at least 2nd level to use it as a swift action, a spell slot of at least 4th level to use it as a free action, and a spell slot of at least 6th level to use it as an immediate action.
Shadows Devotion (Su): Beginning at 7th level, when a Night Soul leaves an area with shadowy or no illumination and enters a well-lit region, shadows remain wrapped around him, creating an area of shadowy illumination in a 10 foot radius. They remain present for 1d4 times rounds. At 14th level, this duration improves to 1d4 minutes.
Cloak of the Night (Su): Beginning at 9th level, a Night Soul may become invisible while in an area of shadowy or no illumination. This invisibility fades when the Night Soul takes an aggressive action, but may be reactivated as a swift action.
Night Casting (Ex): Beginning at 11th level, a Night Soul gains a bonus to caster level equal to one-fourth his Night Soul level when casting a spell on a target in an area of shadowy or no illumination. If affected, the target or targets are engulfed in a shadows for the remaining duration of the spell, creating an area of shadowy illumination in a 5 foot radius.
Spread the Night (Su): Beginning at 13th level, a Night Soul may use his Spread the Shadow ability as a swift action. Alternately, he may use it as a standard action. If he does, the ability instead creates and area of no illumination.
Shadow Nova (Su): Beginning at 17th level, a Night Soul can plunge entire cities into darkness. Once per day as a standard action, he may create an area of shadowy illumination with a radius of one mile, plus one additional mile for every ten points of Wisdom he possesses. Inside the region, all light sources and light spells fail, unless their caster level is greater than the Night Souls level. Candles flicker out, torches refuse to light, and any ongoing [Light] effects are instantly dispelled. This effect lasts for one hour per point of the Night Souls Wisdom modifier. The region of shadow does not move once created.
Veil of Night (Su): Beginning at 19th level, a Night Soul may become invisible and undetectable in any area of shadowy or no illumination, as though under the effects of a sequester spell. He may activate or deactivate this ability as a free action.
Soul of Shadow (Su): Beginning at 20th level, a Night Soul becomes a living shadow. He gains the Incorporeal subtype, although he may switch between being solid and incorporeal as a swift action. While incorporeal, he cannot be seen at all in areas of no illumination, regardless of darkvision, true seeing, or similar such effects. He no longer needs to eat, sleep, or breathe, although he still must rest for eight hours to regain spells, and he neither ages nor dies of old age when his time is up. Finally, he may travel to or from the Plane of Shadow at will as a swift action.
Night Soul Spells
0 Level Night Soul Spells
Detect Magic: Detects spells and magic items within 60 ft.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Message: Whispered conversation at distance.
Read Magic: Read scrolls and spellbooks.
Silent Portal (SpC): Negates sound from door or window.
Touch of Fatigue: Touch attack fatigues target.
1st Level Night Soul Spells
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Ebon Eyes (SpC): Subject can see through magical darkness.
Ectoplasmic Armor (SpC): Gain armor bonus against incorporeal touch attacks.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Low-Light Vision (SpC): See twice as far as a human in poor illumination.
Net of Shadows (SpC): Ordinary shadows that provide concealment to all in the area.
Nightshield (SpC): You gain resistance bonus on saves, and spell absorbs magic missile damage.
Obscuring Mist: Fog surrounds you.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Unseen Servant: Invisible force obeys your commands.
Wall of Smoke (SpC): Wall of black smoke obscures vision and nauseates those who pass through.
2nd Level Night Soul Spells
Blur: Attacks miss subject 20% of the time.
Cloud of Bewilderment (SpC): Generates a nauseating 10-ft. cube.
Dark Way (SpC): Creates temporary unbreakable bridge supporting up to 200 lb./level.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Fog Cloud: Fog obscures vision.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Malevolent Miasma (SpC): Cloud of fog deals 1d4 nonlethal damage/level.
Shadow Mask (SpC): Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Spray (SpC): Deals 4 points of Str damage and dazes.
Veil of Shadow (SpC): Darkness grants you concealment.
Wall of Gloom (SpC): Shadow barrier obscures vision.
3rd Level Night Soul Spells
Blacklight (SpC): Create an area of total darkness.
Claws of Darkness (SpC): Claws deal 1d8 cold damage and have reach.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Misdirection: Misleads divinations for one creature or object.
Shadow Binding (SpC): Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache (SpC): You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
Shadow Phase (SpC): Subject becomes partially incorporeal.
Spectral Weapon (SpC): Use quasi-real weapon to make touch attacks.
4th Level Night Soul Spells
Death Ward: Grants immunity to death spells and negative energy effects.
Enervation: Subject gains 1d4 negative levels.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Negative Energy Aura (SpC): 10-ft. radius surrounding you deals 1 hp/3 levels for 1 round/level.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Shadow Well (SpC): Subject enters gloomy pocket plane and emerges frightened.
Solid Fog: Blocks vision and slows movement.
Shadow Form (SpC): Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
5th Level Night Soul Spells
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Crawling Darkness (SpC): Shroud of tentacles conceals and protects you.
Doomtide (SpC): Black mist obscures sight, dazes those inside.
Miasma of Entropy (SpC): Rot all natural materials in 30-ft. cone-shaped burst.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Shadow Hand (SpC): Medium hand blocks opponents or carries items.
Shadowfade (SpC): Opens a portal to the Plane of Shadow.
Slay Living: Touch attack kills subject.
Spiritwall (SpC): Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
Waves of Fatigue: Several targets become fatigued.
6th Level Night Soul Spells
Circle of Death(M): Kills 1d4/level HD of creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Freezing Fog (SpC): Fog slows creatures, obscures vision, hinders movement.
Ghost Trap (SpC): Incorporeal creatures turn corporeal.
Harm: Deals 10 points/level damage to target.
Incorporeal Nova (SpC): Destroy incorporeal undead.
Ray of Entropy (SpC): Subject takes 4 Strength, Dexterity, and Constitution.
Shadow Walk: Step into shadow to travel rapidly.
Shadowy Grappler (SpC): Illusory force grapples subject.
Spectral Touch (SpC): Your touch bestows one negative level/round.
7th Level Night Soul Spells
Antilife Shell: 10-ft. field hedges out living creatures.
Energy Ebb (SpC): Give subject one negative level/round for 1 round/level.
Evil Glare (SpC): Paralyze creatures with your glare.
Finger of Death: Kills one subject.
Invisibility, Mass: As invisibility, but affects all in range.
Sword of Darkness (SpC): Blade of negative energy bestows one or more negative levels.
Waves of Exhaustion: Several targets become exhausted.
8th Level Night Soul Spells
Blackfire (SpC): Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
Death Ward, Mass (SpC): As death ward, but more subjects.
Ghostform (SpC): You assume incorporeal form and gain some incorporeal traits and bonuses.
Heat Drain (SpC): Subjects take 1d6 cold damage/level, you gain equal amount hp.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Invisibility, Superior (SpC): Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
9th Level Night Soul Spells
Black Blade of Disaster (SpC): Floating magic weapon disintegrates subjects.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.