View Full Version : [Class] Master of Dusk and Gloom

2007-05-12, 11:07 PM
I've been working on this since the debut of 3rd edition. The idea was to convert the old shadowmage (Player's Option: Spells & Magic) variant specialist wizard, but the class seems to work better (in my mind) as a spontaneous caster. This class was heavily influenced by the warmage (Complete Arcane, Minature's Handbook), dread necromancer (Heroes of Horror), and beguiler (Player's Handbook II) and inherits its general structuer and a few features from those classes.
I envision this as what the shadowcaster (Tome of Magic) should have been.

Shadowmage (Sdm)
The master of dusk and gloom, the shadowmage uses darkness and shadow, misdirection, and fear to defeat his foes. Shadowmages are masters at manipulating, and maneuvering in, shadows and darkness. They also gain a number of other abilities from their growing connection with the Plane of Shadow.
Adventures: Shadowmages adventure primarily to amass personal power, to exercise their abilities, and for the thrill of witnessing the fear they inspire in others. Some shadowmages adventure for more noble causes, but they are rare.
Characteristics: Shadowmages draw much of their power from both mundane shadows and from the Plane of Shadow, harnessing these energy sources to fuel their spells and abilities. Most shadowmages encounter some form of shadow creature at a young age but instead of fearing and fleeing the agent of darkness the shadowmage crawled under the bed or into the closet to chat with the penumbral visitor. Through this rite of passage they are thereafter marked as a child of darkness.
Alignment: Shadowmages may be of any alignment. However, due to their affiliation with the somewhat menacing Plane of Shadow, shadowmages tend towards neutral or evil alignments. As their power grows and they gain access to more potent and pernicious spells, many good- and neutral-aligned shadowmages find themselves relying more and more on morally questionable magic. As such, most high-level shadowmages are neutral at best.
Religion: In general, shadowmages revere the Plane of Shadow itself rather than any particular deity. However, some shadowmages can be found among the followers of darkness-loving deities such as Shar in the Forgotten Realms, Vecna in Greyhawk, and (of course) the Shadow in Eberron.
Background: Shadowmages are typically born with some degree of their connection with the Plane of Shadow or acquire one at a young age. Rather than receiving formal training, shadowmages typically strengthen and develop this connection on their own as they mature in their abilities.
Races: Most shadowmages are either humans or half-elves, though a number of gnomes also venture down this dark path, perhaps unsurprising considering their affinity for illusions. Other standard races are just as capable of becoming shadowmages, but are less likely to pursue such dark ambitions and deeds. The way of the shadowmage is popular among monstrous and savage races that tend to hold fear in higher regard than ideals like love and camaraderie.
Other Classes: Shadowmages get along best with other classes that are at home in the dark, shadowy places, such as rogues and shadowdancers and sometimes rangers and monks. Although their personalities are often almost polar opposites, the abilities of bards complement those of shadowmages, bolstering their allies while the shadowmage undermines the abilities and confidence of their enemies. Some shadowmages study wizard magic to expand their repertoire while some also show an innate talent for sorcery.
Role: One of a shadowmage’s greatest strengths is his ability to weaken the morale of his enemies, making them less sure of their abilities and more likely to flee from combat. Shadowmages are also experts at stealth and use their abilities to maneuver themselves without being detected by the enemy. Shadowmages have the potential to become passable diplomats, although most are more concerned with fast-talking and sowing fear rather than mediating disputes.

Shadowmages have the following game statistics.
Abilities: Charisma is the most important ability for a shadow mage because it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Dexterity is also important because shadow mages have a difficult time casting their spells while wearing armor and typically never gain proficiency in any type of armor. Like most other spellcasters, a high Constitution score can greatly improve a shadowmage’s survivability.
Alignment: Shadowmages may be of any alignment, although neutral- and evil-aligned shadowmages are the most common.
Hit Die: d6.
Starting Funds: As sorcerer.

Class Skills
The shadowmage’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis).
Skill Points at Each Level: 6 + Int modifier (x4 at 1st level).

Class Features
All of the following are class features of the shadowmage.
Weapon and Armor Proficiency: Shadowmages are proficient with all simple weapons. Shadowmages do not gain proficiency with any type of armor or shield. Armor of any type interferes with a shadowmage's movements, which can cause his spells with somatic components to fail.
Spells: A shadowmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the shadowmage spell list given below. When a shadowmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the shadowmage's spell list. Essentially, his spell list is the same as his spells known list. Shadowmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a shadowmage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a shadowmage's spell is 10 + the spell's level + the shadowmage's Charisma modifier. Like other spellcasters, a shadowmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells for a high Charisma score (see Table 1-1, page 8 of the Player's Handbook).
Unlike a cleric or wizard, a shadowmage need not prepare his 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 Armor (Su): With a standard action, a shadowmage can surround himself with semi-sentient shadow energy that diverts attacks aimed at him. This ability grants him a +2 deflection bonus to AC. This deflection bonus increases by 1 for every six class levels the shadowmage attains (+3 at 6th, +4 at 12th, and +5 at 18th). Shadow armor lasts for 1 minute per class level, and is useable a number of times per day equal to the shadowmage’s Charisma bonus (minimum 1).
At 11th level, the shadowmage quickens his shadow armor, activating it as a swift action.
Eschew Materials: At 2nd level, a shadowmage gains Eschew Materials as a bonus feat. A shadowmage’s tie to the Plane of Shadow allows him to draw the energy needed for their spells from nearby shadows, replacing the need for most material components. Even the shallow shadows present in the folds of a shadowmage’s clothing are sufficient to use this ability.
Umbral Sight (Su): At 3rd level, a shadowmage’s vision extends slightly into the Plane of Shadow. He gains darkvision out to 30 feet. If he already has darkvision, or gains it from some other source, the effective distance of that vision is increased by 30 feet. At 11th level, he becomes able to see perfectly in complete darkness, even magical darkness, out to 60 feet.
Advanced Learning: At 4th, 8th, 12th, and 16th level, a shadowmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be must be a wizard spell of the illusion school or a spell with the darkness descriptor, and of a level no higher than that of the highest-level spell the shadowmage already knows. Once a new spell is selected, it is forever added to that shadowmage's spell list and can be cast just like any other spell on the shadowmage's list.
Solid Shadows (Su): When a shadowmage reaches 10th level, the strength of the effects created by any Illusion (shadow) spell he casts that lists a percentage (or fractional) strength increase by 20% (e.g., shadow conjuration , shadow evocation, et cetera, but not dead end, claws of darkness, or other shadow spells that do not rely on a specific percentage or fraction of illusory effect). That is, these spells are an additional 20% likely to affect, and deal 20% more damage to, disbelieving creatures.
Hide in Plain Sight (Su): A shadowmage of 15th level can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shadowmage can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Shadow Self: At 20th level, a shadowmage has infused his body with shadow stuff to the point that he becomes a magical creature. He is forever treated as an outsider (an extraplanar creature, native to the Plane of Shadow) rather than as a humanoid for the purpose of spells and magical effects. Additionally, the shadowmage gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn't have similar damage reduction (the shadowmage's body is partially composed of incorporeal shadows). Unlike other outsiders, a shadowmage can still be brought back from the dead as if he were a member of his previous creature type.

the Shadowmage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

+2|Shadow Armor (+2)|5|3

+3|Eschew Materials|6|4

+3|Umbral Sight (darkvision 30 ft.)|6|5

+4|Advanced Learning|6|6|3


+5|Shadow Armor (+3)|6|6|5|3


+6|Advanced Learning|6|6|6|5|3


+7|Soild Shadows|6|6|6|6|5|3

+7|Shadow Armor (swift action), Umbral Sight (see in darkness)|6|6|6|6|6|4

+8|Advanced Learning, Shadow Armor (+4)|6|6|6|6|6|5|3



+9|Hide in Plain Sight|6|6|6|6|6|6|6|4

+10|Advanced Learning|6|6|6|6|6|6|6|5|3


+11|Shadow Armor (+5)|6|6|6|6|6|6|6|6|5|3


+12|Shadow Self|6|6|6|6|6|6|6|6|6|5


2007-05-12, 11:09 PM
This class relies heavily upon spells from various "splat" books to round out its spell list and truly make it viable (especially at low levels). If unfamiliar with a particular spell, you might be able to look it up here (http://www.imarvintpa.com/dndlive/FindSpell.php). :smallsmile:
Otherwise, source notes: BVD = Book of Vile Darkness, CAd = Complete Adventurer, CAr = Complete Arcane, CM = Complete Mage, CW = Complete Warrior D# = Dragon Issue, SC = Spell Compendium, SCAP = Shackled City Adventure Path, ToM = Tome of Magic (converted mystery).


Ghost Sound: (http://www.d20srd.org/srd/spells/ghostSound.htm) Figment sounds.
No LightBVD: Prevents normal light from illuminating.
ShadowplayD326: Change the appearance of a shadow.
Unnerving GazeBVD: Subject takes –1 penalty on attacks for 1d3 rounds.

Cause Fear: (http://www.d20srd.org/srd/spells/causeFear.htm) One creature of 5 HD or less flees for 1d4 rounds.
DarklightBVD: Creates 5-ft.-radius area where all can see without light.
Dead EndSC: Removes spoor of one creature/level.
Disguise Self: (http://www.d20srd.org/srd/spells/disguiseSelf.htm) Changes your appearance.
Ebon EyesSC: Subject can see through magical darkness.
Glimpse of FearD333: One creature becomes shaken for 1 round/level.
Low-Light VisionSC: See twice as far as a human in poor illumination.
Net of ShadowsSC: Ordinary shadows that provide concealment to all in the area.
Night’s Stealth: Grants a bonus on Hide and Move Silently checks in darkness.
Ray of Enfeeblement: (http://www.d20srd.org/srd/spells/rayOfEnfeeblement.htm) Ray deals 1d6 +1 per two levels Str damage.
Shadow Bolt: Damages a target with a bolt of shadow, but only 20% real.
Silent Image: (http://www.d20srd.org/srd/spells/silentImage.htm) Creates minor illusions of your design.
Ventriloquism: (http://www.d20srd.org/srd/spells/ventriloquism.htm) Throws voice for 1 min./level.

Claws of DarknessSC: Your hands become reach melee touch attacks that deal 1d8 cold damage plus slow.
Darkness: (http://www.d20srd.org/srd/spells/darkness.htm) 20-ft. radius of supernatural shadow.
Darkvision: (http://www.d20srd.org/srd/spells/darkvision.htm) See 60 ft. in total darkness.
Invisibility: (http://www.d20srd.org/srd/spells/invisibility.htm) Subject is invisible for 1 min./level or until it attacks.
Minor Image: (http://www.d20srd.org/srd/spells/minorImage.htm) As silent image, plus some sound.
Mirror Image: (http://www.d20srd.org/srd/spells/mirrorImage.htm) Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: (http://www.d20srd.org/srd/spells/misdirection.htm) Misleads divinations for one creature or object.
Phade’s Fearsome AspectD333: The target gains a +5 bonus on Intimidate checks and can demoralize as a swift action.
Phantasmal AssailantsSC: Nightmare creatures strike target for 8 Wis damage, 8 Dex damage.
Scare: (http://www.d20srd.org/srd/spells/scare.htm) Panics creatures of less than 6 HD.
Shadow MaskSC: Shadows hide your face and protect against darkness, light, and gazes.
Shadow SpraySC: Shadows daze targets and deal 4 points of Str damage.
Veil of ShadowSC: Darkness grants you concealment.
Wall of GloomSC or CAr: Shadow barrier obscures vision and deters passage.

BlacklightSC: Create an area of total darkness.
Dancing ShadowsToM: Make subject harder to hit.
Deeper DarkvisionSC: Subject can see 90 ft. in magical darkness.
Invisibility Sphere: (http://www.d20srd.org/srd/spells/invisibilitySphere.htm) Makes everyone within 10 ft. invisible.
Major Image: (http://www.d20srd.org/srd/spells/majorImage.htm) As silent image, plus sound, smell and thermal effects.
Nondetection: (http://www.d20srd.org/srd/spells/nondetection.htm) Hides subject from divination, scrying.
Pall of TwilightCM: Veil of shadow impedes sight and sound.
Phantasmal StranglerCM: Nightmare grapples and strangles one foe.
Shadow BindingSC: Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
Shadow CacheSC: Temporarily stores items on or banishes items to the Plane of Shadow.
Shadow DaggerSCAP: Creates a masterwork dagger that deals extra damage to creatures to fail a Will save.
Shadow PhaseSC: Temporarily transposes some of the subject’s tissue with shadow-stuff.

Dimension Door: (http://www.d20srd.org/srd/spells/dimensionDoor.htm) Teleports you short distances.
Enervation: (http://www.d20srd.org/srd/spells/enervation.htm) Subject gains 1d4 negative levels.
Fear: (http://www.d20srd.org/srd/spells/fear.htm) Subjects within cone flee for 1 round/level.
Hallucinatory Terrain (http://www.d20srd.org/srd/spells/hallucinatoryTerrain.htm): Makes one type of terrain appear like another (field into forest, or the like).
Hound of DoomCW: Creates shadowy protector.
Inescapable SwarmD333: Illusory swarm causes foes to become shaken and possibly nauseated.
Invisibility, Greater: (http://www.d20srd.org/srd/spells/invisibilityGreater.htm) As invisibility, but subject can attack and stay invisible.
Mirror Image, Greater: As mirror image, but gain an additional image each round.
Nightmare TerrainCM: Create patch of illusory terrain that hinders foes and allows you to hide.
Phantasmal Killer: (http://www.d20srd.org/srd/spells/phantasmalKiller.htm) Fearsome illusion kills subject or deals 3d6 damage.
Shadow Conjuration: (http://www.d20srd.org/srd/spells/shadowConjuration.htm) Mimics conjuration below 4th level, but only 20% real.
Shadow PuppeteerSCAP: Shadows damage enemies for 2d6 points of damage +1 point/caster level.
Shadow WellSC: Target enters gloomy pocket plane and emerges frightened.
Sphere of TerrorD333: Creatures inside magical darkness become shaken and are attacked by phantasmal creatures.

Curtain of ShadowsToM: Block line of sight and deal cold damage.
False Vision: (http://www.d20srd.org/srd/spells/falseVision.htm) Fools scrying with an illusion.
Mirage Arcana: (http://www.d20srd.org/srd/spells/mirageArcana.htm) As hallucinatory terrain, plus some structures.
Nightmare: (http://www.d20srd.org/srd/spells/nightmare.htm) Sends vision dealing 1d10 damage, fatigue.
Nightstalker’s TransformationSC: Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Reflex saves, +3d6 sneak attack, and evasion.
Persistent Image: (http://www.d20srd.org/srd/spells/persistentImage.htm) As major image, but no concentration required.
Seeming: (http://www.d20srd.org/srd/spells/seeming.htm) Changes appearance of one person per two levels.
Shadow Evocation: (http://www.d20srd.org/srd/spells/shadowEvocation.htm) Mimics evocation below 5th level but only 20% real.
Shadow FormSC: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
Shadow HandSC: Medium hand blocks opponents or carries items.
ShadowfadeSC: Opens a portal to the Plane of Shadow.
Wings of Gloom: Moth-like wings grant the ability to fly and a bonus to Move Silently checks.

Aura of TerrorSC: You gain an aura of fear, or your frightful presence becomes more effective.
Mislead: (http://www.d20srd.org/srd/spells/mislead.htm) Turns you invisible and creates illusory double.
Permanent Image: (http://www.d20srd.org/srd/spells/permanentImage.htm) Includes sight, sound, and smell.
Programmed Image: (http://www.d20srd.org/srd/spells/programmedImage.htm) As major image, plus triggered by event.
Shadow Walk: (http://www.d20srd.org/srd/spells/shadowWalk.htm) Step into shadow to travel quickly.
Shadowy GrapplerSC: Illusory force grapples subject.
Veil: (http://www.d20srd.org/srd/spells/veil.htm) Changes appearance of group of creatures.

Invisibility, Mass: (http://www.d20srd.org/srd/spells/invisibilityMass.htm) As invisibility, but affects all in range.
Plane Shift: (http://www.d20srd.org/srd/spells/planeShift.htm) As many as eight subjects travel to another plane.
Project Image: (http://www.d20srd.org/srd/spells/projectImage.htm) Illusory double can talk and cast spells.
Shadow Conjuration, Greater: (http://www.d20srd.org/srd/spells/shadowConjurationGreater.htm) As shadow conjuration, but up to 6th level and 60% real.
Simulacrum: (http://www.d20srd.org/srd/spells/simulacrum.htm) Creates partially real double of a creature.
Summon Umbral ServantToM: Summons shadow elemental to fight for you.

Darklands Well: Target enters gloomy, negative energy-charged pocket plane and emerges frightened.
Invisibility, SuperiorSC: Subject is invisible to sight, hearing, and scent for 1 min./level, and can attack.
Screen: (http://www.d20srd.org/srd/spells/screen.htm) Illusion hides area from vision, scrying.
Shadow Evocation, Greater: (http://www.d20srd.org/srd/spells/shadowEvocationGreater.htm) As shadow evocation, but up to 7th level and 60% real.
Shadow PlagueToM: A cloud of shadow energy deals 4d6 cold damage/round.
Umbral BodyToM: Become incorporeal for a time.

Army of ShadowToM: Summons shadow elementals to fight for you.
Energy Drain: (http://www.d20srd.org/srd/spells/energyDrain.htm) Subject gains 2d4 negative levels.
Shadow LandscapeSC: Makes natural terrain more dangerous, creates guardians that you command.
Shades: (http://www.d20srd.org/srd/spells/shades.htm) As shadow conjuration, but up to 8th level and 80% real.
Weird: (http://www.d20srd.org/srd/spells/weird.htm) As phantasmal killer, but affects all within 30 ft.

2007-05-12, 11:19 PM
New Spell Descriptions

Night’s Stealth
Illusion (Shadow) [Darkness]
Level: Asn 1, Rgr 1, Sdm 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell surrounds you with shadows, which obscures your position and grants a +5 circumstance bonus on Hide checks and Move Silently checks.
This spell is dispelled in daylight or in the area of a light spell of 2nd level or higher.
Source: ghost_warlock

Shadow Bolt
Illusion (Shadow)
Level: Sdm 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bolt of shadow
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with); see text
Spell Resistance: Yes

By weaving energy from the Plane of Shadow, you create a partially real missile and hurl it at a foe.
A creature struck by the bolt takes 1d10 points of damage. You must succeed on a ranged touch attack to hit an opponent with the missile. For every two caster levels beyond 1st, your bolt deals an additional 1d10 points of damage: 2d10 at 3rd, 3d10 at 5th, 4d10 at 7th, and the maximum of 5d10 at 9th level or higher.
However the bolt is only one-fifth real and any creature struck is allowed a Will disbelief saving throw to realize the missile’s illusory nature. Creatures who succeed on the save receive only 20% damage, similar to a creature making its save against an attack created with shadow conjuration or shadow evocation.
A creature that successfully saves against this spell receives a +4 bonus on its saving throws against further castings of this spell by the same caster for 24 hours.
Objects automatically succeed on their Will saves against this spell.
Source: ghost_warlock

Darklands Well
Illusion (Shadow)
Level: Sdm 8, Sor/Wiz 8

This spell functions as shadow well except as noted.
You cause the target's shadow to become a temporary gateway to a negative energy-infused region of the Plane of Shadow known as the Darklands. The target must make a Will save or be pulled into the gateway. Inside the pocket realm, the target sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it but do not actually attack. However, on the beginning of each round that the creature remains in the Darklands, it takes 1d6 points of negative energy damage from the harsh environment.
Each round, as a standard action, the creature can attempt another Will save against the original DC to end the spell and return from the Darklands. Failure means that the creature gains one negative level and remains trapped until it frees itself or the spell’s duration expires.
Being trapped in a Darklands well can be terrifying; upon returning to the real world, the subject must succeed on another Will save or be frightened for 1d4 rounds.
Upon leaving the pocket realm, the subject reappears in the spot it had been in when the Darklands well spell was cast. If this spot is filled with a solid object, the subject appears in the nearest adjacent empty space.
Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a Darklands well spell, although a plane shift spell allows it to flee to another plane as normal. The target might still become frightened upon leaving.
Source: ghost_warlock

Wings of Gloom
Level: Sor/Wiz 5, Sdm 5
Components: V, S, M
Casting Time: 1 action
Range: 0
Effect: Personal
Duration: 10 minutes/level (D)

A pair of shadowy, gossamer wings sprout from your shoulders, granting you a fly speed of 100 feet (good maneuverability). You can’t carry aloft more than a light load. Additionally, the spell makes your movements supernaturally silent, granting a +10 competence bonus on Move Silently checks.
Material Component: a moth.
Source: ghost_warlock (adapted from and old DRAGON Magazine)

2007-05-12, 11:33 PM
Nicly done, i must say, love the fluff

2007-05-15, 01:24 AM
A nice, unified concept. I THINK the narrow variety of spells justifies the special abilities and skills they gain compared to a sorcerer of equal level... if it has a problem that would most likely be it.

2007-05-15, 06:32 AM
Thanks for the feedback! Like I said in the OP, this has been a long-term, on-going project for me so it's nice to get some positive feedback. :smallsmile:

A nice, unified concept. I THINK the narrow variety of spells justifies the special abilities and skills they gain compared to a sorcerer of equal level... if it has a problem that would most likely be it.

That's basically what I've been thinking/banking on. Although the basic spellcasting structure was initially based on the warmage, I mostly tried to balance it against the beguiler and dread necromancer because the warmage is generally considered underpowered (by virtue of being a blaster).

I think I've hit on a good mix of spells/abilities allowing the class to fulfill its role without being overpowered. It suffers many of the same weaknesses as the beguiler (vs. undead & constructs) but has a few more options when dealing with living adversaries (a limited selection of necromancy effects to compliment the illusions). At the same time, it has a somewhat smaller skill list and fewer overall spells known. Likewise, the dread necromancer has better access to some of the nastier necromancy spells and better defensive abilities, but fewer spells known overall. The shadowmage may also be the better of the three when it comes to mobility, thanks to a few personal transmutation buffs (especially shadow form and wings of gloom).

2007-05-20, 03:13 PM
Yeah, looks good. I don't think Shadow Armour should conjure 'Solid Shadow', though. I would think the Magical Shadows just make it harder for the Shadow Mage to be targeted...

2007-05-21, 09:04 AM
I made shadow armor function the way it does for a few reasons:

1) I essentially stole the idea from the shadowsmith prestige class, page 133 of the Tome of Magic - especially noticeable when you note that the shadowsmith also gains the ability to quicken its "armor of shadow" ability. I re-worked it, though, so it scaled and functioned essentially like shield of faith, the principle 1st-level core spell that provides a deflection bonus to AC (protection from X-alignment notwithstanding).

2) Looking through the class' spell list, you'll note that it doesn't grant access to any spells that give an AC bonus (of any type). (Arguably, though, you could use shadow conjuration to mimic mage armor or greater mage armor, but not until 8th-level when you gain access to s.c.) Also note that the class does not gain armor proficiency or exclusion from arcane spell failure associated with wearing armor. I felt that the class needed something that provided a concrete AC boost while remaining flavorful.

3) What do you mean by "make it harder for the Shadow Mage to be targeted?" Shadowmages already have a plethora of spells that provide concealment/total concealment. They also a few other spells that reduce the chance of being damaged, such as mirror image and shadow phase. Giving the class a primary ability that did the same thing as many of their spells would be redundant.

Please keep the feedback coming!

2007-05-24, 02:11 PM
3) I was really just talking about the fluff aspect, not mechanics! Solid Shadow as a concept just strikes me as odd, but it's no big deal.

2007-05-24, 02:27 PM
LOL! Well, it's fluff - I just worded it that way because that's more-or-less how the shadowsmith's ability is worded. I'll re-word it to something a bit more...interesting? How do you like the new fluff? :smallsmile:

Also, I fixed some gender-confusion in the text - I noticed that I kept switching between male/female gender pronouns (which is a literary no-no). I re-worded it with male pronouns throughout because that's the type of the first gender pronoun in the original text. Obviously, characters of any gender can be shadowmages, though. :smallwink:

2007-05-24, 09:09 PM
Yeah, Shadow Energy, I can get on board with that. Good work.

2007-06-03, 09:03 AM
are you going to add he rest of the spell descriptions?

2007-06-03, 01:12 PM
I would really, really love to but I fear I'd be breaking the OGL to do so since many of the spells aren't OGL content. :smallfrown: The ones I linked were Core-OGL and the full descriptions were homebrew.

In my own game, I have a word processor document that I've got written up and printed that contains all the spell descriptions for quick reference.

For reference, many of the spells can be found on this site (http://www.imarvintpa.com/dndlive/index.php), which I've seen referenced a few times about the forum. A search by spell name usually works.

2007-06-03, 01:35 PM
shame the ninth level ones sound itresting.