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View Full Version : D&D 3.x Class The Conduit: Channeling Thoughts through Shadows, with 100+ New Mysteries. PEACH



Silva Stormrage
2020-03-28, 10:53 PM
Conduit



https://i.pinimg.com/originals/a4/17/82/a41782ed6e60dbad7b5caf6527cec734.jpg?fbclid=IwAR1z tcWesAd5nBCFcIYIEu7DFEB7TWYyLy3ozVmeeUQO6lw7CiF-_dYwApQ


This is not a fight you wish to have, your mind is not capable of withstanding the maelstrom of my magic - Sylnesh Moonwhisper, Elven Conduit

Creator Notes: This was my entry for the last 3.5 base class challenge thread but it seems that that contest is dead now, not enough people wanting to create 3.5 base classes which is somewhat sad. Regardless I wanted to actually tidy up this class and post it, no need for the work I put in to be wasted. I took obvious inspiration from Warcraft's Void Priest archetype what with the madness and shadow aspects as well as some key abilities like Mind Flay. Still regardless of its roots it should be fairly functional on its own and add a good pool of mysteries for regular shadowcasters to use as well. In addition, if you are playing this class try to get your DM to approve the excellent Descent of Shadows Project (https://forums.giantitp.com/showthread.php?74519-Descent-of-Shadows-Project-Shadow-Returns). It also contains a boatload of interesting shadowcasting content.

Info: The plane of shadows is a plane of infinite darkness, a shadowy reflection of the material plane. Objects, people and all manner of things can be found reflected on the malleable plane. But these things are often not a 1-1 reflection of their forms on the material plane. Buildings are warped and locations and stretched and displaced when reflected on the plane of shadows. While many travelers and scholars focus on the physical objects displaced and warped due to the obviousness of their transformation they neglect other things shifted and warped in their reflection of the plane of shadows. Thoughts and emotions neatly trapped in a being’s mind on the material plane can find themselves freed and spread about on the plane of shadows, a building who houses a being drenched in despair can find it’s shadowy equivalent imbued with those emotions. Likewise a garden of a joyful child might have lingering remnants of hope imbued in the corresponding location in the plane of shadows. Even simply wandering in the plane of shadows might have a traveler's idle thoughts leak out from their mind harmlessly and seep into the surroundings. In fact these lingering emotions and thoughts can often form the undead that occasionally wander the plane.

Conduits are shadowcasters who specialize in drawing in and manipulating these emotions on the plane of shadows. They can cast mysteries as normal shadowcasters but excel at casting mysteries relating to the mind causing fear and hope to spring up. Drawing in these ephemeral echoes of emotions from the plane of shadows is actually easier to channel than raw shadowstuff but it can be exceptionally more dangerous as Conduits expose themselves to the very thoughts and emotions that they are channeling which can drive those not focused and centered to be driven insane.

Adventures: Conduits are not particularly common in the first place as shadow magic is not a well practiced school of magic in most settings. Those that uptake the calling tend to adventure to find lost pieces of lore or to journey with friends and other companions. The call to adventure depends on each Conduit and their reason for picking up the mantle of a Conduit in the first place.

Characteristics: Conduits are often thought of as stoic and introverted individuals. They have to have a powerful will and keen sense for emotions in order to survive the emotional influences they receive from their magic and keep themselves sane. This characteristic makes them good companions for those wanting a steadfast and insightful advisor. Because they channel their shadow magic via intuition they need to make a connection with the plane of shadows and form the mysteries they need for the day with force of will rather than precise arcane knowledge they are less often from schools and universities compared to regular wizards and shadowcasters.

Alignment: Conduits don't tend to follow any particular alignment. Many find themselves neutral aligned and some have a slight tendency towards law just due to their nature of being self disciplined but its not a hard fast rule.

Religion: Conduits aren't generally religious though some find solace in other powers and use that strength of faith to maintain their will when channeling their mysteries.

Background: Conduits are most often tutored by another Conduit, shadow magic is rare as it is, a particular branch of shadow magic focused on channeling raw emotions through one’s self isn’t particularly popular.

Races: Conduits often come from races with a culture of stoicism or endurance. Those from cultures which focus on enduring hardships in order to achieve your goals are more likely to accept the sometimes brutal nature of Conduit’s magic.

Other Classes: Conduits often work well with Clerics and Druids due to their shared outlook on dedication and will. Interestingly enough they can often find companions with rogues and beguilers, having a variety of stealthy options to help those companions while also understanding the social situations that might drive many rogues to fall to thievery and such.

Role: The main role a Conduit plays is that of a primary spell caster. They in particular excel in debuffs and mind affecting abilities and also have quite a knack for stealth and subterfuge as well as scouting.


GAME RULE INFORMATION
Conduits have the following game statistics.
Abilities: Wisdom is the most important ability for Conduits by far. Not only is it the ability score related to their mysteries DC and other effects, but it also increases their will save and thus their ability to cast void Mysteries and various other class features. Dexterity is important for the various stealth skills shadow magic is good at improving such as hide/move silently and sleight of hand.

Hit Die: d6
Starting Age: As Wizard.
Starting Gold: As Wizard

Class Skills
The Conduit’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis),

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Conduit


Level
Base Attack Bonus
Fort
Ref
Will
Special
Mysteries Selected


1st

+0

+0

+0

+2
Mind Flay (1d8), Fundamentals, Apprentice Mysteries, Umbral Counterpart (Minor), Talent
2


2nd

+1

+0

+0

+3
Focused Will (+1)
3


3rd

+1

+1

+1

+3
Mind Flay (2d8), Umbral Counterpart (Lesser)
4


4th

+2

+1

+1

+4
Talent
5


5th

+2

+1

+1

+4
Mind Flay (3d8), Depth of Shadows Mind Shards (1)
6


6th

+3

+2

+2

+5
Focused Will (+2)
7


7th

+3

+2

+2

+5
Mind Flay (4d8) Initiate Mysteries
8


8th

+4

+2

+2

+6
Fundamentals (At Will), Talent
9


9th

+4

+3

+3

+6
Mind Flay (5d8), Umbral Counterpart (Greater)
10


10th

+5

+3

+3

+7
Void Gathering, Focused Will (+3)
11


11th

+5

+3

+3

+7
Mind Flay (6d8), Mind Shards (2)
12


12th

+6

+4

+4

+8
Talent
13


13th

+6

+4

+4

+8
Mind Flay (7d8),Master Mysteries
14


14th

+7

+4

+4

+9
Focused Will (+4)
15


15th

+7

+5

+5

+9
Mind Flay (8d8), Umbral Counterpart (Perfect)
16


16th

+8

+5

+5

+10
Talent
17


17th

+8

+5

+5

+10
Mind Flay (9d8), Mind Shards (4)
18


18th

+8

+6

+6

+11
Focused Will (+5)
19


19th

+9

+6

+6

+11
Mind Flay (10d8)
20


20th

+10

+6

+6

+12
Thematic Weaving, Talent
21


Weapon and Armor Proficiencies: Conduits are proficient with all simple weapons as well as a single martial weapon as well as light armor but not shields.


Fundamentals of Shadow (Su): As a Conduit, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable three times per day. You begin play with three fundamentals plus an additional fundamental for every point of intelligence modifier and gain an additional fundamental at 4th level and every four additional levels beyond 4th. At 8th level you can use your fundamentals an unlimited number of times per day as long as your Umbral Counterpart is summoned and alive. If your Umbral Counterpart is destroyed you are still limited to using each fundamental three times per day and you can't use a fundamental anymore that day if you have already used it three times that day. You can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, you 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 + your Wisdom modifier.

Mysteries and Paths: Conduits do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know four mysteries at 1st level and gain two additional mysteries at every class level but can learn additional mysteries beyond this (See Umbral Counterpart Below). You can learn a mystery of a level equal to your class level+1 / 2 (Thus 2nd level mysteries at 3rd class level, 3rd level mysteries at 5th class level, etc). You can choose your new mystery from any category you have access to (including fundamentals). For instance, at 8th level, you could select either a fundamental, an apprentice mystery, or an initiate mystery. You can learn any mysteries available to the Shadowcaster (See Tome of Magic and the Void Mystery section below for Additional Mysteries).

Shadow magic progresses in very specific paths, the ephemeral mysteries of the plane of shadows need to be grouped together with other similar mysteries to be given proper form. You do not need to select all previous mysteries in a given path to select a mystery but you do gain a bonus for having access to all mysteries in a given path (See the Depths of Shadow class feature below).

Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As you progress, however, your connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. Your highest level grade of mystery available to you (Apprentice, Initiate, Master) are cast as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require verbal components). Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot Check to note that your shadow is making different gestures from the ones you make when you cast the mystery.

Your second highest grade of mysteries that you know functions as spell-like abilities, and they no longer require somatic components. While your third highest grade of mysteries function as supernatural abilities and their saving throw DC becomes 10 + ½ Conduit Level + your Wisdom modifier. Both mysteries cast as spell-like abilities and supernatural abilities still require material and experience point components if the mystery requires them.

You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell(once), a spell-like ability(two times), or a supernatural ability(four times). You must rest for 8 hours and meditate for 15 minutes each day to regain use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots.

However, you can not cast each mystery that you know. Each day you select a number of mysteries listed on the class table from either your known mysteries or those stored on your Umbral Counterpart (See Below) which functions as a pseudo spellbook. Those are the only mysteries you can cast for that day until your rest and select new ones. In order to select a higher level mystery you must have selected at least 1 mystery of a lower level and you can only select at most 3 mysteries of your highest level you can cast.

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 Wis modifier. Even though as a Conduit you do not "cast spells" in the traditional sense, your levels in this class count for the purposes of determining your overall caster level.

Mind Flay: (Sp) The fundamental offensive tool for any Conduit. As a standard action they channel the raw essence of the shadow plane and use it to inflict horrific mental pain upon a target within medium range (100ft +10ft/CL). The Conduit produces a continuous purple beam that shoots out to the target's head inflicting the indicated amount of damage to the target plus the Conduit's wisdom modifier. This damage repeats at the start of the Conduit's turn as long as he maintains concentration on this beam. This attack is highly disorientating to the target and halves the targets move speed and inflicts a -2 penalty to attack rolls, armor class, spot and listen checks and will saves for as long as mind flay is channeled on the target and one round after. These penalties increase by 1 for every 5 caster levels of the Conduit. A successful will saving throw halves the damage and prevents the application of the penalties but does not remove them if the target has already failed a saving throw. The saving throw for this ability is 10 + 1/2 the Conduit's Class Level + their Wisdom Modifier. If the conduit wishes this damage can be nonlethal.

The Conduit can maintain this effect with concentration as a move action until the target dies, she loses concentration or she loses line of sight or line of effect to the target. Casting and maintaining this ability requires the use of one free hand and she may only concentrate on one mind flay at a time. Unlike most other spells and spell like abilities that require concentration she may cast mysteries or other similar abilities while channeling mind flay. This is a mind affecting spell like ability which can be used at will and is treated as a spell of the enchantment school with a spell level of 1/2 the Conduit's Class Level for purposes of items, feats and similar effects.

Umbral Counterpart: (Su): At 1st level the Conduit constructs a duplicate of themselves made via raw shadowstuff similar to a familiar. This Umbral Counterpart can be summoned at will with an eight hour ritual that must be conducted entirely in a region of at least shadowy concealment. Once summoned this construct lasts until destroyed. The Conduit must select one of three tracks for their Umbral Counterpart. Hope, Discipline or Despair, and this choice determines the abilities and appearance of their Umbral Counterpart. Once selected this choice can’t be changed or retrained.

Counterparts have half the amount of hit points as the Conduit and have the incorporeal subtype and are mindless. They can not attack, use mysteries or other spell like, supernatural or extraordinary abilities beyond the ones they gain for their track (See below). Otherwise they share the same statistics as the Conduit, AC, Saves, Ability Scores, etc. The Conduit shares senses with the counterpart and controls it perfectly. The counterpart can't go beyond 100ft from the Conduit however, and if it does for some reason it dissipates and reforms next to the Conduit in the next round. If the Conduit wishes they can have their counterpart fuse into their shadow as a standard action via touch, this prevents the Counterpart from taking any actions but also prevents them from being detected or targeted in any way. Effects that require being near the Counterpart don't function while it is fused with your shadow.

Counterparts have another critical function beyond their use as a scout and their track abilities however, and that's for the Conduit to bolster their shadowcasting and especially their ability to cast [Void] mysteries. Void Mysteries are a subset of mysteries that revolve around channeling and enduring a torrential onslaught of emotions from the plane of shadows. Even the most steadfast of Conduits can't reliably manage the emotional backlash of channeling their power easily. Thus they create their counterparts and let their counterparts suffer most of the backlash from channeling the raw shadowstuff of the planes. Void mysteries require the caster to make a will save to avoid mental backlash from channeling these emotions and otherworldly thoughts through their own mind (See below for Void Mysteries and more details on this type of mystery). While their counterpart is alive and active they can add their 2 plus their intelligence modifier to this will save, suffer two less points of ability damage from failing and don't automatically fail the saving throw on roll of a natural 1.

These counterparts also act as a makeshift spellbook for the Conduit. Whenever the Conduit encounters a mystery she does not know, either from observing it and successfully making a spellcraft check to identify it or from a scroll or similar item. She may within 24 hours of observing the mystery have her counterpart meditate in one place within at least shadowy concealment for an hour per spell level of the mystery to store that mystery within itself. If the mystery was in a scroll or similar item this destroys the item, if it was simply observed then the Conduit needs to provide 50gp per spell level for material components for the ritual. Since the Counterpart is tied to the Conduit she must remain within range of the Counterpart for the entirety of this ritual or it is disrupted.

If destroyed the counterpart can simply be summoned via the ritual used to call it in the first place with no cost to the Umbral Counterpart. While it is destroyed the Conduit can't cast any mysteries stored in the Counterpart and any such mysteries she had selected for the day that were stored in the counterpart immediately lose their uses for that day. A resummoned counterpart still retains any mysteries stored within it but does not refresh the uses for mysteries for that day which were lost.


Description: Hope Umbral Counterparts look like a more regal version of the Conduit. Their clothes turn white and gold trimmed and their face often shows a calm and joyful expression. Wings and various appendages tend to take on a more celestial and angelic appearance than normal. Hope Counterparts can transfer and dispel fear and other harmful emotions from allies.
Minor Abilities: While the counterpart is active the Conduit gains fast healing 1 as long as they are below half their maximum HP, their conduit simply gains fast healing 1 and can heal to their maximum.
Lesser Abilities: While the counterpart is active the Conduit and all allies within 10ft of the counterpart are immune to fear, pain or effects relying on negative emotions such as the spell Crushing Despair. If they move near the counterpart while already having such an effect it is suppressed while they remain within range of the counterpart. Allies within the radius can still feel pain but it is simply not debilitating for them.
Greater Abilities: The counterpart now removes ongoing fear effects from allies instead of merely suppressing them. In addition, allies are inspired and motivated while within 10ft of the counterpart and now the conduit and any ally within 10ft of the counterpart gains a +3 morale bonus on saving throws, skill checks and attack rolls while they stay within range.
Perfect Abilities: The counterpart can now as a standard action touch a creature and grant them a surge of hope. For an hour the creature is always treated as if within 10ft of the counterpart and gains a +30ft bonus to movement speed and +4 enchantment bonus to all ability scores. And they heal 10 damage each round. The Counterpart can only do this a number of times per day equal to the Conduit's wisdom modifier.



Description: Discipline Umbral Counterparts look identical to the Conduit themselves except their face is featureless. Discipline Counterparts allow the Conduit to more safely cast Void Mysteries as well as giving protection and endurance to themselves and the Conduit.
Minor Abilities: While the counterpart is active the Conduit gains the ability to rebuke and command shadows, and extraplanar creatures from the plane of shadows as an evil cleric could undead. They use their wisdom modifier instead of charisma but otherwise this functions as the Cleric Ability rebuke undead. Items and abilities that boost rebuke undead function on this ability but it can't be used to fuel feats or items that require turn or rebuke undead.
Lesser Abilities: While the counterpart is active the Conduit's gains a +5 bonus on their will saving throw for the purpose of Void mysteries, in addition every round the conduit or an ally starts their turn within 10ft of the counterpart they gain 5 temporary hit points that last a single round. The counterpart and the conduit gain double this amount of temporary hit points each round and the temporary hit points are represented as a faint white transparent shield surrounding the target which shatters when the hit points are expended.
Greater Abilities: The amount of temporary hit points improves to 20 hit points and they last for one minute before being expended. While the Counterpart is active the Conduit gains the ability Mettle.
Perfect Abilities: The temporary hit points granted by the counterpart improves to 40. The Conduit can now automatically redirect any mind affecting effect targeting her and make it target her counterpart instead. Since the counterpart is immune to mind affecting abilities this effectively renders the conduit immune to mind affecting abilities. Finally their Mettle improves to Improved Mettle for will saving throws only, against fortitude saves it is still treated as regular mettle.



Description: Despair Umbral Counterparts look like the Conduit except their clothes take on a more dark and drab appearance and a veil of shadows covers the counterpart’s face and orbs of darkness float around their head. Despair counterparts draw hope and joy from enemies.
Minor Abilities: While the counterpart is active the Conduit's mind flay ability deals 1 point of wisdom damage anytime a creature fails a saving throw against it.
Lesser Abilities: No enemies within 10ft of the Counterpart can benefit from any morale bonuses as their hope and effects of those abilities are leached into the umbral counterpart and those abilities are effectively suppressed while within the radius. The counterpart also gains an incorporeal melee touch attack with a bonus to hit equal to your wisdom modifier, those hit by this attack gain a -2 penalty to AC, attack rolls, skill checks and saving throws for one minute. This touch is a mind affecting ability. Your Mind Flay ability also adds your intelligence modifier to its damage roll.
Greater Abilities: The counterpart's melee touch attack also embeds one mind shard into the target's psyche and the penalties of their touch attack are increased by 2. While enemies are within 10ft of the counterpart they lose any immunity to fear they have unless the CL of the effect (Or HD of the creature if the effect has no caster level) is at least 3 higher than the conduit's caster level
Perfect Abilities: The counterpart automatically inflicts the effects of their touch attack on any enemy who starts their turn within 10ft of the counterpart as those enemies' minds are assaulted with intense feelings of horror and dread. The touch attack now also inflicts two mind shards. In addition, the suppression of morale bonuses and immunity to fear lasts for one minute after leaving the counterpart's radius.


Talents: At 1st level, 4th level and every 4th level after that the Conduit gains a talent, a small modification or improved to an ability of theirs to represent personal training and study. The Conduit must meet all prerequisites of the talents she takes and if you lose a prerequisite for any reason any talent that requires it becomes inactive until you gain it back again. A list of talents is below.



Umbral Stealth: You and your Counterpart gain the Darkstalker feat as a bonus feat.

Darkened Form: When hiding your body can turn dark like a shadow making stealth much easier and you gain a +6 racial bonus to sleight of hand, hide and move silently

Shadow Step: You gain the Shadow Dancer's Shadow Jump class feature except you can jump a total of 10ft per caster per day.

Inner Darkness: You gain the Shadowdancer's Hide In Plain Sight ability while you have at least 3 Shadow Ranks.
Prerequisites: Shadow Step

Shadow Familiar: You gain the Shadow Familiar feat as a bonus feat regardless of not meeting the prerequisites.

Command Shadows: You gain the ability to rebuke and command creatures native to the plane of shadows. If you already have this ability from the Discipline Umbral Counterpart than you command two times your HD in creatures now.



Extended Mind Flay: Mind Flay's range is now increased to Long Range (400ft + 40ft/CL)

Supernatural Mind Flay: Mind Flay is now a supernatural ability, not provoking attacks of opportunity when cast, not being able to be disrupted via concentration and no longer being able to be resisted by spell resistance. The Conduit still needs to spend a move action each round to maintain the effect.

Dual Mind Flay: You can now maintain two Mind Flays at a single time, spending a move action to maintain each one. You must target two separate creatures with these Mind Flays and you must still activate each Mind Flay with its own standard action.

Improved Dual Mind Flay: You can now maintain your two Mind Flays with a single move action.
Prerequisites: Dual Mind Flay Talent

Overpower the Weak Willed: Mind Flay now deals an extra 2 points of damage per dice against targets with a lower wisdom score than you.

Heightened Mind Flay: Up to three times per day you can boost your Mind Flay's saving throw DC by 3.

Quickened Mind Flay: Mind Flay can now be cast as a move action.
Prerequisites: Heightened Mind Flay, Ability to cast 6th level mysteries

Blackout: If a target has 5 mind shards detonated at once than they are stunned for one round.
Prerequisites: Mind Shard Class Ability

Empowered Mind Shards: If the target fails a saving throw against Mind Flay they gain an additional mind shards.
Prerequisites: Mind Shard Class Ability

Shattered Mind: If the target fails a saving throw against Mind Flay they gain a second additional mind shard.
Prerequisites: Empowered Mind Shards:

Hidden Mind Flay: Mind Flay no longer has a visible component to it and can be used while in stealth with only taking a -10 penalty to hide instead of the normal -20. Detect magic, Arcane sight and similar abilities can still detect the beam of void magic, it just no longer visible to regular vision.

Void Mind Flay: Whenever a creature fails a saving throw against Mind Flay their penalty from Void Gathering increases by 1 to a maximum of the normal maximum for the ability.
Prerequisite: Void Gathering ability




Shadow Plunge: You are always treated as if having one more Shadow Rank than you normally would.

Shadow Flexibility: For up to two different paths if you have not selected a single mystery from that path you may treat another selected mystery of the same level as the missing mystery for the purpose of completing the path and getting another Shadow Rank. This selected mystery can not be from another path which is giving you a shadow rank.

Void Focus: If you have 4 ranks of shadow and you select a path of Void Mysteries via your 4th Shadow Rank ability the mysteries in that path gain a +1 CL bonus and +1 saving throw DC.

Shadow Channeling: You get a bonus on your will saving throw equal to your Shadow Ranks.

Hiding Within the Depths: You get a circumstance bonus to your hide and move silently checks equal to double your Shadow Ranks.

Clarity of the Void: While you have at least 3 Shadow Ranks you gain a +10 insight bonus to spot checks while observing things within at least shadowy concealment and can see invisible creatures in such conditions.

Discerning Clarity: You can ignore any illusionary based miss chance on creatures in Shadowy Concealment and can automatically get a will save to disbelieve such illusions even without interacting with them.
Prerequisites: Clarity of the Void



Enduring Counterpart: Your Umbral Counterpart gains DR 10/- and Energy Resistance 15 to all energy types. At level 14 this improves to DR 15/- and Energy Resistance 30.

Efficient Storage: When your Umbral Counterpart meditates to learn a new mystery you reduce GP cost and time spent needed to meditate by half. This doesn't reduce the GP cost when using a scroll or similar item.

Dark Counterpart: Your Counterpart now gains the dark template and can use your sleight of hand, hide and move silently skill ranks when it is making the relevant skill checks.

Magical Connection: Any mystery you cast on yourself can also be cast on your Counterpart for free with the same duration, effects, etc.

Distant Counterpart: Your counterpart can now go within medium range (100ft + 10ft/Caster Level) of your position before fading.

Scapegoat: Once per day as an immediate action when affected by a spell, spell like or supernatural ability you can transfer the effects of the ability to your Umbral Counterpart if it is summoned. You are no longer affected by the effect and instead your counterpart takes the full effect, failing any relevant saving throws automatically. This does not help protect any other creatures caught in the effect if it affected multiple creatures. At 10th level you can use this talent twice per day. At 20th you can use it three times per day.

Umbral Familiar: Your Umbral Counterpart and your familiar merge into one entity. Your familiar now gains the effects of the counterparts track abilities, any relevant talents boosting or affecting the counterpart as well as becoming incorporeal. Your familiar can now store mysteries just as your Umbral Counterpart could and retains any mysteries already stored in your counterpart. Upon dying your familiar no longer costs you experience points and can be resummoned as normal for an Umbral Counterpart. However, your familiar can now no longer go further than 100ft from your person without fading away. Finally you become unable to summon a regular Umbral Counterpart after taking this talent. If you spend 1000 GP and undergo a 24 hour ritual you can change your familiar to a different valid familiar you can select, you become unable to replace your familiar in any other manner.
Prerequisites: Shadow Familiar Talent



Fundamental Mastery: You select a single extra fundamental to learn and an additional one for every 4 CL you have. In addition, your fundamentals now have a saving throw DC equal to 10 + 1/2 your caster level + your wisdom modifier

Sudden Mysteries: Whenever you target a flatfooted creature with a mystery it's caster level and saving throw DC are both increased by 2 and you gain a +2 bonus on any relevant attack rolls related to the mystery.

Improved Mysteries: Whenever you select this talent select two mysteries that you have access to. Whenever you cast either mystery it is treated as one step higher than it normally would. For example, if it would normally be a spell it would be cast as a spell like ability, if it was normally a spell like ability it would be cast as a supernatural ability. This does not modify the actual number of times you can cast these mysteries per day. You can select this talent multiple times, its effects stack on the same mystery but you can not select the same mystery twice with one talent.

Flexible Talent: Now each day when you regain your uses of your mysteries for the day you can change which mysteries your Improved Mysteries talent affects. If you have improved Mysteries selected multiple times you can change all of the mysteries selected from all the talents.
Prerequisites: Improved Mysteries Talent

Improved Empathic Channeling: You gain a +3 bonus on your will save for casting Void Mysteries. In addition if you fail you reduce the ability damage taken by 1 per ability score (Minimum of 0).

Metashadow Focused Mystery: When you select this talent choose one mystery that you know. Now you can apply each metashadow feat you know to that mystery once per day without expending your use of the metashadow feat. You can only apply one metashadow feat to a particular casting of the mystery in this way. You can select this talent multiple times, each time selecting a new mystery.



Focused Will: (Ex): At 2nd level the Conduit’s meditation and iron will hardens, allowing them to weather all sorts of mental assaults. They gain the indicated number as a bonus to will saves. This bonus increases by 1 every 4 levels after 2nd, (+2 at 6th, +3 at 10th, etc).

Mind Shards: At 5th level the Conduit gains the ability to inflict raw portions of thoughts and emotions leached from the plane of shadows to disrupt and drive people insane. Whenever a target takes damage from Mind Flay they gain a number of "Mind Shards" embedded into their psyche equal to the number on the above table. The next time the creature fails a saving throw against a Void Mystery (See Above and Below) or a Mind Affecting Mystery the Conduit can cause these shards to detonate causing severe pain and mental damage to those afflicted. They take one point of ability damage in each mental ability score (Intelligence, Wisdom, Charisma) for each mind shard detonated in this manner. If the caster is someone other than the Conduit they detonate automatically. Mind Shards are a mind affecting ability and immunity to mind affecting abilities prevents them from forming or dealing damage upon detonation. A creature can have a maximum number of Mind Shards embedded in them equal to the Conduit's Wisdom Modifier.

While dangerous and lasting until detonated a creature just feels a constant sense of pressure when his psyche is embedded with Mind Shards and perhaps a faint headache if they have a plethora of them. Mind Shards can't be removed by dispel magic or similar effects though they can be detected as a faint enchantment via detect magic and similar effects. It takes a break enchantment or restoration cast by a caster level 5 higher than the Conduit's or a miracle or wish to remove the shards.

Depths of Shadow: Shadow Magic is stronger when the caster has similar mysteries available to give it structure. Whenever a Conduit selects all mysteries of a given path in a given day they gain 1 Shadow Rank for that day representing their strengthening connection to the plane of shadows. The Conduit gains bonuses depending on how many Shadow Rank, even if they expend the mysteries for a given path they still count as having that path for Shadow Rank purposes. You keep your current ranks of shadow until you rest and reselect mysteries.

You can see through magical darkness and your mysteries gain +1 CL and +1 Saving throw DC against targets in at least shadowy concealment.
All Void Mysteries selected gain an extra use per day (Even for those you don’t have all mysteries in the path selected).
You gain the Dark Template, in addition you can see glimpses of the thoughts and emotions of creatures via those thoughts and emotions escaping to the plane of shadows. This allows you to see the general emotional state of creatures granting you a +10 insight bonus to sense motive against them and allowing you to pinpoint an invisible or hiding creature’s square via this sense (Though they would still have total concealment from you). Creature’s immune to mind affecting abilities are immune to this sense.
Select 4 paths. Each mystery in those paths can be used an additional time, you can select a single path up to two times to give it 2 additional uses per mystery.
You can select 3 metashadow feats (Or Shadow Essence Feats if you are using the Descent of Shadows Homebrew). You retain these feats as bonus feats until you rest.
If a creature has immunity to mind affecting spells from a spell or item your void mysteries have a 50% chance of bypassing the immunity.
All metashadow feats can be used an additional time per day. You gain +4 bonus to all ability scores and caster level while within shadowy concealment.


Void Gathering: The Conduit's ability to utilize Void Mysteries improves further. Now a creature targeted by a Void Mystery cast by the conduit suffers a -1 penalty on any saving throw per equal void mystery they have been subject to since the start of the encounter. This penalty has a maximum equal to the Conduit's intelligence modifier.

Thematic Weaving: At the peak of their power a conduit develops a deep connection to the Plane of Shadows which manifests as an aura that can manipulate emotions and thoughts of those nearby. The effect of the aura depends on what type of Counterpart the Conduit has selected. Regardless of the choice the aura is a 30ft radius centered on the Conduit whose effects can be activated or deactivated with a swift action.

Hope: Allies within the radius find themselves inspired and optimistic. Every ally can reroll one d20 roll they make each round, this reroll must be spent after they roll but before they know whether it was a success or failure. They can take the better of the two rolls.
Discipline: All allies within the radius find themselves becoming more steadfast and determined, unwilling to let hardships and sorrow control them. Any creature attempting to use a void mystery in this aura automatically passes the will save in order to cast the mystery. In addition, every ally within the radius reduces all damage they take by 10 from all sources, this stacks with energy resistance and damage reduction but is not negated by effects that bypass those.
Despair: Enemies within the radius find their actions pointless and reality to be simply soul crushing. Enemies must make a will save each round (DC of 20 + the Conduit's Wisdom Modifier) or find themselves increasingly apathetic and have a 50% chance of simply standing around not acting on their next turn.




Extra Talent
You have studied extra hard and found an extra way to modify your abilities
Prerequisite: Conduit level 4
Benefit: You learn one additional talent that you qualify for.
Special: This feat may be selected multiple times, each time selecting a new talent each time. This feat can only be selected once for every 4 HD the character has.

Silva Stormrage
2020-03-28, 10:54 PM
Void Mysteries:
Void Mysteries are any mystery with a [Void] descriptor. Anyone capable of regular mysteries can learn a void mystery even though they might not be the best suited at using them. While most users of shadow magic channel the raw malleable magical energies of the plane of shadows to power their effects, void mysteries are different. They channel shadow magic using lingering thoughts and emotions left on the Plane of Shadows plane from travelers or which formed from the echoes of the material plane as conduits for their power. While this method grants a more malleable and fluid conduit for mysteries and can result in slightly more powerful mental mysteries, these thoughts can also intrude and contaminate the caster’s own mind. In addition, they tend to be restricted to effects regarding thoughts and emotions, manipulating, enhancing or suppressing them. Even with many emotions being muted on the Plane of Shadows emotions such as joy can be manipulated by gathering hundreds of stray thoughts and feelings to flood a target's mind. The danger, difficulty and specialized nature of these mysteries cause Void Mysteries to be a rare art even by shadow magic standards. An art that only the strong willed or desperate shadowcasters attempt.

They function identically to standard mysteries except as noted below. Whenever you cast a Void Mystery you must make will saving throw versus the emotional backlash of the spell. Failing the check at all results in suffering mental trauma as the emotions and thoughts overpower the caster dealing 1d4 ability damage to all the caster’s mental ability scores. Failure by 5 or more causes the mystery to fail and the action to be wasted and the damage to increase to 1d6. Failing by 15 or more causes the caster to go insane for one week as the lingering thoughts drive them insane and the damage becomes ability drain instead. The ability damage/drain and insanity triggered by failing a saving throw bypasses all immunities the caster might have, they have to invite these emotions into their mind in the first place for the mystery to function. An immunity to mind affecting abilities does give a +6 bonus on the saving throw though. If the caster has 5 ranks in spellcraft they get a +2 bonus on this saving throw. If a Void Mystery is disrupted via a failed concentration check the caster takes 1d6 ability damage to all his mental ability scores.

This will save DC is set based on the Mystery's Spell Level and whether it was cast as a spell, spell like ability or supernatural ability.
Arcane Spell DC: 15 + 2 * Spell Level
Spell Like Ability DC: 12 + 2 * Spell Level
Supernatural Ability: 10 + 2 * Spell Level

Creator Notes: In addition to the many new Void Mysteries here you can also select from the multitude of regular mysteries I created for my Shadowcaster Revamp here (https://forums.giantitp.com/showthread.php?663559-Shadowcaster-Remake-along-with-90-New-Mysteries-PEACH&p=25941667#post25941667) and from Realm of Chaos's excellent Desecent of Shadows Project (https://forums.giantitp.com/showthread.php?74519-Descent-of-Shadows-Project-Shadow-Returns)


Void Mysteries:

Apprentice Path Void Mysteries:

Apathetic Rest
1 Apathy: Causes a target to become indifferent towards most things.
2 Dull: Acts as Either Calm Emotions or puts a single target to sleep.
3 Apathy Mass: As apathy but for multiple targets.

Echoing Void
1 Enhance Emotion: Draw thoughts and feelings from the plane of shadows to enhance an emotion the subject is feeling.
2 Sympathy: Cause a target to feel the same way towards a topic as yourself.
3 Broadcast Emotion: Cause all creatures nearby the target to share the target’s emotional state.

Gathering Shadows
1 Siphon Hope: Gather hope and confidence from the plane of shadows and nearby creatures.
2 Purge Despair: Remove fear and other negative emotions from allies.
3 Mend Psyche: Repair emotional and mental damage from spells and other effects.

Haunting Absence
1 Induce Paranoia: Cause a target to become paranoid about enemies all around them causing them to become flanked.
2 Veil of Shadows: Form a mask of inky shadows which unnerves and obscures vision around a target.
3 Lurking Terror: Cause a subject to suffer horrifying hallucinations

Amassing Guilt
1 Reluctance: The target has doubts regarding his future actions giving him a penalty on attack rolls and skill checks.
2 Nagging Conscience: Target feels guilty and tries to make up for a previous act.
3 Coalescing Thoughts: Absorb lingering and traces of thoughts regarding an individual from the plane of shadows and find out creatures who have a strong emotional tie to the target

Stolen Knowledge
1 Glimpse of Possibilities: Temporarily Steal memories and skills from the plane of shadows.
2 Ray of Befuddlement: As Ray of Enfeeblement but inflicts a wisdom penalty and the caster steals some of the target's willpower. If the target is affected by Mind Flay they take damage and mind shards immediately.
3 Stolen Identity: Make a creature treat you as if you were another creature

Umbral Diplomat
1 Dusk Oration: Grants a +5 insight bonus to sense motive, bluff, diplomacy checks for a short duration.
2 Smooth Over: Immediate action prevents a target from being upset or angry at a failed diplomacy or bluff check and allows the target to reroll. The subject doesn’t forget what happens but simply doesn’t care
3 Soothing Shadows: Produce a melody which soothes targets who hear it as calm emotions. Effect is enhanced if the target can’t see making it harder to resist and gives the caster bonuses to diplomacy

Cruel Guilt
1 Painful Memories: Target gains a -2 penalty to attack rolls, saves, ac and skill checks for 1 minute/level. They can make a will save as a move action to shake themselves out of it.
2 Paralysis: A humanoid or monstrous humanoid is paralyzed with fear and helpless. A will save on each round as a full round action allows them to end the effect.
3 Crushing Despair: As the spell except 20ft radius and the effect is enhanced within darkness.

Glimpse of Hope
1 Inspire: Removes Fear and Exhaustion from nearby allies as you reinvigorate them.
2 Heroism: As the spell
3 Spark of Hope: As an immediate action grant a creature a +10 bonus on will saves for one round

Ephemeral Bonds
1 Detect Bonds: See how a creature views others near him.
2 Sever Bond: Make a creature lose trust and view another subject with suspicion
3 Subsume Bonds: Charm an individual and make them view their former friends with suspicion


Initiate Path Void Mysteries:

Horrific Melody
4 Cacophony of Emotions: Produces a loud wailing which can produce a wide array of emotions in those listening.
5 Whispers of the Void: Whispers infuse a wide area causing those listening to become panicked and confused.
6 Creeping Suggestion: Speak a suggestion to a large crowd and affect a large amount of the crowd after a few minutes.

Overwhelming Fervor
4 Mental Onslaught: Assault a creature with a swathe of emotions and thoughts.
5 Invoke Passion: Cause a creature to go nearly mad with an emotion for a brief period of time.
6 Mental Onslaught, Mass: As Mental Onslaught but affects all creatures within an area.

Relaxing Shade
4 Reinvigorate: Transforms damage to nonlethal and removes fatigue from allies.
5 Nimble Shadows: Continuously siphons away fatigue from allies allowing them quick movements
6 Deep Rest: Put a target creature to sleep allowing them to regain a few spells or similar abilities.

Shattered Mind
4 Contest of Wills: Compare raw willpower between your foe.
5 Memory Tear: Rip away hours to days of the target’s memory
6 Haunting Demons: Sends haunting hallucinations into a target’s mind.

Mental Overclock
4 Devouring Madness: Target suffers Increasing penalties to their mental ability scores.
5 Dream Crowdsourcing: Gather nearby thoughts and dreams from sleeping creatures and use them to solve problems.
6 Mind Leech: Draw upon other creature's mental facilities to bolster your own.

Crushing Burden
4 Escalating Doubt: Quickly deal wisdom 1d6 wisdom damage to a target and penalize their will, if they already have such a penalty the effect can't be resisted.
5 Hopelessness: Target cowers or takes a penalty to saving throws as well as taking charisma damage.
6 Learned Helplessness: Whenever a target fails at an action they gain a stack penalty to that action for the duration of the spell.

Spectral Dread
4 Summon Figment: Summons an undead shadow haunts and attacks a creature which only the target can see or interact with.
5 Summon Nightmare Beast: Summons horrific shadow beast that regenerates rapidly in shadows.
6 Mass Summon Figment: As summon figment but targets 1 creature/2 caster levels.

Cerebral Influence
4 Rotting Mind: Causes sharp pain in the target dealing 1d4/Cl nonlethal damage to 1 target/2 caster levels. The caster can choose to afflict a variety of status effects on creatures who failed their saving throw.
5 Flexible Mind: Adjust a target creature’s memories. Altering and shifting what they remember in the past day
6 Shadow's Influence: Target creature has a 50% chance each round to have their shadow decide their actions allowing their worst emotions to control their actions resulting in the target attacking their allies or fleeing.

Gluttony of Knowledge
4 Knowledge Sear: Can take ability burn to scribe spells/powers (Erudite) or mysteries into conduits
5 Skill Siphon: Can steal skill ranks from another creature and treat yourself as having those ranks for 1 Day/Caster Level.
6 Consume Mind: As the spell Absorb Mind but 50% chance to recall information and the result is permanent.

Change of Fate
4 Shift Choice: As Psychic Reformation except can only change spells and abilities for shadowcasters and or creatures native to the Plane of Shadows
5 Insidious Suggestion: As the Spell.
6 Alter Personality: Shift a target’s personality by flooding them with memories and personalities from the plane of shadows. If this effect lasts long enough the effects become irreversible.

Master Path Void Mysteries:

Compelling Apparitions
7 Twisted Desire: Cause a subject to view all your words as if they were spoken by suggestion.
8 Umbral Compulsion: Causes a target to follow your commands during the night.
9 Haunted Path: Place a hidden enchantment on an area causing those who walk through it to suffer a suggestion effect.

Creeping Madness
7 Psyche Implosion: Drive a creature mad with horrific visions.
8 Utternumb: Create a large radius of shadows and darkness which shuts off most senses of creatures and damages their mind.
9 Corruptive Madness: Infect a single creature with a horrific curse which drives them mad and warps them into a horrific monster.

Spectral Presence
7 Forgotten Steps: Cause creatures to fail to notice you or your actions.
8 Redirect Focus: Causes enemies to focus their attacks on other creatures.
9 Ephemeral Memories: Creatures who encounter you forget about you once you leave their line of sight.

Primal Horror
7 Personal Banshee: Causes a target to constantly hear a mysterious wailing in their ears causing them to panic or go insane.
8 Otherworldly Horror: Cloak yourself in shadows and cause creatures nearby to view you as their worst nightmare.
9 Contagious Panic: Cause nearby creatures to panic and creatures encountering those creatures will panic as well.

Shifting Soul
7 Mental Bolster: You fill in the gaps of your psyche with essence from the plane of shadows boosting all of your mental ability scores to your highest mental ability score.
8 Mystery Shift: Can twist a creature's ability to use magic granting them either the ability to use a variety of metamagic or similar effects or remove their ability to use metamagic or similar abilities.
9 Soul Twist: Absorb memories and skills from the plane of shadows granting yourself class features.

Consuming Desires
7 Obsession: Target creature becomes overwhelming obsessed with a target or object with the duration of the obsession increasing the more time you spend casting the spell.
8 Ephemeral Puppet: Control a target’s emotion for days per level. Control their reaction to things as a move action
9 God King: Turn all creatures within 30ft to become fanatic towards you.

Fading Existence
7 Neglected Presence: A creature is forgotten about for 1 round and no one can target or detect or remember the creature unless they are immune to mind affecting spells.
8 Summon Terror Wraith: Summon a horrific shadow spirit to attack your foe
9 Hollow Life: The target is stricken from reality and fades into nothingness. All creatures forget the creature exists and if they discover proof of the creature existing they simply dismiss it as irrelevant.

Stolen Will
7 Morale Theft: Draw morale from a group of creatures causing them to cower. For each creature cowering a single creature nearby gets a +1 morale bonus to attack rolls, armor class, saving throws and skill checks.
8 Empowered Self: Grants a +10 morale bonus to attack rolls, saving throws and skill checks to a target for 3 rounds. After that they take a -5 penalty to the same checks for one minute.
9 Surge of Shadows: All creatures within 30ft bolster themselves with the thoughts of the plane of shadows. They gain immunity to fear and mind affecting spells and a +4 bonus to mental ability scores and a +4 morale bonus to attack rolls, saves and skill checks. They must make a will save each round or lose the benefits of this mystery.

Utter Dispassion
7 Cleanse Emotion: In a 30ft radius centered on the caster all emotion is removed causing creatures to apathetically stay put until they can shake off the effect.
8 True Neutrality: A single creature is rendered indifferent until faced with an attack or imminent threat.
9 Perfect Drone: Create a link between the creature and the plane of shadows draining them of their will and emotions. While this link exists the creature follows your directions and orders as they can’t feel any reason to disobey them.

Indomitable Will
7 Unending Willpower: The target creature automatically succeeds on his next three will saving throws.
8 Font of Hope: Banishing Despair from allies within 30ft allies gain the benefits of Greater Heroism and Gain 10 Temporary Hit Points.
9 Collective Willpower: The Shadowcaster uses the collective emotions of the Plane of Shadows to bolster themselves granting themselves improved mettle for 1 minute.

Silva Stormrage
2020-03-28, 10:56 PM
Apprentice Void Mysteries:

Apathy
Path: Apathetic Rest
Level/School: 1st/Necromancy [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You siphon out the creature's interest and desire into the material plane leaving it a state of dull lethargy.

When you cast this mystery your target must make a will save or become apathetic to most things. If they fail they are fatigued for the duration of this mystery and are treated as indifferent to all other creatures, friends and foes alike. This causes hostile creatures to become much more open to discussion or other alternatives and can cause a creature to overlook harm down to an ally. A creature under the effect of this mystery will still defend themselves in combat but if they are not personally engaged they are very likely to simply stay out of combat unless forced to join in.

Once this mystery ends a creature affected will almost certainly realize they were manipulated.

Apathy, Mass
Path: Apathetic Rest
Level/School: 3rd/Necromancy [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature/ 2 Levels
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

As Apathy (See Above), except it affects multiple creatures.

Broadcast Emotion
Path: Echoing Void
Level/School: 3nd/Enchantment [Mind-Affecting] [Void]
Range: Medium (100ft + 10ft/Level)
Target: One Living Creature
Duration: 10 Minutes/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You infect a creature with pulsing shadow magic causing the creature to radiate their emotions out to others nearby.

If the target fails their will save then they begin to radiate their emotional state to those within 20ft. Everyone within 20ft must make a will save at the same DC as this mystery or have the same emotional state as the target creature. In addition, If the target creature is affected by a Void Mystery that affects his emotions then all creatures within 20ft must make a will save or suffer the same effects as the targeted creature. The target creature must be conscious in order to affect other creature's with their emotions or void mysteries targeting them.

Collessing Thoughts
Path: Amassing Guilt
Level/School: 3rd/Divination[Void]
Casting Time: 10 Minutes
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You find strong emotions and thoughts relating to the subject in the plane of shadows, drawing them into yourself you get fragments of information from these scattered whispers of thoughts .

You grasp your target as you spend 10 minutes casting this mystery. During this time you select a single emotion, anger, guilt, sadness, etc. Once you finish casting this spell you find lingering remements of thoughts from a particular individual from the plane of shadows which express that emotion towards the target. The thoughts are vague is hard to parse but you can generally tell vaguely why the individual feels the emotion towards the target (A one sentence summary only), who the individual is (Their full name and their race only), and approximately how strong the emotion is (Mild, Moderate, Strong, or All Consuming). For example, if you cast this mystery on a noble searching for those with strong hatred towards the noble the mystery might return this result, "The human Sarah Cassan hates the noble for using political scheming to exile her daughter from the kingdom and strongly hates the noble". The mystery would not inform the caster that Sarah Cassan has hired an assassin due to her hatred, only the reason of the hatred and how strongly she feels it.

Due to the casting filtering the various thoughts this mystery generally finds a connection that the caster of the mystery would find interesting or relevant if such a connection exists and if there are multiple then the connection where the individual feels the emotion the strongest. Once cast on a target they can not be targeted by the same caster casting this mystery again until a full week has passed.

Crushing Despair
Path: Cruel Guilt
Level/School: 3rd/Enchantment [Mind Affecting] [Void]
Range: Medium (100ft + 10ft/CL)
Area: 20ft Radius
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You infuse creatures with a deep regret or melancholy.

All creatures in the area must make a will save or suffer the effects of the spell Crushing Despair except as noted here. Creatures in areas of at least shadowy concealment take a -4 penalty on their saving throw. If a creature suffering the effects of this mystery enters at least shadowy concealment the penalty increases to -3. This increased penalty fades as soon as the creature moves out of the range of the darkness.

Dull
Path: Apathetic Rest
Level/School: 2nd/Enchantment [Mind-Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 10 Minutes/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You draw and dull a creature's emotions either leaving them in a calm state or putting them straight to sleep.

This mystery functions like the spells Calm Emotion or Deep Slumber except as noted above.

Dusk Oration
Path: Umbral Diplomat
Level/School: 1st/Divination [Void]
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: None

You grasp the target's emotional state from the Plane of Shadows and use it to alter your approach and speech patterns to better suit your needs.

When casting this mystery you select one creature per 2 caster levels. While this mystery lasts you gain a +5 insight bonus on bluff, diplomacy, sense motive and intimidate against those creatures.

Enhance Emotion
Path: Echoing Void
Level/School: 1st/Enchantment (Compulsion) [Mind-Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You seep a small portion of the whispers of the plane of shadows into a subject amplifying their current emotions.

When you cast this mystery select one emotion that the subject is currently feeling. If they fail the saving throw that emotion is enhanced to fanatical levels. Those feeling anger become furious and will almost certainly attack the source of their anger, those feeling loyalty will not break and those experiencing feelings of love become hopelessly lovestruck. The exact results of the emotion on a subject varies from subject to subject and is up to the DM to decide which makes this a rather unreliable mystery. Still the subject experiences the full effect of the enhanced emotion for the duration of this mystery. If the subject is shaken they become panicked for one round per level after which they become frightened for the remaining duration. If the target is frightened or panicked they cower for one round per level after which they become frightened for the remaining duration.

Detect Bonds
Path: Ephemeral Bonds
Level/School: 1st/Divination[Void]
Range: 60ft
Area: 60ft Cone
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: Yes

You search through the plane of shadows and see the various connections between people .

You can see the relationship between any creature in your view within 60ft. You get the strength of the relationship (Hostile, Unfriendly, Indifferent, Friendly, Helpful or Fanatic) as well as a few single words describing how the target feels towards the other creature, "Friend", "Rival", "Enemy", "Lover", "Teacher", etc. For example if there were three people within range you could see that two creatures see each others as enemies while they are both friends with the third. Bonds don't have to be identical, one creature could see another as a rival while the other is indifferent and doesn't know them.

Glimpse of Possibilities
Path: Stolen Knowledge
Level/School: 1st/Divination [Void]
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: None

You grab bits and pieces of other people's skill and knowledge in the plane of shadows and bind it to you.

Upon casting this mystery you select one skill, you are treated as being trained in that skill and for the duration of this mystery you can use your will save instead of your normal bonus to that skill.

Heroism
Path: Glimpse of Hope
Level/School: 2nd/Enchantment [Mind Affecting] [Compulsion] [Void]
Range: Touch
Target: Creature Touched
Duration: 10 Minutes/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You bolster a creature's morale and drive away lingering doubts.

This mystery functions as the spell Heroism except as noted here.

Induce Paranoia
Path: Haunting Absence
Level/School: 1st/Necromancy [Fear] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You creep a sense of unease into the back of the target's mind making them constantly concerned with betrayal and sneak attacks to the detriment of their own defense.

The target creature for the duration of the mystery is always considered flanked if it can be flanked as the mystery makes them constantly check over their shoulders for potential enemies and attacks. In addition, they must make a saving throw to resist any effect or spell targeting them, even if the effect is normally harmless such as a healing spell. If they succeed on their saving throw then they do not need to make saving throws to resist harmless effects but are still considered flanked for the duration of the mystery.

Inspire
Path: Glimpse of Hope
Level/School: 1st/Enchantment [Mind Affecting] [Void]
Range: 20ft
Area: 20ft radius centered on yourself
Duration: 1 Round/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You act as a beacon of hope rallying your allies.

All allies within range reduce any fear or exhaustion by one stage each round they start their turn within this radius (Frightened -> Shaken, Exhausted -> Fatigue or Fatigue -> Nothing, Etc). Any ally who starts their turn in this area but doesn't have one of those conditions to reduce gets a +2 morale bonus on saving throws until the start of their next turn.

Lurking Terror
Path: Haunting Absence
Level/School: 3rd/Illusion [Fear] [Void]
Range: Medium (100ft + 10ft/Level)
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You send shadows magic to whisper thoughts and visions into the creature's mind.

The target suffers a constant stream of hallucinations disrupting their focus and damaging their mental psyche. The hallucinations vary from person to person but are often traumatic and personal to the target, neither the caster nor anyone else can see the hallucinations. While this mystery lasts the hallucination distracts the target who takes a -6 penalty to spot, listen, and concentration checks. In addition, each round at the start of their turn they must make a will save or take 1d4 wisdom damage and become shaken for one round due to the hallucinations' assault.

Nagging Guilt
Path: Ammassing Guilt
Level/School: 2nd/Enchantment [Void] [Mind Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 10 Minutes/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You increase a target's guilt over an action, causing them to feel deep remorse.

You focus on an action you know the target has taken in the past and cause the target to suffer deep regret for it. The spell compels them to try and make up to the "victim" via reasonable means. For minor transgressions or actions a simple apology will sate this compulsion but more serious transgressions will have the target offering services or goods. If you cause them to feel guilt over an action they normally would feel no guilt over then after this mystery ends they realize they were enchanted. The caster of this mystery has no control over what the target offers to make up for the guilt, nor does the caster control exactly why the target feels guilt, that depends on the creature and the circumstances of the actions. Casting this mystery on a target in combat is incredibly difficult and they gain a +6 bonus on their saving throw unless they are already feeling incredibly guilty for an action resulting in the combat (Being forced to betray an ally for example).

Mend Psyche
Path: Gathering Shadows
Level/School: 3rd/Necromancy [Void]
Casting Time: One Minute
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You analyze the creature's thoughts and mental state as it stands in the plane of shadows and use that knowledge to mend any damages or ongoing effects the creature is suffering.

Upon casting this mystery you remove all ongoing spells, mysteries and similar abilities that manipulate the creature's emotions and thoughts. An effect can resist this removal if its caster level or similar statistic (Use the ability's creator's HD if the ability has no caster level) is 5 points higher than the mystery's caster's caster level. In addition, you restore 1d4+4 points of mental ability damage and one point of ability drain from each of the creature's mental ability scores. This ability also removes mundane mental trauma such as depression or PTSD.

Painful Memories
Path: Cruel Guilt
Level/School: 1st/Enchantment [Mind Affecting] [Void]
Range: Medium (100ft + 10ft/CL)
Target: One Creature
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: Yes

You bring forth the most painful memories in the subject's mind distracting them with the intrusive thoughts.

The target takes a -2 penalty to all attacks rolls, saving throws, skill checks, ability checks and to AC. They may make a will save against this mystery as a move action to end the effect.

Paralysis
Path: Cruel Guilt
Level/School: 2nd/Enchantment [Fear] [Void]
Range: Medium (100ft + 10ft/CL)
Target: One Humanoid or Monstrous Humanoid
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You overwhelm a creature with fear and guilt and render them helpless for a time.

If the target fails their will saving throw they are beset by an unending stream of guilt and hopelessness rendering them helpless and prone unable to take actions. Each round at the end of their turn they can make a will saving throw to end the effects of this mystery.


Purge Despair
Path: Gathering Shadows
Level/School: 2nd/Necromancy [Void]
Casting Time: Swift
Range: 30ft
Area: 30ft radius centered on yourself
Duration: Instantaneous + 1 Round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You flood your allies with shadow energy attacking any doubts or fears they may be suffering.

Every ally in the area has all ongoing fear effects they are suffering removed as they are filled with courage and strength. This effect also removes any effect relying on despair or other similar emotions like the spell Crushing Despair. In addition, they gain a +2 morale bonus to attack rolls, saving throws and skill checks and immunity to fear effects for one round as their fears are removed.

Sever Bond
Path: Ephemeral Bonds
Level/School: 2nd/Enchantment [Mind Affecting][Void]
Range: Touch
Target: Creature Touched
Duration: 1 Day/Level (See below)
Saving Throw: Will Negates
Spell Resistance: Yes

With a touch you make a creature view a friend with distrust and suspicion.

If the target fails their saving throw you may select one other creature that the target knows of. Their attitude towards the creature becomes "Unfriendly" and believe that the creature is scheming some way to either harm them or their friends in some way depending on the situation. At the end of the duration the creature gets another will save at a +5 bonus. Failing this saving throw renders the effects of the enchantment permanent and no longer an enchantment that can be detected or dispelled. However, the enchantment doesn't enforce this to last forever and the relationship can be rebuilt normally. A break enchantment spell undoes this effect and restores the previous relationship (For the target, the behavior of the target under this enchantment may have influenced the other creature's opinion of them).

Smooth Over
Path: Umbral Diplomat
Level/School: 2nd/Enchantment [Mind-Affecting] [Void]
Casting Time: Immediate Action
Range: Close (25ft + 5ft/2CL)
Target: One Living Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You suppress the emotional response of a creature allowing you to retry failed negotiations or ignore a social faux paus.

If you fail a bluff, diplomacy, intimidate check or if you simply grossly offend a single creature you may cast this mystery to make them overlook such a failure or play it off as a joke. This allows you to retry a failed check even if you normally wouldn't be able to retry.

Soothing Shadows
Path: Umbral Diplomat
Level/School: 3rd/Enchantment [Mind-Affecting] [Void]
Range: Medium (100ft + 10ft/CL)
Area: 40ft Radius
Duration: One Minute/Caster Level
Saving Throw: Will Negates
Spell Resistance: Yes

You infuse a wide area with emotional remnants from the Plane of Shadows causing people to become more calm and suggestable.

All creatures in the area must make a will save or suffer the effects of Calm Emotions. If a creature is in at least shadowy concealment they take a -4 penalty to this saving throw and the caster gets a +10 insight bonus to diplomacy checks against them for the duration of this mystery. A creature who fails a saving throw against this mystery doesn't recall being under an enchantment and simply believes they were acting reasonably and thus the results of any diplomacy checks made against a target under this mystery's effects remain even after the enchantment fades.

Spark of Hope
Path: Glimpse of Hope
Level/School: 3rd/Enchantment [Mind Affecting] [Void]
Casting Time: Immediate Action
Range: Medium (100ft +10ft/CL)
Target: One Creature
Duration: 1 Round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You dramatically boost a creature's willpower for a short period.

Any creature targeted by this mystery gains +10 resistance bonus to will saves for one round.

Stolen Identify
Path: Stolen Knowledge
Level/School: 3rd/Enchantment [Mind Affecting] [Void]
Range: Close Range (25ft +5ft/2CL)
Target: Creature
Duration: 1 Day/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You infuse a target's mind with befuddling shadow energy making them confuse you for someone else.

When you cast this spell you must identify a target creature that you know of and that the target creature has some sort of relationship with. The target now treats you as if you were that other creature mistakenly believing you to be that individual. The actual individual is treated as an imposter regardless of their attempts to convince them otherwise. If you behave in a manner irreconcilable with the role you are playing the creature gets another will save to instantly end the mystery. Interestingly enough this mystery doesn't alter the target's behavior to a degree where a sense motive check can reveal them as being under an enchantment unless an observer sees them interact with creature whose identity you stole.

Subsume Bonds
Path: Ephemeral Bonds
Level/School: 3rd/Enchantment [Mind Affecting][Void]
Range: Touch
Target: Creature Touched
Duration: 1 Day/Level (See below)
Saving Throw: Will Negates
Spell Resistance: Yes

With a touch you make a creature view their friends with distrust and suspicion as you slip into their friends' role.

If the target fails their saving throw they view all creatures except for you with an attitude of indifferent while they view you with the attitude of "Friendly". If someone tries to convince them that you are misleading or tricking them or are otherwise untrustworthy that creature needs to make an opposed charisma check versus you. If they fail the target views that creature negatively and shifts their attitude one step lower.


Ray of Befuddlement
Path: Stolen Knowledge
Level/School: 2nd/Necromancy [Void] [Mind Affecting]
Range: Close Range (25ft +5ft/2CL)
Effect: Ray
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: Yes

You produce a humming black ray of shadows which upon striking a creature seeps into their skin and causes disorientation.

This spell functions as Ray of Enfeeblement but instead of penalizing strength the penalty is applied to wisdom. If the target is currently under the effect of a Conduit's Mind Flay ability when the ray strikes them then they immediately take extra damage from that Mind Flay and Mind Shards as appropriate as if another round had passed. Only the strongest Mind Flay benefits from this effect. The caster also can leech some of that will power and give themselves a +2 bonus to will saves while this mystery lasts. The bonus to will saves increases to +4 at CL 12.



Reluctance
Path: Amassing Guilt
Level/School: 1st/Enchantment [Void] [Mind Affecting]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You cause a creature to regret their past actions and draw for their failures to the front of their minds.

You cause a creature to remember deep seated things they regret about their past actions. If the target fails their will save they take a -2 morale penalty on attack rolls and skill checks as well as lose any the benefits of any morale bonuses they are currently benefiting from for the duration of this mystery. This penalty increases to -3 at 6th level, -4 at 12th and -5 at 18th.

Siphon Hope
Path: Gathering Shadows
Level/School: 1st/Necromancy [Void]
Range: 60ft
Area: 60ft radius centered on yourself
Duration: Instantaneous + 1 Minute/Level (See Below)
Saving Throw: Will Negates
Spell Resistance: Yes

You draw hope from nearby creatures and use their strength of will to bolster yourself.

Every enemy within range must make a will save or become shaken for one round and prevents them from benefiting from any morale effects for one minute per caster level. Those under the effect of an ongoing Morale Effect or similar bonus lose such an effect if they fail their saving throw. The caster gains the benefit of those effects as if they had targeted her instead and last for 1 minute/level or their remaining duration whichever is shorter, after which they simply expire and don't return to their original target. In addition she gains a +1 morale bonus to attack rolls, skill checks and saving throws. This bonus increases by 1 for every 2 creatures that fail their will save against this mystery. This bonus caps at 3+ 1/4th the caster's caster level.


Sympathy
Path: Echoing Void
Level/School: 2nd/Enchantment (Compulsion) [Mind-Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: 1 Minute/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You echo your own current feelings and thoughts onto another creature.

When you cast this mystery select one creature, event, object or similar concept. If the target fails a will save then for the duration of this mystery they view the concept with the same exact feelings you do. If you viewed a creature as a great friend so will the target, if you consider a nearby creature a mortal enemy the target may attack the creature on the spot. If the target recalls a time where they thought differently they will simply assume they changed their mind. After this mystery expires their thoughts and emotions return to normal.

Veil of Shadows
Path: Haunting Absence
Level/School: 2nd/Illusion [Fear] [Void]
Range: Medium (100ft + 10ft/Level)
Target: One Creature Plus One Creature for Every 5 Caster Levels
Duration: 1 Round/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You surround the target's head with a veil of shadows blocking their senses.

The target creature is blinded for the duration of this mystery unless they can see through magical darkness or illusions as well as muting sounds reaching them giving them a -10 penalty on all listen checks while the mystery lasts. In addition, if they fail a will saving throw various extraordinary and supernatural senses they might have such as blindsight/blindsense, mind sight, life sight and similar senses are suppressed and they are shaken for the duration of this mystery. This ability can not escalate a creature's fear beyond the shaken condition. True Seeing or the ability to see through magical darkness grant immunity to this mystery.

Every round at the end of the target's turn they may make another will save, success ending the mystery.

Silva Stormrage
2020-03-28, 10:57 PM
Initiate Void Mysteries:

Alter Personality:
Path: Change of Fate
Level/School: 6th/Transmutation [Void]
Range: Medium (100ft + 10ft/Level)
Target: One living creature
Duration: Permanent (See Text)
Saving Throw: Will Negates
Spell Resistance: Yes

You flood the target with personality traits and emotions from the plane of shadows grafting them onto their mind and altering their behavior.

You shift a creature’s personality in various ways. You can add or remove major personality traits from the target, making them more prone to anger, more friendly towards strangers, more trusting, short tempered or more selfish as examples. However, you can’t exaggerate these traits to the extreme to make a creature constantly in a homicidal rage, they have to be within standard behavior ranges for a normal creature of their race.

You can also adjust how they view any creature by up to one step higher or lower (Thus indifferent -> Friendly or Helpful -> Friendly) to a maximum of Helpful. Multiple castings of this mystery do not stack and you can’t increase a creature’s attitude towards a creature more than 1 step from their original attitude with separate castings unless the effect has become ingrained (See below). This behavior modification is not an enchantment effect and can be altered via diplomacy checks but at a penalty. Diplomacy checks to alter this creature’s attitude against this mystery take a -15 penalty and diplomacy checks to alter this creature’s attitude in line with the mystery get a +5 bonus. For example, if the caster makes a creature view their friend negatively (Attitude shift from friendly to indifferent) their friend would have to make their diplomacy check at a -15 penalty to get them to be friendly again. However, if the caster altered a creature to go from indifferent to friendly to them and then tried to make a diplomacy check to improve their attitude from friendly to helpful they would not have such a penalty and instead get a +5 bonus.

This mystery is insidious and is hard to detect. A creature using divinations to try and detect it or its influence must make a CL check of DC 15 + your caster level. A failure has the divination indicate the creature is not under a mystery or other effect. Detect magic and arcane sight and similar effects fail to detect it, though dispel magic if cast on the subject can dispel it. If a creature is under the effects of this mystery for one continuous year the effects of this mystery become ingrained and the duration becomes instantaneous and can only be removed by a wish or miracle. A second casting of this mystery can then further alter their behavior and their attitudes beyond the 1st step from the first casting.

Cacophony of Emotions
Path: Horrific Melody
Level/School: 4th/Enchantment [Mind Affecting] [Void]
Range: 60ft
Target: Personal
Area: 60ft Radius Centered on Yourself
Duration: (See Text)
Saving Throw: Will Negates (Harmless) (See Text)
Spell Resistance: Yes

You produce a wailing song that causes those within range to suffer a variety of mental effects.

When you cast this mystery select one of the following emotions to determine this mystery's effects. All valid targets within range suffer the effects of this mystery. Each target is entitled to a will save to negate the effect of this mystery. Beyond the mechanical bonuses granted by the various emotions each target also experiences a constant surge of the emotion for as long as the mystery's effect lasts.


Joy: Targets are infused with joy and energy. All targets are immune to fear effects and gain a +4 morale bonus to strength, dexterity, and saving throws and a +30ft bonus to movement speed for one round per level.
Hope: Targets are filled with unending hope and determination. All targets gain a +6 morale bonus to will saves and 4 temporary hit points per caster level for one minute per level.
Fear: All targets are frightened for one minute and suffer a -4 penalty to will saves for one minute per caster level afterwards.
Apathy: Targets become bored and lethargic, unwilling to do anything. All targets are dazed for 1d4 rounds and fatigued for 1 minute per caster level.
Rage: Targets are filled with bloodthirst and anger. All targets suffer the effect of the spell Rage for one minute.
Love: Targets are filled with love for all creatures and are considered charmed to every creature they see for one minute per level. Targets get a +4 bonus on their saving throw against this version of the mystery and an additional +4 if they are in combat.


If you fail the Empathic Channeling check to cast this mystery but not by enough to disrupt the casting then it targets all creatures within the radius but if you succeed it only targets enemies or allies within range, the caster's choice.

Consume Mind:
Path: Gluttony of Knowledge
Level/School: 6th/Divination [Void]
Range: Personal
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You consume another creature’s brain devouring all scraps of knowledge and fragmentary memories that you can..

This mystery functions like the spell Absorb Mind (BoVD) except as noted here. First off you don’t need to physically eat the brain as you can send shadow magic to flood into a touched corpse or similar which destroys and consumes the brain instead.

Secondly, this mystery has an instantaneous duration as the memories which you can grab are etched onto your soul and can’t be forgotten. You also have a 50% chance to recall any piece of information (But if you fail this check you can’t try again, you simply didn’t get the information when you consumed their mind).

Finally this mystery has no corruption cost, though using it does inflict one point of wisdom drain due to the strain of absorbing so much of another creature’s memories.


Contest of Wills
Path Shattered Mind
Level/School: 4th/Enchantment [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Instantaneous or 1d6+1 rounds (See Text))
Saving Throw: None (See Text)
Spell Resistance: Yes

Rather than draw on the thoughts and lingering emotions from the plane of shadows you use the plane as a conduit to smash your will into your opponents.

Both the caster and the target creature must make opposed will saving throws however the caster has a -5 penalty for the purpose of this check. The loser of this check is stunned for 1d6+1 rounds. This stuns you even if you are normally immune to stunning but does not bypass the target's immunity to stunning effects if they have it. If the loser loses the check by 15 or more they take enough ability damage to drop their intelligence, wisdom and charisma scores drop to 0. This ability damage bypasses any resistance or immunities to ability damage they might have. If the loser loses by 25 or more they simply die outright from their mind shattering.

Creeping Suggestion
Path: Horrific Melody
Level/School: 6th/Enchantment (Compulsion) [Mind Affecting] [Void]
Range: Long (400ft + 40ft/Level)
Target: 10 Creatures/Level (As long as no two are further than 100ft from each other)
Duration: 1 Hour/Level
Saving Throw: Will Negates
Spell Resistance: Yes

Your voice seems to carry a charming tinge to it causing those listening to agree with you after your shadow infused words seeps into their mind.

You must be speaking in a powerful loud voice to cast this mystery and it affects as many targets within range as you can affect. When you cast this mystery you must speak a single phrase or command similar to the spell suggestion. Your words are infused with potent compelling shadow magic and after 10 minutes those targeted must make a will save or be compelled to follow your words as if affected by the spell Suggestion. Every hour after this initial will save each target gets another will save to throw off the effect.

Deep Rest
Path: Relaxing Shade
Level/School: 6th/Enchantment [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Living Creature
Duration: One Hour
Saving Throw: Will Partial
Spell Resistance: Yes

You cause one creature to effectively hibernate aided by the plane of shadows, recovering damage and even spells as their rest is bolstered by shadow magic.

The target must make a will save or fall asleep as the spell Hibernate (Frostburn). Even on a success they are fatigued for one hour. Regardless, if the target stays asleep for the full duration of this mystery they awake refreshed as if they had slept for a full 8 hours (Regaining hit points and ability damage as normal) and can recover some of their magical energy they might have spent for the day. A creature can recover one spell, or use of a mystery per 4 caster levels of the caster of the mystery. A psionic character can regain a number of power points equal to his manifester level instead of regaining a spell or use of a mystery. A particular creature can only regain spells from this mystery once per 24 hours at most.

Devouring Madness
Path: Mental Overclock
Level/School: 4th/Enchantment [Mind Affecting] [Void]
Range: Medium (100ft + 10ft/Level)
Target: One Creature
Duration: 1 Minute/Level (See Text)
Saving Throw: Will Partial
Spell Resistance: Yes

Your shadow magic slowly eats away at the target's psyche.

Upon casting this mystery the subject must make a will save, if they fail they take a 1d6 penalty to all of their mental ability scores, if they succeed they only take half that amount as a penalty to their mental ability scores (Minimum -1 Penalty). Each round after this they must make another will save at the start of their turn or have that penalty increased by 1 to a maximum amount equal to the caster's caster level +5. This penalty can not reduce a creature's ability score to 0 or below but if any of their mental ability scores reach 1 while this mystery is active they become confused for as long as this mystery lasts. Every minute after being first affected by this mystery a creature gets a will save to end this mystery. Once this mystery ends either via a successful will save, being dispelled or some other method the penalties to the target's mental ability scores do not return immediately are instead reduced at a rate of 1 per round until they are completely gone.

Dream Crowdsource
Path: Mental Overclock
Level/School: 5th/Divination [Void]
Range: Personal
Target: You
Duration: 1 Hour/Level
Saving Throw: None
Spell Resistance: None

Your enter and manipulate nearby creature's dreams to have them solve problems for you.

You must cast this mystery at night and in a location where at least one hundred creatures are sleeping within 10 miles of your current location, if you cast the mystery outside of those conditions the mystery fails. While this mystery is active you gain a +5 insight bonus on all intelligence checks and are treated as if you are trained in all knowledge checks. You are treated as if having the maximum ranks in Knowledge (Local) for your character level and can make such checks with a +10 competence bonus. In addition, you can as a standard action end this mystery's duration to gain insight on a puzzle, riddle, complicated problem or similar mental task. You don't necessarily solve the task or puzzle but you will gather keen insight on it.

Creatures immune to mind affecting abilities are immune to this and do not count towards the minimum number of creatures needed to cast this mystery. Creatures don't remember what types of problems you had them working on in their dreams but oftentimes sleeping creatures nearby when this mystery is cast remember dreams of schools and academies.

Escalating Doubt:
Path: Crushing Burden
Level/School: 4th/Enchantment [Mind Affecting][Void]
Casting Time: Swift Action
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 10 Minutes/Level
Saving Throw: Will Negates (See Text)
Spell Resistance: Yes

You quickly jam a batch of emotions into the target, if there are already vulnerabilities in the target’s mind this mystery is extra effective..

You inflict 1d4 points of wisdom damage to a target and give them a -2 penalty to will saves for the duration of this mystery. If they already are suffering from a penalty to their wisdom score, will save or have either wisdom damage or drain this mystery doesn’t have a saving throw and the damage and penalty increases to 1d6 and -3 respectively.

Flexible Mind:
Path: Cerebral Influence
Level/School: 5th/Enchantment [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You twist and shift a creature’s mindscape resulting in false connections and forgotten memories.

This mystery can modify a target’s mind and memories, making them remember false details and forget important information. When cast if the target fails their saving throw you can remove or modify any amount of memories that were formed within the last 24 hours. You are limited in how you can modify such memories however, you can make them remember the opposite of words being said or make a heartfelt reunion be remembered as a tragedy as their long lost friend insulted them and wished to never see them again. You can't, however, make them suddenly remember a giant dragon appearing before them in the middle of a marketplace and setting the city on fire. Such wide scale and dramatic alterations are. This mystery can only twist existing events, not fabricate new events outright or alter them into something else entirely. .

This mystery also doesn’t give you any insight into a creature’s memories and if you wish to alter a creature’s recollection of events you need to actually know that the events took place.

Memories lost by this mystery are lost forever unless recovered by other magics like modify memory or break enchantment.


Haunting Demons
Path: Shattered Mind
Level/School: 6th/Illusion [Fear] [Void]
Range: Medium (100ft + 10ft/Level)
Target: One Creature
Duration: 1 Round/Level
Saving Throw: Will Partial
Spell Resistance: Yes

As Lurking Terror Apprentice Mystery except as follows. The penalties to spot, listen and concentration checks increases to -10. In addition to the other effects the target is confused for 1d4 rounds every time they fail a saving throw against this effect. Fleeing from the caster results in them running in a random direction and attacking the caster results in them attacking a random square adjacent to them as if there were a creature there. If there is a creature in that square the target attacks that creature instead. Finally the wisdom damage is increased to 1d6.

Hopelessness:
Path: Crushing Burden
Level/School: 5th/Enchantment [Mind Affecting][Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Round/Level (See Below)
Saving Throw: Will Partial (See Text)
Spell Resistance: Yes

You infuse a sense of hopelessness into the target either sending them into a state of helpless apathy or knocking those with a weak sense of self into a coma with the nature of their inevitable fate.

When you cast this mystery you can choose one of two effects. 1) If the target fails their will save they are rendered prone and helpless for the duration of this spell as they are rendered apathetic to all things. 2) They take 1d6 charisma damage plus 1d6 per 4 CL and are dazed for 1 round. A successful saving throw halves the charisma damage and negates the daze.

Insidious Suggestion:
Path: Change of Fate
Level/School: 5th/Enchantment [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: See Text
Saving Throw: Will Negates
Spell Resistance: Yes

With a whisper your words constantly echo through the creature’s mind.

This mystery functions as the spell Insidious Suggestion (Races of Eberron) except as noted here. Learning this mystery grants you a +2 competence bonus on diplomacy, sense motive and bluff checks for creatures native to the plane of shadows instead of the spells normal bonus to skills for preparing it.

Invoke Passion
Path: Overwhelming Fervor
Level/School: 5th/Enchantment (Compulsion) [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: (See Text)
Saving Throw: Will Negates (See Text)
Spell Resistance: Yes

You drive a creature to a particular type of madness depending on the emotion invoked.

Upon casting the mystery the caster selects on emotion from the list below. The target must make a will save or suffer the effect based on the emotion selected.

Joy: The target is consumed in sheer ecstasy and is stunned for 1d6+1 rounds
Fear: The target is beset with terror. They are left cowering for 1d4+1 Rounds and left shaken for 1 hour after this. They are shaken for one minute even on a successful saving throw.
Wrath: The target descends into a bestial rage. The target gains a +6 bonus to morale bonus to strength and constitution for the duration of this mystery. For the duration of the mystery they must move to and make a melee attack against the closest creature they can see, thrashing and biting if they have no weapon on hand. This version of the mystery lasts for 1 round per caster level.
Depression: The target falls into a helpless stupor collapsing to the ground. The target falls to the ground prone for 1d4 rounds helpless and uncaring to the rest of the world.
Love: The target is treated as fanatic towards one creature of the caster's choice (this can be the caster) for one round/level. Every round at the end of the target's turn they get an additional will save to end this mystery early.


Knowledge Sear:
Path: Gluttony of Knowledge
Level/School: 4th/Necromancy [Void]
Range: Touch
Target: One Creature/2 Levels
Duration: 1 Round /Level (See Text)
Saving Throw: Fort Partial
Spell Resistance: Yes

You rot away the emotions and thoughts of various creatures in the plane of shadows and the effect propagates to their real minds..

You select one creature per two caster levels and those creatures suffer 1d4 points of non lethal damage per CL. In addition, for each creature you select one of the following additional effects. 1) -4 penalty to saving throws and skill checks for 1 hour per caster level 2) Fatigue and Sickened for one minute per caster level, 3) Nauseated for 1 round. A successful fortitude save halves the damage and negates the added effect. The caster doesn’t need to choose the same additional effect for each target..

Learned Helplessness:
Path: Crushing Burden
Level/School: 6th/Enchantment [Mind Affecting][Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Hour/Level
Saving Throw: None
Spell Resistance: Yes

You curse a subject such that each time he fails at something a lingering kernel of doubt at the back of his mind grows..

Whenever a creature fails at a task (Fails an attack roll, saving throw, skill check, etc) they gain a stacking -1 morale penalty to that check for the duration of this mystery, with each successive failure increases this check by 1. This penalty maxes out at a penalty equal to the caster’s casting modifier. For saving throws and skill checks they only receive a penalty on the specific save or skill check they failed (Failing a fortitude save only applies a -1 penalty to fortitude not will saves and failing a diplomacy check only applies that penalty to diplomacy not sense motive checks). Failed attack rolls apply to all attack rolls however.

Memory Tear
Path: Shattered Mind
Level/School: 5th/Enchantment [Mind Affecting] [Void]
Casting Time: One Minute
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Will Partial
Spell Resistance: Yes

You conjure a glob of shifting shadow energy around the target which rips away their recent memory and banishes their thoughts to the plane of shadows, forever to be lost.

Lacking the standard subtly of shadow magic you simply banish large portions of the target's memory to the plane of shadows. If they fail a will save you can remove up to a day of contiguous memory from the subject. This memory must be recent and must be within 30 days. The caster must know generally what memories they wish to remove or what timeframe of memories they wish to remove. This mystery does not grant any insight into the target's mind. The target will know something is wrong and that they are missing memory but obviously won't be able to remember any of the specific memories lost. A break enchantment or similar spell can restore the memories but only if cast within a week of the target initially losing their memories, any longer and the thoughts are consumed into the plane of shadows lost forever without the use of a Miracle or Wish to retrieve them. If a target succeeds on their saving throw you can still remove their memory but only up to a minute of their memory. However, they still notice an obvious gap in their memory from this effect.

At caster level 14 the amount of memory the caster can remove is increased to up to one day per 5 caster levels. It still must be contiguous and within 30 days though.

Mental Onslaught
Path: Overwhelming Fervor
Level/School: 4th/Enchantment [Mind Affecting] [Void]
Range: Medium (100ft + 10ft/Level)
Target: One Creature
Duration: 1d4 Rounds + 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

You pull a brutal onslaught of images, thoughts and lingering dread from the plane of shadows and shove it at a creature.

The target must make a will save or be stunned for 1d4 rounds from the sheer intensity of sudden intrusive thoughts shoved into their mind. After this duration expires they are confused for 1 round per caster level. If they succeed on the initial saving throw they are instead confused for one round instead.

Mental Onslaught, Mass
Path: Overwhelming Fervor
Level/School: 6th/Enchantment [Mind Affecting] [Void]
Range: Medium (100ft + 10ft/Level)
Target: One Creature/Level (No two of which are more than 30ft apart)
Duration: 1d4 Rounds + 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

As Mental Onslaught except it targets one creature per level.

Nimble Shadows
Path: Relaxing Shade
Level/School: 5th/Transmutation [Void]
Range: Medium (100ft + 10ft/Level)
Targets: One Creature/Level (No two of which can be further than 30ft from each other)
Duration: 1 Round/2 Levels
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

Your allies can not tire as their bodies are relaxed by a constant stream of soothing shadows.

All creatures targeted by this ability are cloaked in a thin cloak of darkness, this cloak doesn't grant any concealment but does grant a +4 bonus to hide checks. More importantly though this cloak of shadows grants immunity to fatigue and exhaustion while this mystery is in effect as well as granting a +4 bonus to dexterity and doubling the targets movement speed. Most impressively this cloak effectively allows the target to recover damage as if he had rested a full night of sleep each round. This allows them to recover 5 hit points a round and recover one point of ability damage in all scores to a maximum of 4 ability damage cured from each ability score.


Mind Leech
Path: Mental Overclock
Level/School: 6th/Necromancy [Mind Affecting] [Void]
Range: Medium (100ft + 10ft/Level)
Area: 30ft Radius Spread
Duration: 10 Minutes/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You siphon away parts of a creatures' mind to bolster your own mental processing power.

Every creature other than yourself within the radius of this mystery must make a will save, failure means they take a 1d6+2 penalty on intelligence and wisdom for the duration of this mystery and are fatigued. You gain an insight bonus to intelligence equal to 4+2 for every creature who fails this saving throw. This insight bonus is capped at a maximum amount equal to 4 + 1/2 your caster level.


Reinvigorate
Path: Relaxing Shade
Level/School: 4th/Transmutation [Void]
Range: Medium (100ft + 10ft/Level)
Area: 20ft Radius Spread
Duration: Instantaneous
Saving Throw: Will Partial
Spell Resistance: Yes

You patch wounds and fatigue of your allies with soothing shadowstuff, it may not cure the injuries outright but it certainly soothes the wound.

All allies within the area of this mystery can transform 5 hit points per caster level of hit point damage to non lethal damage and can then heal 2 points of non lethal damage per caster level. In addition, allies are healed of the fatigued or exhausted condition and two points of ability damage from all ability scores.

Rotting Mind:
Path: Cerebral Influence
Level/School: 4th/Necromancy [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature/2 Levels
Duration: 1 Round /Level (See Text)
Saving Throw: Fort Partial
Spell Resistance: Yes

You rot away the emotions and thoughts of various creatures in the plane of shadows and the effect propagates to their real minds..

You select one creature per two caster levels and those creatures suffer 1d4 points of non lethal damage per CL. In addition, for each creature you select one of the following additional effects. 1) -4 penalty to saving throws and skill checks for 1 hour per caster level 2) Fatigue and Sickened for one minute per caster level, 3) Nauseated for 1 round. A successful fortitude save halves the damage and negates the added effect. The caster doesn’t need to choose the same additional effect for each target..

Shadow’s Influence:
Path: Spectral Dread
Level/School: 6th/Transmutation [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Minute/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You alter the relationship between a target and his shadowy reflection allowing his shadow to make decisions for him while pumping his shadow with harmful emotions from the plane of shadow..

A creature target by this mystery has his shadow make his decisions on his turn 50% of the time, roll this percent chance at the start of his turn and his shadow makes his decisions until the end of his current turn. His shadow rolls a 1d4 and does one of the following actions. If the shadow controlled the creature’s actions last turn then you don’t roll and just repeat the action that they previously took.

1 Cowardice: Flees the fight to the best of his ability by himself.
2 Cruelty: Attacks the closest creature to the best of his abilities with his most damaging or lethal attack.
3 Apathy: Lies down prone and does nothing else.
4 Avaricious: Tries to steal the most valuable possession he does not possess with force


A will save reduces the chance his shadow makes his turn to 25%. A creature’s shadow can not take control of them if the creature is in the radius of a light spell of at least 5th level.

Shift Choice:
Path: Change of Fate
Level/School: 4th/Transmutation [Void]
Casting Time: 10 Minutes
Range: Touch
Target: One Shadowcaster or Creature Native to the Plane of Shadows
Duration: Instantaneous
Saving Throw: Fort Negates (Harmless)
Spell Resistance: Yes

You alter a previous choice a character has made rearranging their skills and abilities to match the new choice.

This mystery functions as psychic reformation except as noted here. It can only target someone capable of casting mysteries or a creature native to the plane of shadows or who has the dark template (Temporarily gaining the template by using abilities or items like the Collar of Umbral Metamorphosis do not count for this mystery). This mystery does not cost experience points and can be used for choices made at all levels.

A creature can only be target by this mystery once per week.

Skill Siphon:
Path: Gluttony of Knowledge
Level/School: 5th/Enchantment [Mind Affecting] [Void]
Range: Touch
Target: One Creature
Duration: 1 Day/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You reach into a subject’s mind and drain away their experiences into the plane of Shadows.

By leeching another creature’s skills you can take on those experiences and knowledge for yourself. A creature who fails a saving throw against this ability loses all skill ranks that they had in one skill of your choosing. If the creature had more ranks in that skill than you, you are treated as if you had that creature’s skill ranks for that skill for the duration of this mystery. If you had more skill ranks than you simply gain a +3 bonus on that skill for the duration of this mystery. You can only have three instances of this mystery active at any given time and when it ends the other creature regains the lost skill point ranks. Dispelling the target does not end the effect as the ongoing spell effect is solely on the caster, if the caster is dispelled and this effect is dispelled than the skill ranks are returned as above. If the target passes their saving throw they gain no skill ranks but take a -3 penalty to that skill for 1 day per level.

Regardless if the creature passes or fails the saving throw they gain 2 negative levels from the loss of experience.

You can not use skill ranks granted by this mystery to qualify for anything such as feats, prestige classes or similar prerequisites.

Summon Figment:
Path: Spectral Dread
Level/School: 4th/Necromancy [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Effect: One Summoned Shadow Figment
Duration: 1 Round /Level
Saving Throw: None
Spell Resistance: Yes

You conjure a summoned figment of reanimated emotions from the plane of shadows. This figment haunts a creature and attacks them with no other creature being able to see or interact with the figment..

You summon a figment made of shadow essence that strikes at a target. When you cast this mystery the figment makes one attack initially and then acts at the start of your turn every round after. This figment can not be detected or interacted with by any other creature other than you and the target. However, this figment can’t harm or interact with anything other than the target (It simply phases through objects and environmental effects not created by the target). This mystery can’t be used on creatures immune to mind affecting effects.

This figment has 5 HP/CL and has a bonus to hit equal to your CL plus your primary casting modifier. A successful touch attack deals 1d6+1 wisdom damage to the target with a will save (DC equal to this mystery’s DC) halves the damage. The figment has a perfect fly speed of 40ft. Its saving throws are equal to your caster level and its AC is 10 + your primary casting ability modifier (Deflection bonus). The figment is mindless and has the undead type.

Summon Figment, Mass:
Path: Spectral Dread
Level/School: 6th/Necromancy [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature/Level all within 30ft radius
Effect: One Summoned Shadow Figment/level
Duration: 1 Round /Level
Saving Throw: None
Spell Resistance: Yes

You conjure a host of summoned figments of reanimated emotions from the plane of shadows that haunt a crowd.

As summon figment except this mystery targets one creature per level and summons a figment for each one of them.

Summon Nightmare Beast:
Path: Spectral Dread
Level/School: 5th/Conjuration [Void]
Range: Close (25ft + 5ft/2 Levels)
Effect: One Summoned Shadow Figment
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: Yes

You conjure a mass of shadow energy and infuse it with the fears and imaginations of those lingering thoughts in the plane of shadows..

You summon a medium shadow elemental that acts and attacks like it was summoned via Summon Monster I but with a few modifications.

When summoned you can choose to shape it into one of three bestial forms.
Snake: This elemental becomes a great serpent and its touch attack applies a 1d6/1d6 con damage poison with a DC equal to this mystery’s saving throw DC.
Bear: This elemental takes the form of a large bear gaining a bonus to hit and damage equal to your primary ability score modifier.
Dragon: This elemental takes the form of a dragon and gains a 60ft cone breath weapon that deals 1d6 cold damage per every 2 caster levels. This breath weapon has a 1d4 round cooldown and a reflex save for half with a DC equal to this mystery’s saving throw DC.

Regardless of which form chosen the elemental heals rapidly in shadowy concealment and gains fast healing 15 in such conditions.

At CL 11 You can summon a large Shadow Elemental and every 2 caster levels beyond that increase the stage by 1 to a maximum of elder shadow elementals at CL 17

Whispers of the Void
Path: Horrific Melody
Level/School: 5th/Enchantment [Mind Affecting] [Void]
Range: Medium (100ft + 10ft/Level)
Area: 20ft Radius Spread
Duration: 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

A constant stream of haunting whispers drill into creature's skulls driving them to madness.

The caster fills an area with a horrific invisible force of madness drawn from the plane of shadows. All creatures within the area of this mystery take a -4 penalty on will saving throws. At the start of a creature's turn if they are within the area of this mystery they must make a will save. If they fail they are shaken for 1d4 rounds. If they are already shaken they become panicked for 1d4 rounds, if they are already panicked they are confused for 1d4 minutes. Regardless of their saving throw every round they remain within the area they take 1 point of wisdom damage. The caster of this mystery is immune to its effects.

Silva Stormrage
2020-03-28, 10:58 PM
Master Void Mysteries:

Cleanse Emotion
Path: Utter Dispassion
Level/School: 7th/Enchantment [Mind-Affecting] [Void]
Range: 30ft
Target: You
Duration: 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

You remove the emotions of all creatures nearby rendering them motionless.

All creatures within 30ft of you must make a will save or be dazed for 1 round per level and lose all morale bonuses for the duration of this mystery as they lose all ability to care about their surroundings. Those that succeed on the will saving throw still lose all morale bonuses and become fatigued for the duration of the mystery.

Collective Willpower
Path: Indomitable Will
Level/School: 9th/Enchantment [Mind Affecting] [Void]
Casting Time:Swift Action
Range: Personal
Target: You
Duration: 1 Minute
Saving Throw: None
Spell Resistance: Yes

You draw upon the plane of shadows to supplement your own willpower granting you the ability to utterly shrug off many effects

You gain the Improved Mettle class feature for the duration of this mystery, meaning that if an effect has a partial effect on a will or fortitude save even on a successful save you only take the partial effect and if you succeed you take no effect.


Contagious Panic
Path: Primal Horror
Level/School: 9th/Necromancy [Fear] [Void]
Range: 120ft
Area: Cone Shaped Burst
Duration: 1 Round/Level (See Text)
Saving Throw: Will Partial
Spell Resistance: Yes

You unleash a terrible wave of shadow magic which grips the hearts of those who suffer its effects causing them to bolt on the spot

All enemies within the range of this mystery must make a will save or be panicked for 1 round per level and flee from the caster at top speed. Even if they succeed they are still rendered shaken for one minute. Any creature not in the initial area who sees a creature panicked by the initial casting of this mystery for the first time must also make a will saving throw or become panicked for one round per level. Whenever a creature no longer is panicked due to this mystery's duration expiring on them they must make another will save against this mystery’s original DC, failure means the duration resets for the maximum duration again.

The caster of this mystery and a number of creatures equal to his caster level selected at the casting of this mystery are immune to its effects.

Corruptive Madness
Path: Creeping Madness
Level/School: 9th/Transmutation [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: One Day/Level until Discharged
Saving Throw: None/Will Partial (See Text)
Spell Resistance: Yes

You implant a horrific curse into a creature which can rapidly grow and consume the creature's form and mind.

When you cast this mystery on a creature you implant a subtle curse which lays dormant until some condition triggers it. The caster can set any basically any condition to trigger the effect but it must be something that the targeted creature can determine with their own senses. For example you could set it to trigger once the target has seen a particular creature or picture but you couldn't set it to trigger when an invisible creature sneaks past the target as the target is by definition unaware of the sneaking creature. The caster can also have the curse activate immediately if he so wishes. There is no saving throw to resist the implementation of the curse. The curse can't be dispelled and a dormant curse can only be removed by a miracle or wish or a remove curse spell cast by a spellcaster of at least 17th level.

Once the curse activates the target's form gets wrapped up and consumed by constantly writhing black shadows which attack him. These shadows obscure his vision blinding him as long as this mystery lasts but more importantly they corrupt his mind. Every round the target must make a will save or take 1d6 points of wisdom drain and be stunned for one round. If they succeed on three consecutive saving throws the curse is broken and the mystery ends.

If they are drained to 0 wisdom while this mystery is active however, the shadows corrupt and take over their body and mind transforming them into a vicious shadow creature. They gain 5 temporary hit points per HD they have as well as a +8 profane bonus to strength, dexterity, constitution attack rolls and natural armor. They gain two claw attacks of an appropriate damage for their size, gain the dark template and gain regeneration 20 which is bypassed by fire and is suppressed when in lightning conditions brighter than shadowy concealment. They also become able to function while at 0 wisdom and become nearly feral, attacking any creature nearby who doesn't have the dark template or is a native to the plane of shadows. They keep their other abilities they might have had and any abilities that relied on wisdom are now determined by the creature's charisma score. This monstrous state only lasts for one hour per caster level before the shadow magics wears itself out and the creature collapses back to the ground. However, time spent in shadowy concealment or darker conditions does not count against this duration.

Empowered Self
Path: Stolen Will
Level/School: 7th/Enchantment [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 3 Rounds and 1 Minute (See Text)
Saving Throw: Fort Negates (Harmless)
Spell Resistance: Yes

You flood a creature with hope and courage but when those emotions fade they become cowardly and shaken.

You infuse a creature with all the lingering remnants of hope and courage that you can muster from the Plane of Shadows granting the target a +10 morale bonus to attack rolls, saving throws and skill checks for 3 rounds. However, when those 3 rounds expire they lose the bonus and instead suffer a -5 morale penalty to those same statistics due to the receding wave of courage draining their own hope to the plane of shadows.

Ephemeral Presence
Path: Spectral Presence
Level/School: 9th/Enchantment [Mind Affecting] [Void]
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: Will Partial (See Text)
Spell Resistance: Yes

Your very existence and form fade into forgotten memory as soon as creatures can no longer observe you.

If a creature loses line of sight to you while this mystery is active they must make a will save or forget you and your recent actions. This mystery can't make a target forget actions taken while this mystery was not active but for all other actions the creature loses enough details to be mostly pointless. For example, if a creature was engaged in combat with a shadowcaster who has this mystery active who then teleports away the creature would be forced to make a will save or forget about the shadowcaster. The creature would vaguely recall that he was fighting someone in the past minute or so but he wouldn't recall anything about the actual fight, the identity of the shadowcaster or even how the shadowcaster left the fight only that they did. Modify memory and similar spells can't restore a creature's memory, only a wish or miracle spell cast can do so.

Even if a creature succeeds on their saving throw their memory of the encounter becomes hazy. They need to pass a DC 40 spot check to recall enough information about your form to recall enough information to identify you. After the first save the creature must make a single will save every additional 24 hours have passed or lose memories as above. They must make this saving through at midnight every day until 6 nights have passed.


Ephemeral Puppet
Path: Consuming Desires
Level/School: 8th/Conjuration[Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Day/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You force emotions into the target's mind changing how they feel about certain things

You create a funnel inside the creature's skull drawing various emotions from the plane of shadows into their mind. You can set up conditions and change how the target will feel regarding certain behaviors and actions. Thus you could configure the mystery such that anytime they see a guard they become homicidally angry, or perhaps have them fall madly in love with a particular noble woman. You can change the configuration of this mystery as a move action as long as you remain within line of sight of the target. You can create as complicated or simple rules as you like and can change or create any of them with a single move action.

This mystery is very hard to detect, it is not an ongoing enchantment effect and detect magic and arcane sight can not detect it. If the target is being observed while this mystery is changing their emotional behavior than the observer would see a quick flash of conjuration magic but then see it fade. A sense motive check DC 35 is needed to determine anything is wrong with the target unless this mystery forces gross emotional manipulation.

Font of Hope
Path: Indomitable Will
Level/School: 8th/Enchantment [Mind-Affecting] [Void]
Range: 30ft
Target: You
Duration: 1 Minute/level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You act as a beacon of hope and inspiration to those nearby.

This mystery dispels all fear effects and emotional manipulation regarding despair of apathy from allies within 30ft. While allies are within 30ft of you they gain the benefits of the spell Greater Heroism and gain 10 temporary hit points. These temporary hit points refresh at the start of each turn an ally starts within 30ft of you while this mystery lasts.

Forgotten Steps
Path: Spectral Presence
Level/School: 7th/Enchantment [Mind Affecting] [Void]
Range: Personal
Target: You
Duration: 10 Minutes/Level
Saving Throw: Will Negates (See Text)
Spell Resistance: Yes

Creatures have trouble focusing on your presence.

If a creature sees you or can otherwise pinpoint you or your square they must make a will save. Failure means they instead fail to spot you or pinpoint your square and they simply ignore your presence as the shadow magic causes their eyes to gloss over your form. They get an additional will save every round to locate you and once they succeed they are immune to this casting of the mystery. This mystery's DC increases by 2 if you are in shadowy concealment and an additional 2 if you are in pitch black darkness or are in magical darkness.

God King
Path: Consuming Desires
Level/School: 9th/Enchantment [Mind Affecting] [Void]
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: Will Partial (See Text)
Spell Resistance: Yes

Your compel your targets to view yourself as an almighty god king deserving of worship and obedience.

When you cast this mystery you must choose whether you want to focus on a single target or a group of creatures. If you focus on a single creature than each round this mystery is active you can target a single creature adjacent to you. That creature needs to make a will save or be rendered fanatic towards you for the duration of this mystery. If they succeed they are still fanatic towards you for a single round before they regain their senses. Once a creature succeeds they are immune to this mystery for the rest of the duration.

If you target a group than all creatures within 60ft must make a will save or be rendered fanatic towards you for the duration of this mystery. A successful will save negates this effect.

Haunted Path
Path: Compelling Apparitions
Level/School: 9th/Enchantment (Compulsion) [Mind Affecting] [Void]
Casting Time: 1 Minute
Range: Touch
Area: 30ft Radius Spread
Duration: 1 Day/Level
Saving Throw: Will Negates
Spell Resistance: Yes

Lingering shadows creep in the corners of the space whispering to those who enter.

You enchant a large area and imbue it with corrupting influences from the plane of shadows. Creatures who enter the area must make a will save or suffer the effect of the spell Suggestion, with the particular command the suggestion implants is set by the caster at the time of casting this mystery. The command is whispered telepathically in the back of the creature's mind, they don't remember the command consciously. They may change the command with a minute of effort while touching the area of effect of this mystery.

A particular caster can only have three instances of this mystery active at any given time. Casting a fourth instance dispels a random previously cast one.

Hollow Life
Path: Fading Existence
Level/School: 7th/Necromancy [Death] [Mind Affecting] [Void]
Components: XP
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Instantaneous
Saving Throw: Fort Negates and Will Negates (See Text)
Spell Resistance: Yes

You break apart a target's essence slaying them and removing their bonds with others.

A creature who fails their saving throw against this effect dies and has their body disintegrated and removed from reality fading into nothingness. More devastating though is that all creatures not immune to Mind Affecting spells forget all details about the creature as this mystery finds details and thoughts about them in the plane of shadows and devours them. If they encounter hard evidence of the target's existence and their relevance to themselves a creature can make a will save versus this mystery's saving throw DC to remember vague details about the creature. A greater restoration, miracle or wish can restore a creature's memory of the target creature. The caster is immune to this effect.

XP Component: 100 XP. If the caster wishes to not cause the memory loss to other creatures than they do not need to pay this XP cost.
Mental Bolster
Path: Shifting Soul
Level/School: 7th/Transmutation [Mind-Affecting] [Void]
Range: Personal
Target: You
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: Yes

You gather lingering essence from the plane of shadows and use it to bolster aspects of your mind.

Using the thoughts and energy from the plane of shadows all your mental ability scores are treated as if they were equal to your highest mental ability score for the duration of this mystery. This effect is always applied last amongst spells and other effects and subsequent enchantments to your lower mental ability scores do not stack with this ability. Thus if a creature has 26 intelligence 14 wisdom and 10 charisma their wisdom and charisma scores would be equal to their intelligence score for the duration of this mystery. If the same creature received an owl's wisdom spell or was wearing a +4 Periapt of Wisdom their wisdom score would still be equal to 26 rather than be increased to 30.

Morale Theft
Path: Stolen Will
Level/School: 7th/Necromancy [Fear] [Void]
Range: Long (400ft + 40ft/Caster Level)
Effect: 20ft radius spread
Duration: 1 Round/Level and 10 Minutes/Level (See Text)
Saving Throw: Will Partial
Spell Resistance: Yes

You drain the hope and courage from a group of enemies and grant it to a single ally.

All creatures within the area of effect of this mystery must succeed on a Will saving throw or cower for 1 round per level. A succesfull saving throw renders them shaken for 5 rounds. If at least one sapient creature (Int is higher than 3) fails the saving throw you may select a single creature within range. That creature gets a +1 morale bonus on attack rolls, skill checks, saving throws and ability checks equal to the number of sapient creatures rendered cowering by this mystery, up to a maximum of +10.

Mystery Shift
Path: Shifting Soul
Level/School: 8th/Transmutation [Mind-Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Round/Level (See Text)
Saving Throw: Fort Partial(Harmless)
Spell Resistance: Yes

You alter how a particular creature casts their spells.

By applying a filter of shadow magic on a creature you can alter their spellcasting ability. The targeted creature gains the benefits of two metamagic, metashadow, metapsionic or similar feats that they qualify for. They can now use these feats for the duration of this spell. If the target is a prepared spellcaster then they still can't apply these feats to the spells already prepared. However, if you cast this spell on such a caster while they are preparing their spells then they can use these feats on spells they are preparing for the day.

If you target an enemy you can instead of granting them metamagic feats you can cancel their ability to use metamagic, metashadow, metapsionic or similar feats. This has no effect on a creature who prepares their spells as the metamagic or equivalent feats has already been applied to the spells when they were prepared. If they succeed on their fortitude save to resist this effect then they can't use metamagic or similar feats for one round.

Neglected Presence
Path: Fading Existence
Level/School: 7th/Illusion [Mind-Affecting] [Void]
Casting Time: Swift Action
Range: Personal
Target: You
Duration: 1 Round
Saving Throw: None
Spell Resistance: No

You cloak your very existence preventing other creatures from remembering you exist.

You partially remove yourself from reality wiping yourself from other creature's memories. This prevents living creatures from targeting or noticing you in anyway unless they are immune to mind affecting abilities. Contingent spell effects and other triggers from objects or traps still trigger from your presence, this mystery only affects creatures. This mystery can not be extended or have it's duration enhanced in anyway even via metashadow feats.

Obsession
Path: Consuming Desires
Level/School: 7th/Enchantment [Mind Affecting] [Void]
Casting Time: Varies (See Text)
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Varies (See Text)
Saving Throw: Will Partial (See Text)
Spell Resistance: Yes

You force a target to be obsessed in some way with an item or creature, making them desire to possess or interact with it in some way.

When you cast this mystery on a creature you cause it to develop an obsession with an object or creature. You can decide what type of obsession it is, you could force them to develop an obsession with possessing an item they know about or an obsession with using a particular item where they will use it as often as possible. For creatures you can make them obsessed to help or to harm the creature. An obsession to help has them fall madly in love with the target willing to do essentially anything for them (Treat as fanatic towards that creature) while harm means they will try to kill the creature to the best of their ability.

The duration of this mystery depends on how long you spend casting it. If you spend a standard action to cast this the duration is 1d4+1 rounds. If you spend one round to cast this then the mystery lasts for 1 minute per caster level. If you spend 10 minutes to cast this mystery the duration increases to 1 day per level.

If a creature passes the saving throw then the duration is 1 round regardless of the casting time.

Otherworldly Horror
Path: Primal Horror
Level/School: 8th/Illusion [Fear] [Mind-Affecting] [Void]
Range: 30ft
Target: You
Duration: 1 Round/level
Saving Throw: Will Partial
Spell Resistance: Yes

Any creature observing you sees only a vague shadow outline until it shifts and they see a horrific vision.

When you cast this mystery a cloak of dark shadows covers your form, this doesn't impair your vision but any creature unable to see through illusions or magical darkness can't make out any features of your form or gear. As long as this mystery lasts the first time an enemy sees you they must make a will save or suffer the effects of the spell Fear and take 1d4 points of wisdom damage from the terror. Enemies within 30ft of you also must make a will save in order to attack you, failure means they have to attack any other target instead of you. Once they succeed on a single save to attack you they are immune to this mystery's effect.

A blind creature or one with true seeing is immune to this mystery's effect.

Perfect Drone
Path: Utter Dispassion
Level/School: 9th/Enchantment [Compulsion] [Mind-Affecting] [Void]
Range: Close (25ft +5ft/2 Levels)
Target: One Creature
Duration: 1 Day/Level
Saving Throw: Will Partial
Spell Resistance: Yes

You attempt to turn a creature into a perfectly obedient drone bound to your will.

If the creature fails the will saving throw against this mystery they are bound to your will as you siphon all emotions from the target and compel them to obey your commands. As the creature has no strong emotions while this mystery is active they can't muster any reason to resist your commands and don't get a will save to break out like a dominated subject might if you order it to do something against their morale code. While this is a compulsion effect, effects that suppress compulsions don't free the target, they simply prevent the target from being issued new commands and render the target in a state of apathetic stupor (Treat as daze).

You do have a telepathic bond with your subject which you can use to compel them from any distance though you can't share their senses nor can they communicate back with you.

If they succeed on the saving throw they are dazed for 1 round.

Personal Banshee
Path: Primal Horror
Level/School: 7th/Necromancy [Fear] [Mind-Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 2 Rounds/Level (See Text)
Saving Throw: Will Partial
Spell Resistance: Yes

A constant horrific screaming that only the target can hear cries out

When cast this mystery causes the target to hallucinate a terrible scream. While this mystery lasts the target takes a -15 penalty on listen checks as the screaming in their ear prevents them from hearing almost anything. Every round at the start of the target's turn they must make a will save. Failure causes them to become shaken for the remaining duration of the mystery. If they are already shaken they become frightened for the same duration, if they are frightened then they become panicked and if they are panicked then they cower for the duration. If they were panicked or cowering at the end of this mystery the haunting echoes of the wails they heard haunt them and disrupt their psyche, rendering them confused for one minute per level after the mystery ends. This confusion can't be dispelled.

Psyche Implosion
Path: Creeping Madness
Level/School: 7th/Enchantment (Compulsion) [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: Permanent
Saving Throw: Will Partial
Spell Resistance: Yes

The thoughts and power from the plane of shadows you send into a creature break and twists their mind.

This mystery functions like the spell Insanity except if a creature passes the will save they take 1d8+2 wisdom damage.

Redirect Focus
Path: Spectral Presence
Level/School: 8th/Enchantment [Mind Affecting] [Void]
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: Yes

You cloak yourself in faint shadows which seem to hide your capabilities and threat from nearby creatures.

All enemies within 100ft fail to recognize you as a major threat compared to other targets. If there are other creatures or dangers which are roughly as dangerous as you nearby enemies will focus those dangers instead. The other dangers must be roughly on par with you for this mystery's magic to work, it won't force enemies to attack level 1 commoners before a 15th level shadowcaster. This also doesn't prevent enemies from hitting you in area of effect attacks as long as they are also hitting other dangerous enemies with the attack as well.

Summon Terror Wraith
Path: Fading Existence
Level/School: 8th/Necromancy [Void]
Range: Medium (100ft + 10ft/level)
Effect: One summoned Terror Wraith
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No

You animate a fearsome wraith from coalesced thoughts and fears from the plane of shadows.

This mystery functions as summon monster except as noted here. You summon one Terror Wraith which has the base statistics of a Dread Wraith except as noted here. It deals 1d8 wisdom damage in addition to it's normal constitution damage with it's draining touch attack and the touch attack's saving throw DC equals this mystery's saving throw DC. In addition, a creature successfully touched by the Terror Wraith must make a DC 25 save or be affected by the spell fear at CL 15. This wraith has a bonus to hit equal to your casting modifier and an additional 50 maximum hit points.


Soul Twist
Path: Shifting Soul
Level/School: 9th/Transmutation [Void]
Range: Personal
Target: You
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: Yes

You alter and shift your own past granting you abilities you shouldn't have.

By stretching and inserting fragments of history and other people's experiences into your own soul you grant yourself a modicum of their abilities. When you cast this mystery grant yourself one class feature from any non epic class. You can only select a class feature if the level the class would give it to you is equal to or less than 1/2 your caster level. You can gain abilities from prestige classes but they count as if they granted their ability at class level 5 higher than normal (Thus in order to select a 5th level PRC class feature you would need a CL of 20). You can only have one instance of this mystery active at a given time, casting this mystery again ends the first casting.

You can not select spellcasting or any class feature that grants you access to a similar "System" such as maneuvers, psionics, binding, true naming, etc. Nor can you select any class feature that grants you an ability to regain spells, psionic powers or mysteries. If an ability a class feature grants you has a limited number of times it can be used in a given day or week then you are restricted to that limit as well. This includes if you cast this mystery again, if a class feature can only be used once a week then you must wait a full week before casting this mystery to grant yourself that class feature again.

Surge of Shadows
Path: Stolen Will
Level/School: 9th/Abjuration [Mind Affecting] [Void]
Range: Long (400ft + 40ft/Caster Level)
Effect: 30ft radius spread
Duration: 24 Hours (See Text)
Saving Throw: None (See Text)
Spell Resistance: Yes

You grant a powerful infusion of shadow essence to many creatures and they can retain the essence as long as their willpower remains strong.

You grant all allied creatures within the radius a slew of buffs and enchantments including, Immunity to Mind Affecting and Fear effects, +4 Morale Bonus to all mental ability scores, +4 morale bonus to attack rolls, saving throws and skill checks. However, this essence is difficult to hold onto. Each round at the end of a creature's turn they must make a will save (DC 25) or lose the benefits of this mystery immediately.

True Neutrality
Path: Utter Dispassion
Level/School: 8th/Enchantment [Mind-Affecting] [Void]
Range: Close (25ft +5ft/2 Levels)
Target: One Creature
Duration: 1 Minute/Level
Saving Throw: No
Spell Resistance: Yes

You abolish the emotions a single creature preventing them from doing anything.

A single creature is rendered perfectly indifferent, treat the creature as dazed except they immediately stop being dazed if they take any damage or if something presents an obvious danger to it as the creature's subconscious fight or flight instincts shake of the lethargy of this mystery.


Twisted Desire
Void: Compelling Apparitions
Level/School: 7th/Enchantment (Compulsion) [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Day/Level
Saving Throw: Will Negates
Spell Resistance: Yes

You implant a subtle curse with your shadow magic causing a creature to view your words as compelling orders.

If the target fails their will saving throw with a -3 penalty to resist this effect then once per round when you are speaking to them they are compelled to follow your orders as if by a suggestion spell. The target gets no additional will saves to resist these commands. This mystery produces very subtle compulsions and other creatures need to pass a DC 40 sense motive check to detect this mystery's effect on a creature. In addition, due to the subtle nature of this enchantment Detect Magic, Arcane Sight, and similar magical detection can not detect this magic unless they also have True Seeing or similar effect active. Even after the mystery has expired the target is not aware of being manipulated and will just think they made some poor choices if the orders caused them to do things out of norm for themselves.

Umbral Compulsion
Path: Compelling Apparitions
Level/School: 8th/Enchantment (Compulsion) [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Day/Level
Saving Throw: Will Partial (See Text)
Spell Resistance: Yes

The night itself compels and twists a creature's thoughts.

A creature who fails their will save against this spell has no idea something has gone horribly wrong. Whenever the sun has set and the creature falls asleep this mystery activates its effects and dominates the creature as the spell dominate monster. This effect bypasses protection from evil and similar spells that protect against mind affecting spells if the spell is below 6th level. The caster of this mystery has a telepathic link and can see and hear out of the target's senses while they are dominated and issue commands to their new minion from anywhere. The dominated target acts fairly normal for a dominated creature and it takes a DC 30 sense motive check to notice something is wrong with the creature instead of the normal DC of 15.

Upon the sun rising the creature wakes up with no memory of what has happened during the night except the feeling of getting a poor night's sleep. They are freed from the dominate effect until they fall asleep the next night. While it is daytime this mystery can not be detected by divinations or effects such as detect magic or arcane sight. However, while the target is dominated the mystery is detectable as normal.

If the target passes their saving throw and the mystery is cast at night then the target takes a -4 penalty on will saves for one hour as their mind struggles to resist the mental pull from the surrounding shadows.

Unending Will
Path: Indomitable Will
Level/School: 7th/Enchantment [Mind Affecting] [Void]
Range: Close (25ft + 5ft/2 Levels)
Target: One Creature
Duration: 1 Minute/Level until Discharged
Saving Throw: None
Spell Resistance: Yes

You bolster a creature's mental state and grant it supreme ability to focus and withstand mental stresses.

For the duration of this mystery the next three will saves the creature has to make they automatically pass. Once a creature has made three will saves this mystery ends. Will saves from effects that the creature is immune to or unable to be affected by do not count for this limit. Thus if a creature was affected by a suggestion spell but was immune to compulsion effects than that saving throw would not count against the 3 save limit.


Utternumb
Path: Creeping Madness
Level/School: 8th/Evocation [Darkness] [Void]
Range: Long (400ft + 40ft/Level)
Area: 40ft Radius Spread
Duration: 1 Minute/Level
Saving Throw: Will Partial
Spell Resistance: Yes

Pure darkness from the plane of shadows erupts sealing an area off from all senses leaving creatures trapped within to go slowly mad.

This mystery creates a 40ft radius of pitch black magical darkness, no light spell below 8th level functions within its confines and all sight is impossible for those who can't see within magical darkness and take a -10 penalty on listen checks as the shadows absorb even ambient sounds. Every round all creatures within the area must make a will save at the start of their turn or lose the ability to hear anything within this darkness for one round. In addition, if they fail their will save all other magical or extraordinary senses they have are suppressed for one round including but not limited to blind sight, blind sense, mind sight, life sight, the ability to see in magical darkness, true seeing and other similar abilities. A creature standing outside the darkness can still use those senses to peer into the radius of this mystery without worrying about losing those senses. A creature also takes one point of wisdom drain for each round they are within the darkness and fail their will saving throw.

The caster is immune to this mystery's effects and can see and hear clearly within its confines.

NigelWalmsley
2020-03-29, 08:23 PM
Mysteries and Paths:

This seems just way too damn complicated. Some things I think should be cleared up:


Unlike other Shadowcasters you can't learn a mystery more than once to gain multiple sets of uses.
Stating this as a negative seems weird. I think it would be better to say something like "you may learn each mystery only once" when explaining how mysteries are selected than to stick this in on its own.

The allotments per level only apply if you are able to cast mysteries of the level indicated.
What allotments per level? The previous sentence gave you uses per-mystery. Is it referring to something related to this:

Unlike spellcasters, you don't get bonus mysteries for a high ability score, but see Empathic Channeling below .
Because I think you should have a brief summary of what's being forward referenced here. Also there isn't an ability actually called Empathic Channeling. I think it's how the Void Mysteries work, but that should be more clearly explained. You could just give them an ability called "Empathic Channeling" that spells it out.

After you have meditated to regain the use of mysteries you select one mystery per base caster level that you know ... These are the only mysteries that you can cast for the day until you regain uses of mysteries again.
Is this the allotment per level? Because if it is, it needs to be before the thing that talks about allotments per level to make sense. Also, if it is, I don't think it's a good idea. It means their uses per day scale weirdly, and are too limited at low levels. Looking at the progression you give, I don't think just letting them use all their mysteries is a problem.


Gathering Darkness

Why not just give them more uses per day?


Mind Flay

Does the penalty stack with itself? Also, I'm not a fan of -1 penalties, as they tend to be annoying to track and not impact very often. I would start the penalty at -2 or -3, possibly having it kick in later. I think this should probably be an attack action to scale a little better.


as long as mind flay is channeled on the target and one round after
Again with the forward references. If you are going to talk about something lasting based on how long things are channeled, you need to explain that channeling is a thing that can happen first.

The damage of this ability increases by one point of damage per damage die per point of wisdom penalty the target has. Thus at level 5 a Conduit hitting a target with 8 wisdom would deal 3d6+3 damage because of the target's -1 penalty to wisdom.
This seems too complicated for its own good. Couldn't it just scale with your own Wisdom bonus?

This is a mind affecting spell like ability which can be used at will and is treated as a spell of the enchantment school for purposes of effects.
If you're going to give it a school, it should get a level too, for the purposes of things like Globe of Invulnerability.


Umbral Counterpart

This is a cool ability.


The various appearances displayed are illusionary and a true seeing or similar effect reveal the true appearance of the counterpart.
Again, what various appearances? Is it supposed to be customizable? Is there something later that will explain how the different tracks make it look different?

While active she gains a +5 bonus on any Empathic Channeling checks and reduces the ability damage they suffer when failing these checks by 1 point per score (Minimum 0).
What is an "Empathic Channeling" check? What ability damage?

That's all for now. I may read more later, but it feels like it needs an editing pass to cut down on the frequency with which it references things that are not yet explained.

Silva Stormrage
2020-03-30, 12:03 AM
This seems just way too damn complicated. Some things I think should be cleared up:


Stating this as a negative seems weird. I think it would be better to say something like "you may learn each mystery only once" when explaining how mysteries are selected than to stick this in on its own.

What allotments per level? The previous sentence gave you uses per-mystery. Is it referring to something related to this:

Because I think you should have a brief summary of what's being forward referenced here. Also there isn't an ability actually called Empathic Channeling. I think it's how the Void Mysteries work, but that should be more clearly explained. You could just give them an ability called "Empathic Channeling" that spells it out.

Is this the allotment per level? Because if it is, it needs to be before the thing that talks about allotments per level to make sense. Also, if it is, I don't think it's a good idea. It means their uses per day scale weirdly, and are too limited at low levels. Looking at the progression you give, I don't think just letting them use all their mysteries is a problem.



Why not just give them more uses per day?



Does the penalty stack with itself? Also, I'm not a fan of -1 penalties, as they tend to be annoying to track and not impact very often. I would start the penalty at -2 or -3, possibly having it kick in later. I think this should probably be an attack action to scale a little better.


Again with the forward references. If you are going to talk about something lasting based on how long things are channeled, you need to explain that channeling is a thing that can happen first.

This seems too complicated for its own good. Couldn't it just scale with your own Wisdom bonus?

If you're going to give it a school, it should get a level too, for the purposes of things like Globe of Invulnerability.



This is a cool ability.


Again, what various appearances? Is it supposed to be customizable? Is there something later that will explain how the different tracks make it look different?

What is an "Empathic Channeling" check? What ability damage?

That's all for now. I may read more later, but it feels like it needs an editing pass to cut down on the frequency with which it references things that are not yet explained.

Hm you raise a lot of good points about the abilities not being explained in proper order. Since I designed a lot of these abilities in piecemeal and rotated them around at what levels you get them the explanations are not coherent unless you already know the abilities and I think that's why i overlooked the issues there.

For individual comments.
The shadowcasting and mysteries section was essentially copy and pasted from the Shadowcaster and then I edited sections that were different, hence why there are negative references to what Shadowcasters can do. Probably not the best idea to take an exact copy of contents from a book well known for poor editing but I will do what I can to clean things up. A friend of mine had similar issues parsing how shadowcasting was supposed to work.

Empathic Channeling: It's referenced in the section regarding "Void" mysteries which is below, in my reformatting I removed the initial explanation in the Conduit class features and will have to change that.

Gathering Shadows: Initially it had additional functionality but at this point you are right and should just be added into the shadowcasting section and a simple can use additional X mysteries per day is probably easier.

Mind Flay: I agree some clean up on the wording of the ability would be useful. The penalties don't stack with themselves (They are the same penalty from the same source so they automatically don't stack unless otherwise noted). I somewhat liked the extra damage aspect due to it being fairly thematic, you can hit weak willed creatures for more damage as your mind flay is literally tearing their mind apart, weaker willed creatures would be subjected to that harder. Plus it has synergy with Mind Shards which are a later class feature. It's not particularly hard to calculate either "Hey DM what's this creature's wisdom penalty? 2 Okay 2 * 5 is 10 bonus damage).

I am hesitant to make it an attack action as it can be channeled as a move action, you can essentially keep it up for free and it's a decent at will ability on what is essentially a full caster (Even if mysteries are much more limited than arcane or divine spellcasting).

Umbral Counterparts' appearances are customized via which track they have selected referenced in the track's description section.

Thanks for the feedback! Lets see how much I can clean things up for other reviewers to have an easier time reading through this.

Silva Stormrage
2024-01-07, 11:33 AM
Alright added more mysteries (Though now regular mysteries are with my new shadowcaster remake so the title of this thread is a bit of a lie now until I make more)

But more importantly cleaned up the wording and streamlined this class. Added a new Depth of Shadows class feature to encourage completing paths (The concept was recommended by a friend and I think it is a very neat way of doing so). I think the class is in a much better spot now so please review it if you like :smallbiggrin: