View Full Version : [3.5] Shadowmage (redux)

2008-08-13, 04:46 AM
Every so often I feel compelled to update and slightly modify my baby, the shadowmage - an ongoing project since the release of 3.x. Never feeling completely satisfied with the last incarnation, here is the version I'm actually using in my games. :smallsmile:

Note: to make the best use of this class, access to the Spell Compendium (SC) is assumed. Other supplements utilized are Complete Mage (CM), Book of Vile Darkness (BoVD), the Shackled City Adventure Path (SCAP), Tome of Magic (ToM), Player's Handbook II (PHBII), and a couple issuse of Dragon Magazine (326, 333). I've posted alternates for spells from the periodicals and SCAP for people who don't have access to them.

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

Shadowmages have the following game statistics.
Abilities: Charisma is the most important ability for a shadow mage because it determines how powerful a spell he can cast, how many spells he can cast per day, and how hard those spells are to resist. Dexterity is also important for some of a shadowmage’s key skills. Like most other spellcasters, a high Constitution score can greatly improve a shadowmage’s survivability.
Alignment: Shadowmages may be of any alignment, although neutral- and evil-aligned shadowmages are the most common.
Hit Die: d6.

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

Class Features
All of the following are class features of the shadowmage.
Weapon and Armor Proficiency: Shadowmages are proficient with all simple weapons and with one martial weapon of his choice. His choice of martial weapon is made when the character takes his first level of shadowmage and cannot be changed. Shadowmages are proficient with light armor, but not with shields.
Spells: A shadowmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the shadowmage spell list given below. When a shadowmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the shadowmage's spell list. Essentially, his spell list is the same as his spells known list. Shadowmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a shadowmage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a shadowmage's spell is 10 + the spell's level + the shadowmage's Charisma modifier. Like other spellcasters, a shadowmage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below. In addition, he receives bonus spells for a high Charisma score (see Table 1-1, page 8 of the Player's Handbook).
Unlike a cleric or wizard, a shadowmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A shadowmage’s limited focus and specialized training, however, allow him to avoid any chance of arcane spell failure as long as he restricts himself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
Shadowsense (Ex): Shadowmages gain a +2 bonus on Hide and Knowledge (the planes) skill checks.
Eschew Materials: At 2nd level, a shadowmage gains Eschew Materials as a bonus feat. A shadowmage’s tie to the Plane of Shadow allows them to draw the energy needed for their spells from nearby shadows, replacing the need for most material components.
Shadesight (Su): After 3rd level, a shadowmage’s vision extends slightly into the Plane of Shadow. He gains darkvision out to 30 feet. If he already has darkvision, or gains it from some other source, the effective distance of that vision is increased by 30 feet. At 11th level, he becomes able to see perfectly in complete darkness, even magical darkness, out to 60 feet.
Advanced Learning: At 4th, 8th, 12th, 16th, and 20th level, a shadowmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be must be a wizard spell of the illusion school of a level no higher than that of the highest-level spell the shadowmage already knows. Once a new spell is selected, it is forever added to that shadowmage's spell list and can be cast just like any other spell on the shadowmage's list.
Animate Shadow (Su): At 5th level, a shadowmage can infuse his own shadow with energy from the Plane of Shadow, creating a partially illusory companion spun from darkness. Doing so takes 24 hours and uses up magic materials that cost 100 gp. Once created, the animated shadow stands with the shadowmage in combat, hindering his enemies’ defenses.
Any enemy adjacent to the shadow takes a –2 penalty on its saves and to its AC. The shadow’s speed is equal to the shadowmage’s (including all modes of movement he possesses) and it acts during his turn each round. It follows his mental commands perfectly – in effect, it is merely an extension of his will.
The animated shadow has no real substance, and thus can’t attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter the shadow’s 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The animated shadow is treated as a spell whose level is equal to 1/2 the shadowmage’s class level. If it is dispelled, it automatically reforms at the shadowmage’s side 24 hours later (during this time, the shadowmage casts no shadow but is otherwise unaffected). When created, the animated shadow resembles the shadowmage’s own shadow, but can be altered in appearance for a time by the shadowmage via his shadowplay spell.
An animated shadow can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from the shadowmage at the start of his turn, or if he ever loses line of effect to it, it instantly reappears adjacent to him.
Shadow Mastery (Ex): When a shadowmage reaches 10th level, the strength of the effects created by his shadow conjuration, shadow evocation, greater shadow conjuration, greater shadow evocation, and shades spells increases by 20%. That is, these spells are an additional 20% likely to affect, and deal 20% more damage to, disbelieving creatures and creatures summoned with these spells by mimicking the various summon monster spells have 20% more hit points.
Additionally, the shadowmage’s caster level is treated as two levels higher when casting spells of the shadow subschool.
Hide in Plain Sight (Su): At 15th level and after, a shadowmage can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a shadowmage can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
Shadow Self: At 20th level, a shadowmage is so attuned himself to shadows and illusions that he actually becomes a magical creature. He is forevermore an Outsider (native to the Plane of Shadow) rather than a humanoid (or whatever type he previously was). Additionally, he gains damage reduction 10/magic.
Special Note: Because of their close affiliation with shadow, for the purpose of meeting requirements for feats and prestige classes shadowmage levels count as shadowcaster levels. Thus, a shadowmage could select a feat or a prestige class that listed 'shadowcaster level 3rd' as a requirement so long as the shadowmage met any other requirements. Shadowmages do not cast mysteries, however, and thus do not meet requirements for feats or prestige classes that call for the ability to cast mysteries of a certain level nor the ability to cast specific mysteries.

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

+2|Armored Mage, Shadowsense|5|3

+3|Eschew Materials|6|4

+3|Shadesight (darkvision 30 ft.)|6|5

+4|Advanced Learning|6|6|3

+4|Animate Shadow|6|6|4



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


+7|Shadow Mastery|6|6|6|6|5|3

+7|Shadesight (see in darkness 60 ft.)|6|6|6|6|6|4

+8|Advanced Learning|6|6|6|6|6|5|3



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

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




+12|Advanced Learning, Shadow Self|6|6|6|6|6|6|6|6|6|5[/table]

For archival purposes:
Spell List (http://www.giantitp.com/forums/showpost.php?p=4700563&postcount=2)
Miscellaneous Stuff (http://www.giantitp.com/forums/showpost.php?p=4700573&postcount=3)
Hosted .rtf (http://www.geocities.com/wrarx/shadowmage.rtf)

2008-08-13, 04:47 AM
*= New Spell

Ghost Sound: Figment sounds.
No Light: Prevents normal light from illuminating.BoVD
Shadowplay: Change the appearance of a shadow.326
Unnerving Gaze: Subject takes –1 penalty on attacks for 1d3 rounds.BoVD

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Disguise Self: Changes your appearance.
Ebon Eyes: Subject can see through magical darkness.SC
Glimpse of Fear: One creature becomes shaken for 1 round/level.333
Low-Light Vision: See twice as far as a human in poor illumination.SC
Net of Shadows: Ordinary shadows that provide concealment to all in the area.SC
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Shadow Armor: Shadow aura grants +2 or higher deflection bonus.*
Shadow Bolt: Partially illusory bolt deals 1d8 damage + 1d8/2 levels beyond 1st (max 5d8).*
Silent Image: Creates minor illusions of your design.
Ventriloquism: Throws voice for 1 min./level.

Claws of Darkness: Your hands become reach melee touch attacks that deal 1d8 cold damage plus slow.SC
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phade’s Fearsome Aspect: The target gains a +5 bonus on Intimidate checks and can demoralize as a swift action.333
Phantasmal Assailants: Nightmare creatures strike target for 8 Wis damage, 8 Dex damage.SC
Scare: Panics creatures of less than 6 HD.
Shadow Mask: Shadows hide your face and protect against darkness, light, and gazes.SC
Shadow Spray: Shadows daze targets and deal 4 points of Str damage.SC
Veil of Shadow: Darkness grants you concealment.SC
Wall of Gloom: Shadow barrier obscures vision and deters passage.SC

Dancing Shadows: Make subject harder to hit.ToM
Deeper Darkvision: Subject can see 90 ft. in magical darkness.SC
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Nondetection: Hides subject from divination, scrying.
Pall of Twilight: Veil of shadow impedes sight and sound.CM
Phantasmal Strangler: Nightmare grapples and strangles one foe.CM
Shadow Binding: Ribbonlike shadows entangle creatures in 10-ft.-radius burst.SC
Shadow Cache: Temporarily stores items on or banishes items to the Plane of Shadow.SC
Shadow Dagger: Creates a masterwork dagger that deals extra damage to creatures to fail a Will save.SCAP
Shadow Phase: Temporarily transposes some of the subject’s tissue with shadow-stuff.SC

Dimension Door: Teleports you short distances.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Inescapable Swarm: Illusory swarm causes foes to become shaken and possibly nauseated.333
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Mirror Image, Greater: As mirror image, but gain an additional image each round.PHBII
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.CM
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shadow Armor, Greater: Shadow aura grants deflection bonus and other effects.*
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Puppeteer: Shadows damage enemies for 2d6 points of damage +1 point/caster level.SCAP
Shadow Well: Target enters gloomy pocket plane and emerges frightened.SC
Sphere of Terror: Creatures inside magical darkness become shaken and are attacked by phantasmal creatures.333

Curtain of Shadows: Block line of sight and deal cold damage.ToM
False Vision: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus some structures.
Nightstalker’s Transformation: Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Reflex saves, +3d6 sneak attack, and evasion.SC
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level but only 20% real.
Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.SC
Shadow Hand: Medium hand blocks opponents or carries items.SC
Shadowfade: Opens a portal to the Plane of Shadow.SC
Wings of Gloom: Moth-like wings grant the ability to fly and a bonus to Move Silently checks.*

Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.SC
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image: As major image, plus triggered by event.
Shadow Walk: Step into shadow to travel quickly.
Shadowy Grappler: Illusory force grapples subject.SC
Veil: Changes appearance of group of creatures.

Invisibility, Mass: As invisibility, but affects all in range.
Plane Shift: As many as eight subjects travel to another plane.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum: Creates partially real double of a creature.
Summon Umbral Servant: Summons shadow elemental to fight for you.ToM

Darklands Well: Target enters gloomy, negative energy-charged pocket plane and emerges frightened.*
Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 min./level, and can attack.SC
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Shadow Plague: A cloud of shadow energy deals 4d6 cold damage/round.ToM
Umbral Body: Become incorporeal for a time.ToM

Army of Shadow: Summons shadow elementals to fight for you.ToM
Energy Drain: Subject gains 2d4 negative levels.
Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.SC
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.

2008-08-13, 04:53 AM
Shadow Armor
Evocation [Darkness]
Level: Sdm 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)

This spell creates a shadowy, magical field around the shadowmage that averts attacks. The spell grants the shadowmage a +2 deflection bonus to AC, with an additional +1 to the bonus for every six caster levels you have (maximum +5 deflection bonus at 18th level).
Shadow armor is dispelled by any light spell of equal or greater spell level.

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

A bolt of shadowy energy about six inches long shoots from your fingers at its target, dealing 1d8 points of damage. You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your bolt deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

Shadow Armor, Greater
Evocation [Darkness]
Level: Sdm 4
Duration: 10 min./level (D)

This spell functions like shadow armor except as noted.
Greater shadow armor grants the caster a +4 deflection bonus to AC plus an additional +1 to the bonus for every three caster levels above 8th (for a total of +5 at 11th level, +6 at 14th, +7 at 17th, to a maximum of +8 at 20th level).
While the spell is active, the shadowmage also gains the benefits of the shadow mask spell (with the exception of the slow fading effect at the end of the spell’s duration or when dispelled).
Greater shadow armor is dispelled by any light spell of equal or greater spell level.

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

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

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

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

Spell Substitutions
Shadowplay -> Prestidigitation
Glimpse of Fear -> Doom
Phade's Fearsome Aspect -> Reflective DisguiseSC
Shadow Dagger -> Spectral WeaponSC
Inescapable Swarm -> Summon Swarm(2nd)
Shadow Puppetteer -> Crushing Despair
Sphere of Terror -> Bestow Curse