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  1. - Top - End - #1
    Troll in the Playground
     
    Silva Stormrage's Avatar

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    Default Shadowcaster Remake along with 90+ New Mysteries PEACH

    Shadowcaster


    I delved into the deepest pits and the farthest reaches of the planes for my magic, I will not be forgotten or cast aside. -Leonardo Velrus a Shadowcaster Cult Leader


    Creator Notes: This is a revamp of the Shadowcaster class from Tome of Magic. Mainly because the class like all of the Tome of Magic was not playtested properly and has major mechanical flaws. The creator of the class even says.

    Since I have two different shadowcasting factions in my current campaign setting I wanted a baseline to use that was decently flexible and also not terrible. Likewise I wanted a wider variety of shadowcasting tools available. While Realms of Chaos’s Descent of Shadow Project is excellent I added my own new shadowcasting mysteries. I added 90 new mysteries here and another 90 for my Conduit shadowcasting class.

    The main things I wanted to address for this rework were 1) Shadowcaster’s lack of sustainability. 2) Give Shadowcasters a build direction and some extra flavor. 3) Give them some focus on Metashadow feats as those feats are almost always terrible and I wanted to see if I could make them usable.

    That paired with the extra Mysteries should bump them up to Tier 2-3 in my opinion.

    GAME RULE INFORMATION
    Shadowcasters have the following game statistics.
    Abilities: Intelligence and Charisma are the most important abilities for Shadowcasters by far. They control the highest level of Mysteries known and control the saving throw DCs for their mysteries. Beyond that, Dexterity is important for the various stealth skills shadow magic is excellent 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 Shadowcaster’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha) Jump (Str), 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

    Shadowcaster
    Level Base Attack Bonus Fort Ref Will Special Mysteries Selected
    1st
    +0
    +0
    +0
    +2
    Fundamentals, Apprentice Mysteries, Favored Mystery, Dark Familiar 2
    2nd
    +1
    +0
    +0
    +3
    Umbral Sight (Darkvision) 3
    3rd
    +1
    +1
    +1
    +3
    Darkstalker 4
    4th
    +2
    +1
    +1
    +4
    Umbral Sight (Magical Darkness) 5
    5th
    +2
    +1
    +1
    +4
    Path Mastery, Bonus Feat 6
    6th
    +3
    +2
    +2
    +5
    Sustaining Shadows, Fundamentals (At Will) 7
    7th
    +3
    +2
    +2
    +5
    Metashadow Focus (1 Use) 8
    8th
    +4
    +2
    +2
    +6
    Darkness Incarnate 9
    9th
    +4
    +3
    +3
    +6
    Umbral Eyes (Shadow Spells) 10
    10th
    +5
    +3
    +3
    +7
    Sustaining Shadows (Sleep 1/Hour and Immunity to Poison and Disease) 11
    11th
    +5
    +3
    +3
    +7
    Bonus Feat 12
    12th
    +6
    +4
    +4
    +8
    Metashadow Focus (2 Uses) 13
    13th
    +6
    +4
    +4
    +8
    Umbral Eyes (True Seeing) 14
    14th
    +7
    +4
    +4
    +9
    Sustaining Shadow (Regeneration) 15
    15th
    +7
    +5
    +5
    +9
    Shadow Form 16
    16th
    +8
    +5
    +5
    +10
    Umbral Sight (Scrying) 17
    17th
    +8
    +5
    +5
    +10
    Bonus Feat 18
    18th
    +8
    +6
    +6
    +11
    Sustaining Shadow (Fast Healing), Metashadow Focus (3 Uses) 19
    19th
    +9
    +6
    +6
    +11
    Shadow Creature 20
    20th
    +10
    +6
    +6
    +12
    One With the Shadows 21
    Weapon and Armor Proficiencies: Shadowcasters are proficient with all simple weapons as well as a single martial weapon as well as light armor but not shields.

    Spoiler: Class Features
    Show

    Fundamentals of Shadow (Su): As a Shadowcasters , 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 6th level you can use your fundamentals an unlimited number of times per day. You can, when gaining a new level, choose a new fundamental in place of another fundamental 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 Charisma modifier.


    Mysteries and Paths: Shadowcasters do not cast spells as other classes do, but instead invoke mystical secrets called mysteries. You know 2 mysteries at 1st level and gain an additional mystery at every class level. 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 Additional Mysteries 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 Path Mastery 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 Shadowcaster Level + your Charisma 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.

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

    Favored Mystery: (Su): At 1st level the Shadowcaster can select a single mystery they know and gain 2 extra uses of the mystery per day. Every day when they regain mysteries for the day they can select a new mystery for that day.

    Dark Familiar: At 1st level the Shadowcaster gains the Dark Familiar feat as a bonus feat.

    Umbral Sight: (Su) At 2nd level the Shadowcaster gains darkvision out to 60ft. If they already had darkvision their range is doubled. At 4th level they gain the ability to see through all magical darkness. At 9th level they can add their intelligence modifier as a bonus on saving throws to disbelieve spells of the Shadow subschool. At 13th level they can enhance their sight and gain true seeing as the spell as a move action. They can maintain this true seeing for 1 round per caster level and the duration need not be consecutive. They can dismiss the effect as a free action. At 16th level their ability increases further and they can scry into any region within a mile as long as there is some level of shadowy concealment. With a minute ritual usable once per intelligence modifier they select a location within a mile. They create a scrying sensor in the best location within shadowy concealment that can see that spot (This ability failing if there isn't any viable location for the scrying sensor to form). Otherwise this functions as scry location.

    Walk Unseen: At 3rd level the Shadowcaster gains the Darkstalker feat as a bonus feat.

    Path of Mastery: (Su): At 5th level when the Shadowcaster learns every single mystery in a given path then they gain a bonus feat from the Shadowcaster Bonus Feat list. In addition, for any path you have completed applying metashadow feats no longer increasing the casting time to a full round action.

    Bonus Feats: At 5th level, 11th level and 17th level you gain a bonus feat. You must meet the prerequisite (if any) in order to select a feat as a bonus feat. The list of feats you can select includes any metamagic feat, Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Vision, Shadow Weave Magic, and any metashadow feat. If you are using the Descent of Shadow Project you can also select any Shadow Essence feat.

    Fundamentals (At Will): At 6th level the Shadowcaster can cast their fundamentals at will.

    Sustaining Shadow (Ex): When the Shadowcaster reaches 6th level, their bond to the Plane of Shadow allows them to absorb dark energies, mitigating certain biological needs. You need to eat only a single meal per week to maintain health and you only need one hundredth of the amount of water normally needed. At 10th level, you only need 1 hour of sleep per night to rest and regain your mysteries for the next day. You also gain immunity to all diseases and poisons. At 14th level, you gain regeneration 5 while within at least shadowy concealment. This regeneration is bypassed by fire and critical hits. In addition, the Shadowcaster still takes nonlethal damage converted by this regeneration even if they are immune to nonlethal damage. Finally, at 18th level, you gain fast healing 10 and recover 1 point of ability damage and ability drain from each of your ability scores each round you are within at least shadowy concealment.

    Metashadow Focus: (Su): At 7th level each metashadow feat that the Shadowcaster knows can be used an additional time a day. At 12th level this improves to an extra 2 uses per day and at 19th it becomes 3 extra uses per day.

    Darkness Incarnate: At 8th level the Shadowcaster gains the Dark Template without gaining any level adjustment.

    Shadow Form: (Su) At 15th level the Shadowcaster can turn incorporeal while in shadowy concealment as a swift action. They can maintain this form for 2 rounds per class level and can dismiss it as a free action. If they ever leave shadowy concealment they immediately stop being incorporeal. These rounds need not be continuous and they can drop the effect as a free action.

    Shadow Incarnate: At 19th level the Shadowcaster gains the Shadow Creature Template without gaining any level adjustment.

    One with the Shadows (Su): At 20th level the Shadowcaster can cast his apprentice mysteries at will. In addition, he can cast the spells shadow conjuration and shadow evocation as spell-like abilities at will, replicating conjuration and evocation spells of 4th or lower respectively. These SLAs are cast at his normal caster level for mysteries.
    Last edited by Silva Stormrage; 2024-01-06 at 11:59 PM.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  2. - Top - End - #2
    Troll in the Playground
     
    Silva Stormrage's Avatar

    Join Date
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    Default Re: Shadowcaster Remake along with 90+ New Mysteries PEACH

    New Mysteries:

    Creator Notes: In addition to the many new regular Mysteries here you can also select from the multitude of "Void" and emotion based mysteries I created for my Conduit class here and from Realm of Chaos's excellent Desecent of Shadows Project

    Fundamentals:
    Displaced Shadows: Detect creatures within shadows.
    Blend: Grants a +10 bonus to hide against far away creatures.
    No Light: As the spell
    Obscure Scent: Blocks creatures from smelling you.
    Shadow Phase: While within shadows turn yourself briefly gaseous.
    Flickering Shadows: Gain concealment for one round.
    Subtle Step: Your actions can not wake up sleeping creatures
    Ebon Eyes: As the Spell

    Apprentice Path Mysteries:

    Umbral Stalker
    1 Shadow Bolt: Creates a blast of cold which hampers movement.
    2 Phase Ammo: Allow many pieces of ammunition or projectiles to partially shift into the plane of shadows mid-flight allowing them to fly much further and become more accurate.
    3 Night’s Lance: Produce a homing javelin which can phase through objects.

    Clear Sight
    1 Twilight Vision: Greatly improve your sight over long distances and in darkness.
    2 Clearsight: In shadowy concealment you can see through obscurants and can disbelieve illusions.
    3 Umbral Gleam: Spot details about a creature from their shadow.

    Twilight Knight
    1 Obscuring Shroud: Creatures take a penalty on melee attacks against the target.
    2 Cloak of Darkness: Blackout light in a 20ft radius around you.
    3 Blade of Pain and Fear: Create a magical sword which causes creatures to flee from you.

    Umbral Constructs
    1 Spy: Summon a stealthy incorporeal spy to scout and observe.
    2 Conjure Construct: Summons a temporary construct that can only be summoned within shadows to attack your foes.
    3 Spectral Raven: Summons a large spectral raven to attack your foes and carry you.

    Arcane Insight
    1 Synchronized Shadow: The caster Ignores shadow casting penalties when interacting with magic. However, magic still has issues interacting with shadow magic.
    2 Alter Mystery: Temporarily alters a decision made for an existing spell or mystery.
    3 Spellbook's Reflection: Determines every spell or spell like ability the creature has cast within the last 24 hours and the general reason they prepared the spell

    Stygian Memory
    1 Past Sight: See an image of and learn the time the last time an object was used, skipping known users.
    2 Sentry: Place an invisible ward in a spot of shadowy concealment and transfer your vision there as a swift action. Lasts days per level.
    3 Pass While Traced: Forcibly manifest tracks allowing you or an ally to follow them. The creature being followed makes a will save to notice themselves being followed.

    Unseen Guest
    1 Conceal: As Invisibility but only within shadowy concealment.
    2 Shadow Duplicate: Create multiple disposable decoys of yourself that you can control remotely or a single duplicate of you which can accomplish tasks for you.
    3 Nondetection: As the spell but self only and no material component cost as well as hiding mystery use.

    Exceptional Darkness
    1 Overcome Resistance: Grants a +5 bonus against SR while standing in darkness.
    2 Suffer the Flesh: As the spell.
    3 Apply Metashadow: By sacrificing another mystery casting you can apply a metashadow feat to another mystery without expending a use

    Covert Operations
    1 Hide Within Shadow: Allows a willing creature to hide within another creature’s shadow.
    2 Advanced Darkstalker: Grants the target the darkstalker feat or improves the darkstalker feat to work on all special senses.
    3 Umbral Sphere: Like Invisibility Sphere but it also muffles sound

    Initiate Path Mysteries:

    Night’s Escape
    4 Quick Cover: Immediately grant yourself a +20 bonus to hide for a brief time if someone spots you.
    5 Thief’s Domain: Produce a large shadowy cloud which blocks sight and sound.
    6 Shadowdancer’s Grace: Grant yourself Hide in Plain Sight as a shadow dancer.

    Arcane Dilemma
    4 Devouring Shadows: Immediately produce a large cloud of shadow magic which attempts to dispel or counter an incoming spell.
    5 Resistance Fading: Target creature's spell resistance and similar effects are overcome by multiple spells cast.
    6 Shadow's Repression: Suppress the benefits of a single supernatural or ongoing spell effect the creature is affected by.

    Shade Gate
    4 Grasping Tendrils: Produce a large tendril which grapples a single target and obscures their vision. If they break free another tendril can form from their shadow.
    5 Ephemeral Prison: Create a portal to a pocket dimension of shadow trapping foes who fall or move into it.
    6 Dimensional Rift: Immediately open a portal to the plane of shadows to redirect attacks harmlessly to the plane of shadows.

    Shadowy Replication
    4 Shadow Conjuration: As the spell
    5 Soul Mirror: Produce a large radius in which you can create duplicates of summoned and called creatures who serve you.
    6 Greater Shadow Conjuration: As the spell

    Unstable Earth
    4 Shadow Terrain: Duplicate either the spell Vine Mine, Column of Ice or Stone Spikes
    5 Shape Material: Gain a touch attack that functions like Stone Shape but it functions on a variety of materials.
    6 Transmute Materials: Transmute terrain like Transmute Mud to Rock but a variety of materials.

    Temporal Flicker
    4 Ephemeral Flicker: Remove yourself from existence for a round to prevent an attack.
    5 Temporal Twist: Accelerate or decelerate a creature’s personal timeframe.
    6 Epheraml Flicker, Greater: As ephemeral flicker except it can last up to 3 rounds and can target another creature

    Twisting Shadows
    4 Warp Movement: Whenever the target moves you can adjust their movement at the end of their movement by 10ft.
    5 Warped Barrier: Grants yourself a 25% miss chance against ranged and long range melee attacks which is doubled in shadowy concealment.
    6 Haunting Presence: You attach yourself to a target's shadow. At any point within the next day you can "rotate" yourself through the plane of shadows directly behind the target, surprising them.

    Creatures that Lurk
    4 Summon Assassin: Create a long lasting incorporeal undead assassin with great stealth capabilities and who has the assassin death attack.
    5 Enhance Darkness: Creatures from the Plane of Shadows or who have the dark template gain +6 enchantment bonus to dexterity, deflection bonus to AC, bonus to saving throws, +5 insight bonus to Hide/Move Silently and 2 Temp HP/CL.
    6 Shadow Binding: Functions as Planar/Spirit Binding but only a limited number of creatures who have 1/5 the HP and have the dark template.

    Enervating Shadows
    4 Fixed Conduit: Immobilize a creature via their shadow and make them suffer negative energy damage each round until they can break free.
    5 Voidspere: Create a 30ft radius of enervating energy which deals 1d6 points of profane damage per CL and fatigues targets. The caster gains small amounts of temp HP per creature hit.
    6 Soul Corrosion: While the creature is within shadowy concealment they become fatigued and gain 1d2 negative levels each round.

    Master Path Mysteries:

    Raven’s Flight
    7 Murder Flight: Move a great number of allies a short distance and allow them to make a single melee attack at the end of the movement.
    8 Umbral Jaunt: Immediately teleport away from a harmful effect, even when flatfooted.
    9 Ephemeral Flight: Gain incredible flight speed and greater blinking except to the plane of shadows.

    Shifting Shadows
    7 Shadow's Embrace: Grant a single creature a cloak of shadows which can shift into multiple forms granting various effects.
    8 Twisting Form: Functions as polymorph except the target creature gains the shadow template and can shift into a different creature after the spell has been cast.
    9 True Shadow: Infuse an object with essence of the Plane of Shadows allowing it to act as a ward, produce a guardian creature or modify its shape and properties under certain conditions

    Creeping Nightmares
    7 Umbral Worm: Infects a creature with a magical effect that burrows around a creature's resistances. This causes a creature to lose immunity to mind affecting abilities the next time they fall asleep.
    8 Lurking Nightmares: Summons multiple shadowy monsters that attack a distant sleeping creature.
    9 Nightmare Consumption: Modify all of a distant sleeping creature's memories.

    Manifested Shade
    7 Repeated Mystery: Immediately force a creature to suffer the effects of a spell or mystery again.
    8 Echoing Ward: Whenever the caster is hit by a spell a duplicate is cast against the caster.
    9 Shadow Miracle: Functions as Shade except can also replicate other mysteries.

    Shadow Facsimile
    7 Shadow Simulacrum: Create Temporary Duplicate or a shadowy simulacrum
    8 Project Body: As Project Image but the duplicate can act semi independently and can be destroyed.
    9 True Shadow Companion: Your shadow acts on its own, and can cast mysteries for you once a round

    Umbral Plane
    7 Mage’s Magnificent Manor: As the spell but has to be cast in shadowy concealment and is harder to detect.
    8 Shadow Gate: Can open a gate to the plane of shadows. Within 1 hour/level can open a gate back to the original plane anywhere within 10 miles of the original position.
    9 Shadowcaster’s Stronghold: Creates a permanent Mage’s Magnificent Manor which is heavily warded and the Shadowcaster can reach from any shadow.

    Maw of Consumption
    7 Consuming Shadows: As Clinging Darkness, except every round a creature begins their turn in the area they take 10d6 cold damage and gain a negative level.
    8 Grasping Void: Creates a 20ft radius of crushing gravity dealing 8d6 damage each round while entangling and immobilizing creatures. The caster can create mini temporary portals which drag creatures through and deposit them inside the gravity zone.
    9 Night’s Inferno: Creates a 30ft radius burst of flames for 1d6/CL half cold half profane damage destroying creatures and objects and even souls. Every round it repeats and its radius increases by 10ft.

    Shadow Encroachment
    7 Shadow Realm: In a 60ft radius you create a zone of darkness and shadow planar traits. If a creature not native to the plane of shadows dies their soul is trapped on the plane of shadows.
    8 Twist Terrain: Overlay the existing area with objects and terrain from the plane of shadows.
    9 Zone of Perfect Darkness: Create a precise bleedover from the plane of shadows which provides the benefits of metashadow feats to mysteries cast within the area.

    Creeping Horde
    7 Swarming Shadows: Summon multiple ephemeral swarms to swarm your opponents.
    8 Greater Shadow Binding: As Greater Planar Binding/Spirit Binding
    9 Dark Reflection Magic: Summon a copy of a creature with half its HP and no gear which attacks the original.

    Fundamentals' Descriptions:
    Spoiler
    Show

    Displaced Shadows
    Fundamental
    Level/School: 1st/Divination
    Range: 30ft
    Target: You
    Duration: 1 Round + 1 Round/5 Levels
    Saving Throw: None
    Spell Resistance: No

    You reach out and grasp nearby shadows feeling for things hiding within.

    When you cast this mystery you detect all creatures in at least shadowy concealment. You can even detect invisible or otherwise undetectable enemies but this mystery can not detect incorporeal creatures hiding in shadows. You can pinpoint these creature's squares as long as they remain within range but they still have total concealment to you (50% miss chance).

    Blend
    Fundamental
    Level/School: 1st/Transmutation
    Range: Personal
    Target: You
    Duration: 10 Minutes/Level
    Saving Throw: None
    Spell Resistance: No

    You warp and twist light as it reaches you trying to blend into your surroundings.

    You gain a +10 Circumstance bonus to hide checks while this Mystery is active but the bonus only applies against creatures further than 100ft away from your current position.

    Ebon Eyes
    Fundamental
    Level/School: 1st/Transmutation
    Range: Touch
    Target: Creature Touched
    Duration: 10 Minutes/Level
    Saving Throw: None
    Spell Resistance: Yes (Harmless)

    You grant the creature the ability to pierce through the veil of the plane of shadows.

    This mystery functions as the spell Ebon Eyes except as noted here.

    No Light
    Fundamental
    Level/School: 1st/Transmutation

    This mystery functions as the cantrip of the same name located in BoVD.

    Obscure Scent
    Fundamental
    Level/School: 1st/Transmutation
    Range: Personal
    Target: You
    Duration: 10 Minutes/Level
    Saving Throw: None
    Spell Resistance: No

    Shadows twist around you and are absorbed as you cast this mystery, the shadows won't let anything linger behind you.

    While this mystery is active you leave no trace of a scent and can not be detected via scent and similar olfactory senses. This mystery also affects objects you are wearing or holding and masks their scent as well.

    Shadow Phase
    Fundamental
    Level/School: 1st/Transmutation
    Range: Personal
    Target: You
    Duration: 3 Rounds
    Saving Throw: None
    Spell Resistance: No

    By absorbing the surrounding darkness you warp your form turning yourself into a living shadow for a brief period.

    You can only cast this mystery while within shadowy concealment or darker conditions, trying to cast this in brighter conditions automatically fails and moving into lighting conditions brighter than shadowy concealment causes the mystery to instantly end. While this mystery is active you gain the benefits of the spell Gaseous Form except you do not gain a fly speed and all of your movement modes are reduced to 10ft. If this mystery ends when you are in a position your normal body can't fit (Such as trying to squeeze under a door frame when the lights suddenly are turned on) you are shunted to the nearest available position and take 3d6 points of damage.

    Flickering Shadow
    Fundamental
    Level/School: 1st/Illusion
    Range: Personal
    Target: You
    Duration: 1 Round + 1 Round/10 Levels
    Saving Throw: None
    Spell Resistance: No

    Shadows dance around your form protecting you from attacks.

    Casting this mystery is a swift action. While this mystery is active, gain concealment as shadows cloak your form. Darkvision does not help against this concealment but the ability to see in magical darkness does negate the miss chance. This concealment does not allow you to hide within it.

    Subtle Step
    Fundamental
    Level/School: 1st/Illusion
    Range: 30ft
    Target: You
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: No

    Your steps and motions are utterly quiet and those sleeping are perfectly unaware.

    While this mystery is active no sound produced by you or objects you are manipulating can wake sleeping creatures within the radius of this mystery. Other things such as noise from alarms, or physical actions against a sleeping target still wake the target as normal.
    Last edited by Silva Stormrage; 2024-01-08 at 01:51 AM.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  3. - Top - End - #3
    Troll in the Playground
     
    Silva Stormrage's Avatar

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    Default Re: Shadowcaster Remake along with 90+ New Mysteries PEACH

    Apprentice Mysteries:
    Spoiler
    Show


    Advanced Darkstalker
    Path: Covert Operations
    Level/School: 2nd/Transmutation
    Range: Touch
    Target: One Touched creature
    Duration: 10 Minutes/Level
    Saving Throw: Will Negates (Harmless)
    Spell Resistance: Yes

    You grant the target the ability to sneak around advanced and magical senses such as blindsight and mindsight.

    This mystery grants the target the feat Darkstalker (Lords of Madness) for the duration of this mystery. If the target has the feat Darkstalker then instead the feat will apply to all (Su) senses or senses granted by spells or spell-like abilities or items. If the sense is not initially on the Darkstalker feat then the sensor gets a +10 bonus on their spot or listen check to detect the creature. This mystery can be cast on a creature twice to give them the feat and the extra sense protection.

    Alter Mystery
    Path: Arcane Insight
    Level/School: 2nd/Transmutation
    Range: Close (25ft + 5ft/2 levels)
    Target: One ongoing Spell of Mystery
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You infuse an active spell effect with umbral essence and twist its function.

    This mystery targets an existing spell or mystery and alters it to provide a different effect. For example, if the target is a Mass Resist Energy spell to resist cold energy this mystery could be cast the spell on a single creature and change the effect of the spell for every creature affected by the spell so that the spell resisted lightning damage instead. They could also target a summon Monster V spell and have the summon changed into a creature from the Summon Monster I list. This mystery can not change the caster level of the spell, its targets or area or similar parameters.

    In order to target a spell or mystery with this effect you have to succeed on a spellcraft check to identify it (15+Spell Level if you saw it case and 25+Spell level if you didn’t). This mystery can not be used on spells or mysteries whose caster level is 5 levels higher than the caster.

    Apply Metashadow
    Path: Exceptional Darkness
    Level/School: 3rd/Transmutation
    Range: Personal
    Target: You
    Duration: 1 Round
    Saving Throw: None
    Spell Resistance: No

    You shift the existing magical energies of a mystery and use them to fuel a metashadow feat.

    When you cast this mystery you may sacrifice one remaining use of a mystery of any level. For the remainder of the round you can apply a metashadow feat to a mystery of that level or lower without expending a charge of the mystery

    Blade of Pain and Fear
    Path: Twilight Knight
    Level/School: 3rd/Necromancy [Fear]
    Range: 0ft
    Effect: A Swordlike column of gnashing teeth
    Duration: 1 Round/Level
    Saving Throw: Will Partial
    Spell Resistance: Yes

    You conjure a dark sword composed of shadows and gnashing teeth. A faint otherworldly aura lingers around the blade.

    This mystery functions like the spell Blade of Pain and Fear except as noted here. As the sword is composed of shadow magic it functions poorly in conditions brighter than shadowy concealment, dealing half of its normal damage and having its saving throw DC reduced by 2. However, in shadowy concealment or darker conditions it deals an additional amount of damage equal to 1/2 the caster's caster level and gains a +2 bonus to attack rolls and saving throw DC.

    Clearsight
    Path: Clear Sight
    Level/School: 2nd/Divination
    Range: 60ft
    Area: 60ft Radius Spread Centered on You
    Duration: 1 Round/Level
    Saving Throw: None
    Spell Resistance: No

    You connect your sight to the shadows around you, what obscures sight for other people only grants you clarity.

    While this mystery is active you gain the ability to see in magical and normal darkness within the range of this mystery. You can also automatically pinpoint the square of any creature within range, invisible or otherwise as blindsight as long as they are within lightning conditions as dark as or darker than shadowy concealment. In addition, you can automatically disbelieve illusionary effects that are within those same conditions and within range.


    Conceal
    Path: Unseen Guest
    Level/School: 1st/Illusion
    Range: Personal
    Target: You
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: No

    You cloak yourself in darkness rendering you invisible for a short time

    This mystery functions as invisibility except as noted here. This mystery only grants you invisibility if you are standing in at least shadowy concealment, if you ever move out of darkness or lighting conditions improved beyond it this mystery is suppressed. This mystery only breaks if the caster attacks or does something to break invisibility while this mystery is active and not suppressed. If a creature can ignore the darkness condition that enables this mystery they can ignore the invisibility as well. Thus if the caster is hiding within non magical darkness a creature with darkvision can ignore the invisibility.



    Cloak of Darkness
    Path: Twilight Knight
    Level/School: 2nd/Evocation
    Range: 20ft
    Area: 20ft Radius Spread Centered on You
    Duration: 1 Round/Level
    Saving Throw: None
    Spell Resistance: No

    You surround yourself with darkness, trapping foes within pitch black darkness.

    This mystery functions as the spell blacklight except it is always centered on the caster. In addition, this darkness muffles the sound the caster makes, giving him a +5 enchantment bonus to move silently.

    Conjure Construct
    Path: Umbral Construct
    Level/School: 2nd /Conjuration (Summoning)
    Casting Time: 1 Round
    Range: Close (25ft + 5ft/2 Levels)
    Effect: One or More Constructs (See Below)
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: None

    You force the darkness to take physical shape and have it act as your guardian.

    You target a single square within range that is in shadowy concealment or darker conditions. You create an Iron Defender (ECS 287) which follows your orders for the duration of this mystery. Once your caster level hits 8 you may summon a single Fang Golem (MMIV 72) or 2 Iron Defenders. At caster level 13 you may summon a single Flesh golem 2 Fang Golems or 4 Iron Defenders. At caster level 18 you may summon a Shadesteel Golem (MMIII 72), 2 Flesh Golems, 4 Fang Golems or 4 Iron Defenders. All creatures summoned must be summoned entirely within shadowy concealment or darker lighting conditions.

    Any construct summoned by this mystery gains the Shadow Creature template (LoM). Though as summoned creatures they can not use the shadow creature's plane shift ability. You may select any abilities your construct gets from this template.

    Hide Within Shadows
    Path: Cover Operations
    Level/School: 1st /Transmutation
    Casting Time: 1 Minute
    Range: Touch
    Target: One Touched creature and an additional touched creature for every 5 caster levels
    Duration: 10 Minutes/Level
    Saving Throw: Will Negates (Harmless)
    Spell Resistance: Yes

    You shift a creature’s location to be within your own shadow allowing them to follow you as you sneak along.

    A creature touched by this mystery shifts into your shadow, removing them from the material plane. While fused with your shadow they can take no actions other than to talk telepathically (Such a link is formed between you and any other creature fused within their shadow) and look through your senses. In addition, they can leave your shadow with a full round action, entering an adjacent square. If you suffer any area of effect attack while this mystery is active the creatures within your shadow are treated as if they failed their saving throw versus the effect.

    If you teleport or enter an extradimensional space while this mystery is active it immediately ends and the creatures within are ejected prone into an adjacent square right before you teleport/enter the extradimensional space.

    Once a creature leaves your shadow they can not enter your shadow again unless you cast this mystery again. A creature can only have one instance of this mystery active at a time.


    Night's Lance
    Path: Umbral Stalker
    Level/School: 3rd/Evocation
    Range: Long (400ft + 40ft/Caster Level)
    Effect: One Spear of Starlight
    Duration: 1 Round/Caster Level (See Text)
    Saving Throw: Will Partial (See Text)
    Spell Resistance: No

    Producing a spear that is seemingly made of darkness and stars it launches towards its target with a frightening quickness.

    When you cast this mystery you produce a magical javelin and may make a single attack against a single target within range. This javelin uses your casting ability modifier and your caster level in place of dexterity and your base attack bonus for it's bonus to hit and is resolved as a ranged touch attack that has a 18-20 critical threat range and a *3 critical multiplier. This javelin is an incorporeal weapon and will phase through any non force effect barrier between it and its target. This javelin deals 1d8 force damage per two caster levels. When a creature is hit they must make a will save, failure causes them to be confused for 1 round per level. If this javelin misses its target it doesn't fade and simply tries again. At the start of the caster's next turn the caster can make another attack roll with the javelin as a free action. This continues each round until the javelin hits its target. The caster can't change the javelin's target to a new creature but can dismiss the javelin as a free action.


    Nondetection
    Path: Unseen Guest
    Level/School: 3rd/Illusion
    Range: Personal
    Target: You
    Duration: 2 Hours/Level
    Saving Throw: None
    Spell Resistance: No

    You produce a ward that causes divination effects to simply slide off of you.

    This mystery functions as nondetection except as noted here. While this mystery is active your shadow no longer moves when you cast a mystery and thus creatures don't get a DC 15 spot check to notice that behavior.

    Obscuring Shroud
    Path: Twilight Knight
    Level/School: 1st/Illusion
    Range: Close (25ft+ 5ft/2 Caster Levels)
    Target: One Creature
    Duration: 1 Round/Caster Level
    Saving Throw: None
    Spell Resistance: Yes

    Shrouding a target in darkness you prevent enemies from effectively hitting them.

    Enemies trying to hit the target suffer a -4 penalty to attack rolls as the shroud cloaks their movement and obscures their body. This penalty increases by 2 if the target is in shadowy concealment or darker conditions. The penalties from this mystery are negated if the enemy can see through magical darkness.


    Overcome Resistances
    Path: Exceptional Darkness
    Level/School: 1st/Transmutation
    Range: Personal
    Target: You
    Duration: 5 Rounds
    Saving Throw: None
    Spell Resistance: No

    You wrap your mysteries in shadow energy granting them a little extra punch against creatures resistant to magic.

    While you are standing in shadowy concealment you gain a +5 Enchantment Bonus on caster level checks made to overcome spell resistance.


    Past Sight
    Path: Stygian Memory
    Level/School: 1st/Divination
    Casting Time: 1 Minute
    Range: Touch
    Target: One Object
    Duration: Instantaneous and 1 Minute/Level
    Saving Throw: None
    Spell Resistance: Yes

    You form a darkened image of the past that shows the last time the touched object was used

    Upon casting this mystery and touching an object you form a silent black and white image like the spell silent image. This image replays on a loop the last time the object was used for up to one minute per caster level or until the caster dismisses it. In this context the term “used” refers to any major or substantial use, simplifying picking up a key and carrying it around would not qualify, it would show the last time the key was used to open a lock. If the caster knows previous uses either from multiple castings of this mystery or simply via other methods he may skip over them and pick the next previous use. This mystery can only go back at most one month per caster level.

    Pass While Traced
    Path: Stygian Memory
    Level/School: 3rd/Divination
    Range: Touch
    Target: One Object or path where a creature walked.
    Duration: 10 Minutes/Level
    Saving Throw: Will Partial (See Text)
    Spell Resistance: No

    You map out a creature’s path using the plane of shadows

    In order to cast this mystery you must touch the location where a creature walked or an object that they held within the past hour. You must either identify the creature in some way, their name, a good description, or simply get the last creature who held the object or walked on that space. If there was no creature by that identity or description the mystery fails. At caster level 8 you can go back up to 3 hours and at caster level 16 you can go back an entire day.

    If successful you manifest shadowy tracks seen by you and one other creature per caster level who you designate at the time of casting. These tracks are easily followed even without a survival check or the track feat and go through the air. Even short range teleportation fails to shake them as if they teleport within 500ft the mystery simply goes in a straight line to their new destination. These tracks last for 10 minutes per level.

    However, this mystery can produce a general sense of unease in the target. If the target passes a will save at the time of casting then they know someone is following them and tracking them. If they fail the will save then they can not interact with the tracks in any way, nor can anyone else. Even if they attempt to dispel the area where the tracks are it will have no effect.

    Regardless of their success or failure on that saving throw if they have detect magic, arcane sight or similar they can see the tracks behind them and can target the tracks with dispel magic or similar effects ending the entire mystery if successful.

    Phase Ammo
    Path: Umbral Stalker
    Level/School: 2nd/Transmutation
    Range: Close (25ft + 5ft/2 Caster Levels)
    Target: 50 Pieces of Ammunition or 10 Thrown Weapons
    Duration: 1 Minute/Caster Level
    Saving Throw: None
    Spell Resistance: Yes

    Enchanting many pieces of ammunition you can cause them to partially shift into the plane of shadows when fired, greatly increasing their distance flown.

    Whenever a weapon or piece of ammunition enchanted by this mystery is used as a ranged attack it shifts part of its mass onto the plane of shadows until it hits its target. Due to the weird and variable distance on the plane of shadows this allows the projectile to fly farther and faster than normal. These weapons gain a +1 magical enchantment bonus (Stacking with whatever bonus they might have already had) and their range increment is doubled.

    Sentry
    Path: Umbral Construct
    Level/School: 2nd/Conjuration (Summoning)
    Range: Close (25ft + 5ft/2 Levels)
    Effect: A single sentry ward
    Duration: 1 Day/Level
    Saving Throw: None
    Spell Resistance: None

    You call forth an immobile eye of shadow which you can see out of and guard secret places.

    You create a tiny sized eye made out of umbral shadows within an area of shadowy concealment. While the eye remains in shadowy concealment you can switch your vision over to the eye at any time as a swift action. While seeing through the sentry you are blind and can’t see from your body. This eye has a spot check equal to your own and can see normally in magical or regular darkness regardless of your own senses. This eye is hard to spot and requires a spot check of 20+the caster’s caster level to see it and it has 10 hit points and hardness 5. The sentry can detect automatically when another creature larger than small sized gets within 60ft of it as if it had blindsight.

    This sentry only functions while within shadowy concealment, if the lightning conditions get to be beyond that then the sentry is suppressed until it is within shadowy concealment again. You are informed through your link when it is merely suppressed and when it is destroyed.

    Shadow Bolt
    Path: Umbral Stalker
    Level/School: 2nd/Transmutation
    Range: Medium (100ft + 10ft/Caster Level)
    Target: One Creature
    Duration: 1 Minute
    Saving Throw: Fort Partial
    Spell Resistance: Yes

    You launch a cold ball of shadowstuff at a nearby enemy causing their movement to become slow and stiff.

    You launch a blast of shadows at a particular creature dealing 1d8 cold damage and an additional 1d8 cold damage every 2 caster levels (3rd, 5th, 7th) to a maximum of 5d8 cold damage. A creature can make a fortitude save to reduce the damage by half. Regardless of the creature's saving throw they take a -2 penalty on dexterity and have their movement speed halved for one minute.

    Shadow Duplicate
    Path: Unseen Guest
    Level/School: 2nd/Conjuration (Summoning)
    Range: Close (25ft + 5ft/2 Levels)
    Effect: Either 1 illusionary duplicate /2 Levels or a single semi real duplicate
    Duration: 1 Round/Level or 1 Day/2 Levels (See Text)
    Saving Throw: None
    Spell Resistance: None

    You form an image of yourself made out of shadows to distract your foes or accomplish a task for you.

    This mystery has two options, illusionary duplicates or a shadow doppelganger. Which option you chose is selected at the cast time.

    If you select illusionary duplicates you create one illusionary double of yourself as mirror image per 2 caster levels. Unlike Mirror Image these illusions do not inhabit your square and instead move to some location you wish within 30ft of you at the time of casting. These illusions act and are hard to distinguish from you requiring a DC 30 spot check. These illusions pretend to cast the same mysteries and spells as you and generally copy your actions (With their orientation adjusted to be appropriate). Any attack that would shatter a mirror image destroys the copy.

    If you select a shadow doppelganger you create a more permanent copy out of shadowstuff. This copy acts as an unseen servant with a strength score of 10 and can use any of your skills with ranks equal to your ranks. All their ability scores are treated as 10 however and they don’t get any other bonuses you would have. The caster can spend a move action to see through the doppelganger’s eye and command it to talk and behave as if the caster was controlling the body themselves, possibly issuing new orders that last when the caster stops controlling it. While controlling the doppelganger they are blind and can’t control their own body. This doppelganger can do any standard tasks such as cleaning, reading, talking and giving orders, etc.


    Spectral Raven
    Path: Umbral Construct
    Level/School: 3rd /Conjuration (Summoning)
    Casting Time: 10 Minutes
    Range: Close (25ft + 5ft/2 Levels)
    Effect: One Spectral Raven
    Duration: 1 Hour/Level
    Saving Throw: None
    Spell Resistance: None

    You conjure an insanely quick raven to guide you through the night.

    This mystery functions as Phantom Steed except as noted here. Instead of a horse you conjure a raven one size category larger than you that only you can ride. It has a fly speed 40ft more than what a normal Phantom Steed would have and it has good maneuverability for its flight speed.

    As it already has a flight speed it gains different abilities as the caster increases in caster level.

    At 8th level the caster gains the ability to see through non magical darkness and a +10 bonus to spot checks while riding the raven.

    At 12th level the raven blends into darkness, while in shadowy concealment or darker conditions it takes a DC 20 +1 per 10ft of distance spot check to spot the Raven and its rider if the spotter can't see through magical darkness.

    At 16th level the raven's hit points quadruple. In addition, the Raven's flight speed doubles.

    You can only cast this mystery at night and in shadowy concealment or darker conditions. If the spectral raven is exposed to full daylight or a light spell of 5th level or higher it is instantly dispelled.

    Spellbook's Reflection
    Path: Arcane Insights
    Level/School: 3rd/Divination
    Range: Touch
    Target: One prepared spellcaster
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You peer into the targets past and their connection to their spells

    Upon touching a spellcaster you learn all spells they have prepared for the day as well as the general reason for selecting them. The reasons are short and could be along the lines of “I was expecting to fight a dragon vulnerable to fire” or “This is my daily defensive spell I cast at the start of the day”. If the caster is not a prepared spellcaster such as a cleric or wizard this mystery has no effect.

    Spy
    Path: Umbral Construct
    Level/School: 1st/Conjuration (Summoning)
    Range: Close (25ft + 5ft/2 Levels)
    Effect: A single incorporeal construct
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: None

    You call forth a congealed mass of shadowstuff to act as your eyes.

    You summon a mass of shadowstuff in the shape of a construct for the duration of this mystery. This small mindless construct has 1 hd dice and a single hit point, is incorporeal and has a hide modifier equal to your caster level with a +4 bonus when hiding in shadowy concealment or darker conditions. Its ability scores are all 10 except for intelligence which is -. It has a 30ft fly speed with perfect maneuverability. It follows your orders exactly and you have a telepathic bond with the construct and through this bond you can see out of its eyes letting you scout ahead and observe things easily.

    Suffer the Flesh
    Path: Exceptional Darkness
    Level/School: 2nd/Transmutation
    Range: Personal
    Target: You
    Duration: 1 Round
    Saving Throw: None
    Spell Resistance: No

    You sacrifice your vitality to draw more energy from the Plane of Shadows.

    This mystery functions as the spell Suffer the Flesh (Magic of Eberron) except noted here.


    Synchronized Shadows
    Path: Arcane Insights
    Level/School: 1st/Divination
    Range: Personal
    Target: You
    Duration: 10 Minutes/Level
    Saving Throw: None
    Spell Resistance: No

    Your connection to the plane of shadows lets you see how you can use it’s essence to interact with normal spellcasting

    While this mystery is active you can ignore the penalty for dispelling or just interacting with regular magic (-4 CL Penalty on Dispelling, etc). Arcane spellcasters still suffer this penalty when trying to affect your mysteries however and the penalty increases by 2.



    Twilight Vision
    Path: Clear Sight
    Level/School: 1st/Divination
    Range: Personal
    Target: You
    Duration: 1 Hour/Caster Level
    Saving Throw: None
    Spell Resistance: None

    Eyes adjust to the darkness and to the very stars so far away...

    Your eyesight improves, gaining low light vision for the duration of this mystery. In addition, the penalty for spot checks is reduced from -1 for every 10ft to -1 for every 20ft. At caster level 8 this improves to -1 for every 30ft and at caster level 16 this improves again to -1 for every 40ft.

    Umbral Sphere
    Path: Covert Operations
    Level/School: 3rd/Illusion
    Range: 10ft
    Area: 10ft Radius Spread Centered on You
    Duration: 10 Minutes/Level
    Saving Throw: None
    Spell Resistance: No

    You surround yourself with darkness, trapping foes within pitch black darkness.

    This mystery functions as the spell invisibility sphere except as noted here. In addition to rendering creatures invisible it also muffles all sound within the area giving a -10 penalty on listen checks to hear what is inside the radius.


    Umbral Gleam
    Path: Clear Sight
    Level/School: 3rd/Divination
    Range: Close (25ft/2 Caster Levels)
    Target: One Creature's Shadow
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    You peer into the target's shadow glimpsing a reflection of the creature's past.

    You target one creature within range whose shadow you can see. If they fail a will save then you can gain one piece of information about them for every 5th caster level (Minimum 1). Unusually for effects that force saving throws if the target passes this saving throw they are unaware of having to make a saving throw. The relevant pieces of information that a caster can select to gain from this mystery are listed below. Usually you get 1-3 sentences at most from the pieces of information gained.
    • Details about one event within 24 hours that you are aware that the creature participated in or observed. If you were mistaken then you learn that they weren't involved in that event.
    • Details about the most important event that has happened to the target within the last 24 hours (Was mugged by unknown thieves, stole a prized heirloom from a hated boss, finished researching a new spell, etc)
    • A brief summary of the creature's personality
    • A brief summary of the target's history (Including name and current occupation)
    • The most important item the creature has had in their possession in the past 24 hours
    • One piece of vague information that you find relevant regarding the target (Up to DM to decide details or if there is anything relevant at all. This returns a single sentence response)

    Last edited by Silva Stormrage; 2024-01-08 at 01:52 AM.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  4. - Top - End - #4
    Troll in the Playground
     
    Silva Stormrage's Avatar

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    Default Re: Shadowcaster Remake along with 90+ New Mysteries PEACH

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    Devouring Shadows
    Path: Arcane Dilemma
    Level/School: 4th/Abjuration [Darkness]
    Range: Close (25ft + 5ft/2 Caster Levels)
    Effect: 20ft radius spread
    Duration: 1 Round/Level
    Saving Throw: None
    Spell Resistance: Yes

    You create a cloud which seems to gnaw hungrily at the sky around it.

    You produce a 20ft radius cloud that duplicates the effects of fog cloud and deeper darkness within its radius. In addition, any spell or spell-like ability cast within the cloud's confines or cast into the cloud is countered unless the opposing caster can make a caster level check vs a DC of 11 + the caster's caster level. A single instance of devouring shadows can counter one spell for every 3 caster levels. Once it has countered its limit the cloud immediately disperses. This cloud can not counter mysteries but suffers no penalty from trying to counter arcane or divine spells or spell-like abilities despite them being normally immune to counterspelling.

    Dimensional Rift
    Path: Shade Gate
    Level/School: 6th/Conjuration (Teleportation)
    Range: 10ft
    Effect: Gate into the Plane of Shadows
    Duration: Concentration (Maximum 3 Rounds)
    Saving Throw: None
    Spell Resistance: None

    You desperately throw open a gate to the plane of shadows surrounding yourself and your allies.

    Casting this mystery is an immediate action and when you do so you create a 10ft radius sphere around you which functions as a gate to the plane of shadows. The gate is one way and only transfers things hitting its outer edge to the plane of shadows. On the inner side it simply functions as a resilient sphere that if destroyed ends the entire effect. However, this effectively grants you and anyone inside it total cover against all outside attacks and creatures as anything that attempts to go through the sphere will simply enter the plane of shadows. Enemies can still teleport through the barrier to reach you. You can end this ongoing barrier at any time. You can keep this barrier active as long as you perform no other actions other than concentrating on it and you can only keep it active for a maximum of 3 rounds.

    Casting this mystery places enormous strain on your body and you take 5d8 damage from casting this mystery and an additional 5d8 damage each extra round you keep it active. This extra damage can cause you to lose concentration on the mystery.

    Enhance Darkness
    Path: Creatures who Lurk.
    Level/School: 5th/Transmutation
    Range: Close (25ft + 5ft/2 Caster Levels)
    Target: One Shadow or Dark Creature/Level no two of which are further than 15ft apart (See Below)
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: Yes

    You infuse shadowy creatures with primal shadow essence, improving them in a variety of ways.

    All targeted creatures gain a +6 enchantment bonus to dexterity, +4 deflection bonus to ac, +3 Resistance Bonus to saving throws and +5 insight bonus to hide and move silently and 2 Temporary hit points per caster level. A creature can only benefit from this mystery if they either have the Shadow Creature or Dark Creature templates or are natives to the plane of shadows.

    Ephemeral Flicker
    Path: Temporal Flicker
    Level/School: 4th/Transmutation
    Casting Time:1 Immediate Action
    Range: Personal
    Target: You
    Duration: 1 Round (See Text)
    Saving Throw: None
    Spell Resistance: None

    You transport yourself to a pocket of shadows where space and time are folded up

    You transfer yourself to a pocket of shadow energies which removes you from space and time for a brief moment. When you cast this mystery you stop existing and no effect can target you but you can not take actions either. You reappear in your previous square in your previous condition at the start of what would be your next turn. You do not experience any time difference between when you cast this mystery and when you reappear. You can not use this mystery in areas where planar travel is not possible or if you are under the effect of dimensional anchor.

    Ephemeral Flicker, Greater
    Path: Temporal Flicker
    Level/School: 6th/Transmutation
    Casting Time:1 Immediate Action
    Range: Close Range (25ft + 5ft/2 Levels)
    Target: One Creature
    Duration: 3 Rounds (See Text)
    Saving Throw: Will Negates
    Spell Resistance: Yes

    You transport another creature to a pocket of shadows where space and time are folded up

    This mystery functions like Ephemeral Flicker (See Above), except as noted here. This mystery can target another creature and the duration can last up to 3 rounds. If you target another creature you can decide to cause them to reappear as a free action ending this mystery, if you target yourself you must set the duration of how long you want to remain in that pocket of shadowspace when you cast this mystery. An unwilling target can resist this effect with a will saving throw.


    Ephemeral Prison
    Path: Shade Gate
    Level/School: 5th/Conjuration (Teleportation)
    Range: Medium (100ft + 10ft/Caster Level)
    Target: One Medium or smaller Creature
    Effect: One Shadow Portal
    Duration: 1 Round/Level (D)
    Saving Throw: Reflex Negates
    Spell Resistance: Yes

    Creating a portal to a demiplane from the plane of shadows you hope to trap your foes inside.

    You create a 5ft wide gaping portal underneath a medium or smaller creature who falls inside if they can not fly and they fail a reflex save. To trap flying creatures you can ready an action to use this mystery on a creature who moves more than 5ft on their turn, allowing you to open the portal directly in front of them and hoping they can't stop in time. A flying creature gets a bonus or penalty on their reflex saving throw depending on their maneuverability. Poor: -10, Clumsy: -5, Average: 0, Good: +3, Perfect: +5. This portal is too small to affect large or larger creatures and does not trap unattended objects. The portal can only trap one creature and is very short lasting, closing if you failed to snare your initial target.

    Regardless of the method used, creatures who are trapped inside are stuck inside a pitch black pocket dimension they can't escape from. Teleportation is useless but plane shifting allows one to escape. Creatures inside may make a spellcraft or Knowledge (The Planes) check (DC 15) to realize the dimension's incredibly short life span. The caster may end this mystery early, freeing the trapped creature and releasing them into the same or nearest available square.

    Fixed Conduit
    Path: Enervating Shadow
    Level/School: 4th/Necromancy
    Range: Medium (100ft + 10ft/Caster Level)
    Target: One Creature
    Duration: 1 Minute/Level
    Saving Throw: Fort Negates (See Text)
    Spell Resistance: Yes

    You lock a creature’s shadow in place, preventing a creature from moving and slowly draining their energy through it.

    The target’s shadow is frozen preventing the creature from moving more than 5ft from their current location and they are entangled while this mystery lasts. In order to move beyond that and to end this mystery they must make a fortitude save as a standard action, a success ends this mystery. Each round this mystery is active they take 3d6 negative energy damage. Undead take 1d6 profane damage instead. Teleportation and similar effects fail to move the target beyond this reach until they succeed on the fortitude save needed to end the power.


    Grasping Tendril
    Path: Shade Gate
    Level/School: 4th/Conjuration
    Range: Medium (100ft + 10ft/Caster Level)
    Target: One Creature
    Duration: 1 Round/Level
    Saving Throw: No
    Spell Resistance: Yes

    Connect the creature's shadow to the plane of shadows allowing tendrils of shadowstuff to reach out and grab them.

    You turn the target's shadow into a portal into the plane of shadows. When you cast this spell a single tendril reaches out to grapple them as the spell Black Tentacles except as noted here. This mystery only affects a single target and the tendril grappling them fades away into nothingness once the target escapes or breaks free from the grapple. However, as a move action you can reform the tendril allowing it to immediately attempt to grapple again as long as the target remains within range of the spell. You can keep reforming the tendril until the spell's duration expires after which any active tendril fades away into nothingness. You can only ever have one tendril summoned by a particular instance of this mystery at a time.

    Haunting Presence
    Path: Twisting Shadows
    Level/School: 6th/Transmutation
    Range: Touch
    Target: Creature Touched
    Duration: 1 Day
    Saving Throw: No
    Spell Resistance: Yes

    You touch a creature creating a small pocket dimension of shadows that you can warp yourself to once within the next day.

    Upon touching the target you can once during the next 24 hours warp space to find yourself behind them as a free action. If you do so the creature is surprised and takes a -4 penalty on ac and saving throws against any attack within the surprise round. You only get a surprise round if you are not currently engaged in combat with the creature touched.

    This movement is not a teleportation effect and is not blocked by wards that stop teleportation or planar travel. If the space behind the creature is not a valid location the creature is shoved 5ft forward when you appear and is knocked prone from the force.

    This effect is hard to notice on the creature and detect magic, arcane sight and similar effects can not detect it, nor does dispelling the touched creature have a chance to remove the pocket dimension. A DC 30 spot check will detect that there is something amiss with the target’s shadow and a targeted dispel magic on the touched creature’s shadow will give a chance to dispel this pocket dimension as a normal ongoing spell effect.

    Shadow Binding
    Path: Creatures who Lurk.
    Level/School: 6th/Conjuration (Calling)

    You call a replica of an outsider or elemental made out of shadow stuff and compel it to obey you.

    This mystery functions as the spell Planar Binding, except as noted here. This mystery doesn’t call an outsider but simply a shadowy duplicate of one made out of the plane of shadows raw essence. This shadow duplicate however, is not loyal by default and the caster still needs to make the relevant charisma check or negotiation to get it to obey as if it was a real creature. You do not need a magic circle in order to call such an outsider (Since they are bound via the plane of shadows), however, you do need a dimensional anchor spell or similar effect to prevent them from simply escaping their bindings. If a duplicate escapes without accepting a contract they immediately fade and return to the plane of shadows.

    This duplicate has the exact same abilities as the normal outsider except as follows. It has the dark template, it has 1/5th the normal amount of hit points and it can not use any abilities that consume experience points, even SLA’s that duplicate spells that have experience point costs.

    In addition, since a portion of the caster’s power is needed to maintain this mystery they are limited to a number of bindings equal to 1/4th their casting modifier (Rounded up). If the caster ever loses access to this mystery (Such as a shadowcaster retraining this mystery or a Conduit selecting a different mystery for the day) all creatures called by this mystery instantly are slain and return to shadow essence sent back to the plane of shadows.

    Shadow Conjuration
    Path: Shadow Replication
    Level/School: 4th/Illusion (Shadow)

    Pulling power from the plane of shadows you conjure up a ephemeral duplicate of a creature or object.

    This mystery functions as the spell Shadow Conjuration except as noted here. This mystery can duplicate any conjuration (Creation) or (Summoning) spell of lower than 5th level instead of lower than 4th.

    Shadow Conjuration, Greater
    Path: Shadow Replication
    Level/School: 6th/Illusion (Shadow)

    Pulling power from the plane of shadows you conjure up a powerful ephemeral duplicate of a creature or object.

    This mystery functions as the spell Greater Shadow Conjuration except as noted here. This mystery can duplicate any conjuration (Creation) or (Summoning) spell of lower than 8th level instead of lower than 7th.

    Shadow Terrain
    Path: Unstable Earth
    Level/School: 4th/Conjuration
    Range: Medium (100ft +10ft/Level)
    Effect: Varies (See Text)
    Duration: Varies (See Text)
    Saving Throw: Varies (See Text)
    Spell Resistance: None

    You adjust the terrain in the plane of shadows and map that change into the real world.

    When you cast this mystery you replicate the effects of one of the following spells, Ice Column (Frostburn), Stone Spikes, Vine Mine (Spell Compendium). If you don’t wish to choose one of those spells you can also make another similar adjustment to the terrain nearby in a 20ft radius, collapsing a wall of a house, creating a small dirt hill to act as cover or similar effect. The DM should be restrictive with this effect and it shouldn’t be more powerful than a 3rd level spell. The mystery’s effects are slow when used in this freeform way and can’t be used to trap a creature with any terrain modifications.

    Regardless of your choice the effects of this mystery fade after an hour even if the duration of the spell or effect is normally longer.

    Shape Material
    Path: Unstable Earth
    Level/School: 5th/Transmutation
    Range: Medium (100ft +10ft/Level)
    Target: Personal/An object up to 10 cu. ft. + 1 cu. ft./level (See Text)
    Duration: 1 Minute/Level
    Saving Throw: Fort Negates (Magical Objects Only)
    Spell Resistance: Yes

    You infuse your touch with the sheer flexibility of the umbral plane allowing you to twist and mold objects you touch.

    For the duration of this mystery you gain a touch attack that functions as the spell stone shape except as noted here. This touch works on all objects regardless of composition, however it can’t reshape objects with hardness above 20. Magical items get a fortitude save to negate this effect and artifacts can’t be affected by this mystery. This touch attack still provokes attacks of opportunities if you attempt to use it to reshape a target’s armor or similar worn item.

    Soul Mirror
    Path: Shadow Replication
    Level/School: 5th/Conjuration (Summoning)
    Range: Close (25ft + 5ft/2 Caster Levels)
    Effect: A 60ft radius spread
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: No

    You create a filter in the plane of shadows which draws power from summoning spells and effects.

    Whenever a creature is summoned within the radius of this mystery a duplicate of the creature is created adjacent to it. This duplicate is perfectly loyal to the Shadowcaster and has the same abilities as the summoned creature except as noted here. It only lasts for five rounds or the summoned creature's regular duration whichever is shorter, due to its insubstantial nature and only has 1/5th the actual hit points of the summoned creature. In addition, the original summoned creature has its summoning duration halved due to the energy this mystery leeches out to summon the duplicate. Only a single summoning effect can be copied by this effect in a given round and a maximum of three summoned creatures can be active at a given time.

    Summon Assassin
    Path: Creatures that Lurk
    Level/School: 4th/Conjuration (Summoning)
    Range: Medium (100ft + 10ft/Caster Level)
    Effect: One Summoned Assassin
    Duration: 10 Minutes /Level (D)
    Saving Throw: No
    Spell Resistance: No

    You conjure a stealthy spy who can perform assassinations.
    You summon a stealthy incorporeal assassin to serve you loyally. This medium sized incorporeal undead assassin has a number of d12 HD equal to your caster level. Their ability scores are equal to 10 except for dexterity which is equal to your casting ability score modifier. Their hide and move silently ranks are equal to your ranks in spellcraft and they gain a bonus equal to half of your caster level. Their saving throw bonuses are equal to ½ your caster level plus the relevant ability score modifiers. This assassin is treated as a native to the plane of shadows for banishment and dismissal style effects.

    This assassin has a melee touch attack which has a bonus to hit equal to your caster level plus their dexterity modifier and deals 1d6 profane damage. The assassin has a 2d6 sneak attack which applies to this touch attack. In addition, they have the assassin’s death attack class feature allowing them to make a death attack against targets whom they have studied for 3 rounds. The DC for this death attack is equal to the DC of this mystery. 10 + 4 + your casting ability score modifier.

    You do not have a telepathic link with this summoned assassin but you can tell if they are slain and can order them to try to return to you at any point (Though they will have to actually get back to you physically in order to relay anything to you).

    Resistance Fading
    Path: Arcane Dilemma
    Level/School: 5th/Necromancy
    Range: Close (25ft + 5ft/2 Caster Levels)
    Target: One Creature
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: No

    You surround a creature with shadow magic which allows other creature's spells to slowly overwhelm the creature's resistances.

    The targeted creature gains a -2 penalty to its spell resistance for the duration of this mystery. In addition, every time in a round the creature is targeted with a spell or spell-like ability that checks spell resistance it's spell resistance for that round is reduced by a further 2 stacking up to a maximum penalty of the mystery's caster's caster level. This penalty resets to 2 at the start of the target's turn.

    Likewise the target suffers a -5 penalty to all energy resistances they may have (to a minimum of 0). For every attack of a given energy type that they suffer in a round that would deal more than 15 damage the penalty increases by 5. This penalty also resets to a -5 penalty at the start of the target's turn. Thus a creature with 20 fire resistance would have 5 fire resistance after being hit with three different fire attacks in a round, though if he had cold resistance 20 then he would still have 15 cold resistance after suffering those three fire attacks. If a creature has immunity to an energy type they lose it once the penalty to the given energy resistance reaches -40. After which they simply take half damage from all energy damage of that type.

    Shadow Repression
    Path: Arcane Dilemma
    Level/School: 6th/Necromancy
    Range: Close (25ft + 5ft/2 Caster Levels)
    Target: One Creature
    Duration: 3 Rounds
    Saving Throw: No
    Spell Resistance: Yes

    You corrode a target's soul and body and drain the energy around it.

    When you target a creature with this mystery, select one passive supernatural ability or ongoing spell effect you know the subject has or is affected by at the moment respectively. For the duration of this mystery that ability or spell is suppressed. This mystery can only target creatures with HD equal to or less than your caster level +1. You can determine whether a displayed ability of a creature is supernatural via a knowledge check (DC 15 + the creature's HD) the relevant knowledge check being determined by their creature type. Another creature can inform you of such an ability and even if you fail the knowledge check you can blindly attempt to suppress an ability you have seen, if it is not supernatural than this ability will simply fail.



    Shadowdancer's Grace
    Path: Night's Escape
    Level/School: 6th/Illusion
    Range: Personal
    Target: You
    Duration: 10 Minutes/Level
    Saving Throw: None
    Spell Resistance: Yes

    You grant yourself the nimble nature of flickering shadows.

    While under the effects of this mystery you gain the benefits of the Hide in Plain Sight class feature as a Shadowdancer.


    Soul Corrosion
    Path: Enervating Shadows
    Level/School: 6th/Necromancy
    Range: Medium (100ft + 10ft/Caster Level)
    Target: One Creature
    Duration: 1 Round/Level (D)
    Saving Throw: Fort Partial (See Text)
    Spell Resistance: Yes

    You introduce a flaw into the target’s soul allowing their life force to flow into the plane of shadows via their surroundings.

    Each round the creature starts their turn in at least shadowy concealment they gain 1d2 negative levels. At the end of their turn they can make a fortitude save against this mystery. If they succeed twice then this mystery ends.

    Thief's Domain
    Path: Night's Escape
    Level/School: 5th/Evocation [Darkness]
    Range: Close (25ft + 5ft/2 Caster Levels)
    Effect: 30ft radius spread
    Duration: 1 Minute/Level
    Saving Throw: Will Partial
    Spell Resistance: Yes

    You create an area of pitch black darkness which absorbs ambient noise.

    This mystery causes darkness to spawn within its radius which blocks sight completely. In addition, creatures within the area must make a will save each round or become deafened for one round. Even if they succeed on their will save they suffer a -10 penalty to listen checks as the sounds around them are muffled and distorted. Creatures who fail their saving throw can still produce sound and aren't restricted from casting spells with verbal components, but they are still deafened and have the associated chance of failing to cast spells with verbal components.

    Temporal Twist
    Path: Temporal Flicker
    Level/School: 5th/Transmutation
    Range: Close (25ft + 5ft/2 Caster Levels)
    Target: One Creature
    Duration: 1 Round/Level
    Saving Throw: Will Partial(See Text)
    Spell Resistance: Yes

    You use the malleable nature of the plane of shadows to adjust how well the target is attached to the flow of time.

    You can choose one of two options when you cast this mystery, haste or slow and their effects are below.
    Haste: The creature is sped up and benefits from the effects of the spell haste for the duration of this mystery except as noted here. The bonuses from the haste effect are doubled (They still only get one extra attack per round) and they get an extra move action each round which can only be used on movement/picking up objects or similar actions.

    Slow: The creature is slowed down and suffers the effect of the spell Slow (No Save). Each round the disruption from the altered flow of time can alter his ability to interact with the world. At the start of each of their turns they have to make a will save. Failure causes them to take a -3 penalty to attack rolls, armor class, damage rolls and reflex saving throws for the duration of this mystery; this stacks each time they fail this save. If this penalty increases to -9 they become frozen and unable to take actions until this mystery ends.


    Transmute Materials
    Path: Unstable Earth
    Level/School: 6th/Transmutation
    Range: Medium (100ft + 10ft/Level)
    Area: Up to two 10-ft. cubes/level (S)
    Duration: Permanent
    Saving Throw: See Text
    Spell Resistance: No

    Infuse a wide area of effect with energy from the plane of shadows and twist its form into something more useful.

    This mystery functions as the spell Transmute Mud to Rock except as noted here. You do not need to target an area of mud or loose earth for this mystery and can target a region containing any of the following material types, wood, glass, metal (Iron/Steel/Copper/Tin/Gold/Silver or other standard and non highly reactive metals or their alloys), ice, sand, rock, mud. You can then transmute any of those materials into one of the materials from the previous list. This mystery can’t target attended or magical objects as they resist the changes. You can not create special materials like living wood or mithril from this mystery. Materials made via this mystery can’t be used as material components or magical crafting components.

    The newly transmuted materials are seemingly partially made out of ever changing shadows. Thus while this mystery can turn lead into gold, anyone remotely competent will notice its magical and fake nature.

    Quick Cover
    Path: Night's Escape
    Level/School: 4th/Illusion [Glamour]
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    You disappear into the shadows and any creature who thinks they saw something sees nothing but shadows.

    This mystery can only be cast while you are within shadowy concealment or darker conditions and can be cast as an immediate action. If a creature locates you with a spot or listen check you may reroll your hide or move silently check as appropriate with a +20 bonus. If you beat their previous check you remain undetected. However, this bonus only applies against that single spot and listen check the creature made to locate you and does not apply to any other creature or in future rounds.

    Warp Movement
    Path: Twisting Shadows
    Level/School: 4th/Transmutation
    Range: Medium (100ft + 10ft/Caster Level)
    Target: One Creature
    Duration: 1 Minute/Level (D)
    Saving Throw: No
    Spell Resistance: Yes

    You subtly shift the direction and distance the target moves, disorientating them and causing them to be mispositioned.

    Whenever the target of this mystery moves within your line of sight you can choose to change his ending destination by up to 10ft after he has finished his movement. This occurs on all movement, whether it is a 5ft step, involuntary or voluntary movement or even teleportation. You can not force a creature to occupy an illegal square (Such as inside a wall, through a solid door or sharing a square with another creature) but you can make them end up in locations that don’t support them such as off a cliff, inside a hazardous terrain or out of range for a melee attack. This 10ft shift of their location does not provoke attacks of opportunity and is not affected by difficult terrain or the like.

    Note that this change in destination occurs at the end of the movement action so in the case of a charge the charger’s attack would resolve before you get the chance to move them 10ft.

    Warped Barrier
    Path: Twisting Shadows
    Level/School: 5th/Transmutation
    Range: Personal
    Target: You
    Duration: 1 Minute/Level (D)
    Saving Throw: No
    Spell Resistance: No

    You create a barrier of warped space which twists attacks away from you.

    You gain a 25% miss chance against ranged attacks and melee attacks from further than 5ft away while this mystery is active. This miss chance stacks with all other forms of miss chance and increases to 50% while within at least shadowy concealment.

    Voidsphere
    Path: Enervating Shadow
    Level/School: 5th/Evocation [Darkness]
    Range: Long (400ft + 40ft/Caster Level)
    Effect: 30ft radius spread
    Duration: 1 Minute/Level (See Text)
    Saving Throw: Fort Half
    Spell Resistance: Yes

    You unleash a blast of consuming shadows which absorbs the creature's lifeforce and uses it as a buffer for your own.

    Creatures within the radius of this mystery take 1d6 profane damage per caster level and are fatigued for one hour. Creatures who succeed on their fortitude save take half damage and are not fatigued.

    For each creature who fails their fortitude save the caster gains 5 temporary hit points which last for 1 minute per caster level.
    Last edited by Silva Stormrage; 2024-01-08 at 01:39 AM.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

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    Troll in the Playground
     
    Silva Stormrage's Avatar

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    Default Re: Shadowcaster Remake along with 90+ New Mysteries PEACH

    Master Mysteries:
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    Consuming Shadows
    Path: Maw of Consumption
    Level/School: 7th/Conjuration (Creation
    Range: Medium (100ft + 10ft/Caster Level)
    Area: 30ft radius emanation
    Duration: 1 Minute/Caster Level
    Saving Throw: Reflex Negates (See Text)
    Spell Resistance: No

    You create a mass of darkness which grips and drains creatures in it’s area

    This mystery functions like the Mystery Clinging Darkness except as noted here. Each round a creature starts their turn in this mystery’s effects they suffer 8d6 cold damage and gain a single negative level.

    Dark Reflection
    Path: Creeping Horde
    Level/School: 9th/Necromancy
    Range: Medium (100ft + 10ft/level)
    Target: One Non-Mindless Creature
    Effect: One Dark Reflection
    Duration: 1 Round/Level
    Saving Throw: None
    Spell Resistance: Yes

    You reach into the plane of shadows and pull out a dark reflection of a creature which tries to murder them.

    You target one creature within range and create a dark murderous reflection of them. This reflection has their exact statistics except as follows, they only have mundane copies of any gear they have, they have half the target’s maximum and current hit points and all attack rolls, saving throws, armor class and saving throw DCs for all abilities take a -5 penalty. Otherwise they are identical, including any ongoing spell effects currently affecting the target.

    This reflection is not under your control and just tries to kill their original to the best of their ability. They do not care about collateral and will attack you or your allies with area of effect spells and abilities if that is the most effective way to kill their original but otherwise they will ignore other combatants unless attacked.

    The reflection acts immediately and for future rounds acts as if it has an initiative score of -1 yours.


    Echoing Ward
    Path: Manifested Shade
    Level/School: 8th/Abjuration
    Range: Personal
    Target: You
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: Yes

    You create a ward that reflects mysteries and spells cast upon you.

    While this spell is ongoing whenever you are targeted by a mystery or spell this ward produces a duplicate of that effect and targets the caster with it. The caster has to make any relevant saving throws and takes damage as if they were targeted by the mystery or spell. However, they get a +4 bonus on any saving throws and any numeric effects such as damage are halved compared to normal. If the spell or mystery is not a targeted effect and has an area of effect then this mystery creates that area centered on the caster's current position. Mysteries and spells which produce effects that do not harm or effect the caster directly such as summons or spells such as Wall of Thorns are not duplicated by this mystery.

    Once this ward has absorbed a number of levels of mysteries or spells equal to 1d12+1/2 the caster's caster level the ward fades. If the ward has less spell levels remaining in the ward than the level of an incoming mystery or spell then the mystery or spell is still reflected and the ward immediately ends. Instead of this mystery suffering a -4 CL penalty when interacting with normal spells, spells are instead treated as if they were two levels higher than normal.

    Ephemeral Flight
    Path: Raven's Flight
    Level/School: 9th/Transmutation/Conjuration [Teleportation]
    Range: Personal
    Target: You
    Duration: 1 Round/Level
    Saving Throw: None
    Spell Resistance: No

    You shift yourself partially to the plane of shadows, allowing exceptionally fast flight and the ability to dodge attacks by retreating to the plane of shadows.

    Casting this mystery you cloak yourself in a glimmer of shadows with distant sparkling stars echoing from within. You gain a perfect flight speed of 500ft. If you already have a flight speed then it is increased to perfect maneuverability and its speed is tripled or increased to 500ft whichever is faster.

    In addition, you gain the benefits of the spell Blinking, Greater (SpC) except as noted here. You don't blink between the Ethereal and Material plane but between the Material and Plane of Shadows. Thus force effects and see invisibility style of effects do not help against your form of blinking. For the duration of this mystery you are treated as if you were on the Plane of Shadows for the purpose of the Plane of Shadow's magical traits and other effects which are stronger on the Plane of Shadows.

    Grasping Void
    Path: Maw of Consumption
    Level/School: 8th/Conjuration (Creation)
    Range: Medium (100ft + 10ft/Caster Level)
    Area: 20ft radius emanation
    Duration: 1 Minute/Caster Level
    Saving Throw: Fortitude Partial (See Text)
    Spell Resistance: No

    You twist space and inflict crushing gravity into an area.
    You create a 20ft radius of crushing gravity which deals 12d6 bludgeoning damage to all creatures within its area and again each round they remain in the area. All creatures need to make a strength check when they first enter the area DC 20 + your casting modifier or be entangled and rooted in place in the area. They can make a strength check each round as a standard action to break free but the area is still difficult terrain (Even for flying creatures).

    In addition, while this mystery lasts the caster can as a move action create a temporary portal to the gravity zone next to a medium or smaller creature. That creature must make a fortitude save or be dragged into the zone by the effect’s gravity. The portal ends immediately regardless of the saving throw result.

    Lurking Terrors
    Path: Creeping Nightmares
    Level/School: 8th/Conjuration [Mind Affecting]
    Casting Time: 10 Minutes
    Range: Infinite
    Target: One Creature
    Duration: 10 Minutes
    Saving Throw: Will Partial
    Spell Resistance: Yes

    You wait until a creature is asleep and then manifest their nightmares into the real world to attack them.

    You must target a sleeping creature who you have personally met and who is on the same plane as you with this mystery. If the recipient is awake when the spell begins, you can choose to cease casting (ending the mystery) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a mystery or the mystery ends.

    If the target fails their saving throw then after 30 minutes of being asleep 1d4 Greater Shadow Elementals (ToM pg 166) spawn and attack the sleeping target. If the target survives the initial attack on their sleeping form the elementals will continue to attack and chase after the targeted creature to the exclusion of all else. If the target dies or escapes completely the elementals attack any nearby creature. These elementals deal an additional amount of damage on their attacks equal to the caster's casting ability modifier. The caster can see out of the elemental's senses but can not control them, this aspect of the mystery is blocked by effects that block scrying. The elementals last for 10 minutes after being created. The elementals can not form in areas where planar travel is prohibited and the entire mystery simply fails under those conditions, though the caster is aware that the summoning of the elementals failed. If the target succeeds on their saving throw they are instead faced with a single large Shadow Elemental as above. A creature can only be targeted by this mystery once per night, regardless of the number of times a single or multiple creatures cast this on them.

    Mage’s Magnificent Mansion
    Path: Umbral Plane
    Level/School: 7th/Conjuration [Creation]
    Casting Time: 1 Hour
    Range: Medium (100ft + 10ft/Caster Level)
    Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
    Duration: 2 Hours/Caster Level
    Saving Throw: None
    Spell Resistance: No

    You create a palace of shadows to retreat to.

    This mystery functions as Mage’s Magnificent Mansion except as noted here. You must cast this mystery in shadow concealment. You are treated as if on the plane of shadows while within the mansion for the purpose of magical traits. In addition, trying to divine the location of the mansion or its occupants requires a caster level check DC 16 + your caster level to get any information.

    Murder Flight
    Path: Raven's Flight
    Level/School: 7th/Conjuration [Teleportation]
    Range: Long (400ft + 40ft/Caster Level)
    Target: You and 1 Creature/Caster Level.
    Duration: Instantaneous
    Saving Throw: Will Negates (Harmless)
    Spell Resistance: Yes

    You shift several allies through the plane of shadows to unexpected positions.

    You teleport yourself and one allied creature per caster level anywhere within range of the spell. You push them through the plane of shadows and cloak their arrival to their new location as well catching any nearby foe by surprise. When a creature teleported by this mystery arrives they may make a single attack of opportunity against any adjacent enemy. The ally gains a +4 bonus to hit the enemy and they are denied their dexterity against this attack of opportunity.

    Nightmare Consumption
    Path: Creeping Nightmares
    Level/School: 9th/Enchantment [Mind Affecting]
    Casting Time: 10 Minutes
    Range: Infinite
    Target: One Creature
    Duration: 1 Hour and Instantaneous (See Text)
    Saving Throw: Will Partial
    Spell Resistance: Yes

    You wait until a creature is asleep and then attempt to overwrite their mind from within their dreams.

    You must target a sleeping creature who you have personally met and who is on the same plane as you with this mystery. If the recipient is awake when the spell begins, you can choose to cease casting (ending the mystery) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a mystery or the mystery ends.

    Once the target falls asleep you the target must make a will save after 10 minutes. If they fail you must remain channeling this mystery for a full hour as the mystery takes its toll on the target's psyche. You slowly observe, remove, twist and pull memories from their psyche. During this hour you gain full access to their memories and can add, remove, or change memories as you see fit. This mystery does not change the target's personality however, and they may notice some of their past actions to be inconsistent or very unusual. They may make a sense motive check whenever they come across a major contradiction in their memories, either from evidence showing their memories being incorrect or remembering a situation that is incredibly difficult to believe. The DC for this sense motive check is 5+your bluff modifier at the time of casting this mystery. Success means the target realizes something odd is going on but doesn't undo the mystery's effects. Still manipulating a paladin's memory to force them to "remember" that they are serving a Demon Lord won't result in the Paladin actually serving loyally. This mystery does not function in areas where planar travel is prohibited as you need to draw their psyche into the plane of shadows to manipulate it. A break enchantment spell with a 17th caster level or a greater restoration, wish or miracle is needed to remove the effects of this mystery.

    If they succeed on their will save they wake up with a start feeling as if their mind was being torn asunder and they take 1d4 points of wisdom drain from the ordeal.

    Night’s Inferno
    Path: Maw of Consumption
    Level/School: 9th/Evocation
    Range: Medium (100ft + 10ft/Caster Level)
    Area: 30ft radius emanation (See Text)
    Duration: 1 Round/Caster Level
    Saving Throw: Fortitude Partial
    Spell Resistance: Yes

    You create a terrible and ever growing surge of shadowflame which devastated the surrounding area

    You create a surge of shadowflame within a 30ft radius dealing 1d6 damage per caster level to all creatures in the area. Half of this damage is cold and half is profane damage. Creatures must make a fortitude save or become exhausted. Creatures who succeed take half damage and are fatigued. Creatures slain by this fire are disintegrated and can’t be resurrected except by miracle or wish. Objects take full damage ignoring their hardness and force objects are destroyed automatically by this fire. Objects destroyed are also disintegrated and turned to ash.

    In addition, each round the radius of this mystery increases by 10ft. The caster is immune to the effects of their own Night’s Inferno.


    Project Body
    Path: Shadow Facsimile
    Level/School: 8th/Illusion
    Range: Close (25ft +5ft/2 Levels)
    Effect: One Shadow Body
    Duration: 10 Minutes/Level
    Saving Throw: None
    Spell Resistance: None

    You create a puppet out of shadow that you can control and cast mysteries through.

    This mystery functions as the spell Project Image except as noted here. The puppet is more autonomous than normal and can act on its own without you needing to spend a move action each round. In addition, it can leave your immediate vicinity and you don’t need to maintain line of effect or sight in order to maintain the puppet. However, this puppet is not as intangible as Project Image’s illusionary double. It can be attacked as an incorporeal mindless construct and has 3 Hit Points per caster level. Its AC is 10 + Your casting modifier (Deflection) + your dexterity modifier. Its saving throw bonuses are equal to your own. You can only cast mysteries through the puppet but you can also cast all schools of mysteries on itself rather than just illusion mysteries.

    Repeated Mystery
    Path: Manifested Shade
    Level/School: 7th/Transmutation
    Casting Time: Immediate Action
    Range: Close (25ft + 5ft/2 Levels)
    Target: One Creature
    Duration: Instantaneous or 1 Round (See Text)
    Saving Throw: See Text
    Spell Resistance: Yes

    You use a quick burst of shadow magic to replicate the effects of a spell or mystery you have just seen.

    When a creature within range is targeted by the effects of a spell or mystery you can manifest this mystery to duplicate the effects of that spell. The creature must make all relevant saving throws again but they gain a +4 bonus on them and any numeric effects from the spell such as damage are halved. If the spell produces an ongoing effect the effect only lasts for one round regardless of the original duration. You may use this mystery after you know the results of the first mystery that the target is affected by.

    Greater Shadow Binding
    Path:Creeping Horde
    Level/School: 8th/Conjuration (Calling)

    You call a replica of an outsider or elemental made out of shadow stuff and compel it to obey you.

    This mystery functions as the mystery Shadow Binding except as noted here. You can summon creatures up to 18 HD. The maximum number of bindings you can hold is shared between these two mysteries. However, if you know both Shadow Binding and Greater Shadow Binding then the maximum number of bindings you can have increases by 1.

    Shadow's Embrace
    Path: Shifting Shadow
    Level/School: 7th/Transmutation
    Range: Close (25ft + 5ft/2 Levels)
    Target: One creature
    Duration: 1 Minute/Level (See Text)
    Saving Throw: Will Negates (Harmless)
    Spell Resistance: Yes

    You wrap a creature in a web of protective darkness.

    A creature under the effects of this mystery gains a +3 deflection bonus to AC and a +2 enhancement bonus to saving throws. In addition when the mystery is cast the caster can select one of the following benefits. A creature under this mystery's effects can swap to one of the other benefits as a move action. However, swapping benefits reduces the duration of this mystery by one minute. If this reduces the duration to 0 or lower the mystery immediately ends.

    • Bolstering Shadows: +2 Caster Level, Manifester Level, Binder Level or similar statistic (Choose One)
    • Resistance: The enhancement bonus to saving throws is increased to +6
    • Shield: The deflection bonus to armor class is improved to +9
    • Wrath: Any creature striking the target of this mystery with a melee attack takes 1d8+10 slashing damage as the shadows turn vicious and skewer the enemy
    • Endurance: Gain DR 15/-
    • Sight: Gain Darkvision 120ft and can see in magical darkness and can see invisible creatures.
    • Warded: Gain Spell Resistance equal to 11+The Caster's Caster Level
    • Golem: Summon a single creature that can be summoned with Summon Monster VII and give it the dark template (LoM). This creature lasts for 2 rounds. Once this option has been selected this mystery ends as soon as the summoned creature dies or is dismissed and is automatically dismissed if this mystery ends or if the target switches to a benefit other than golem. The creature appears adjacent to the target and obeys the target's orders absolutely.


    Shadow Gate
    Path: Umbral Plane
    Level/School: 8th/Conjuration [Teleportation]
    Casting Time: 1 Standard Action/1 Immediate Action (See Text)
    Range: Medium (100ft + 10ft/Caster Level)
    Effect: 1 Portal to the Plane of Shadows
    Duration: 1 Hour/Caster Level (See Text)
    Saving Throw: None
    Spell Resistance: No

    You create a portal to the plane of shadows as well as a tether to drag you back to your original plane at a moment’s notice.

    This mystery creates a large gate up to 30ft radius to any point on the plane of shadows. This gate lasts for up to 10 minutes before closing. As long as you remain on the plane of shadows you can as an immediate action slingshot you and any other creature who entered through your gate back to their original plane as an immediate action. This deposits them anywhere within 10 miles of their original location (Your choice).

    If you cast this mystery on the plane of shadows you can instead open a gate anywhere on the material, astral or ethereal plane and the slingshot deposits you back on the plane of shadows. However, it is more difficult this way and it takes a 1 standard action to deposit you and your companions back to the plane of shadows.

    Shadow Miracle
    Path: Manifested Shade
    Level/School: 9th/Evocation
    Spell Resistance: Yes

    You conjure a mass of energy from the plane of shadows and will it to form according to your whims.

    This mystery duplicates the effects of the spell Shades except as noted here. In addition to duplicating spells this mystery can duplicate any mystery of 8th level or lower that the caster knows and any mystery of 7th level or lower that they do not know.

    Shadow Simulacrum
    Path: Shadow Facsimile
    Level/School: 7th/Illusion
    Casting Time: See Text
    Range: Close (25ft +5ft/2 Levels)
    Effect: One Duplicate (See Text)
    Duration: See Text
    Saving Throw: None
    Spell Resistance: None

    You create a doppelganger made of shadow essence. It’s duration and power depends on how long you spend creating it.


    You have two options when you cast this mystery, create a temporary doppelganger or a more durable one.

    A temporary doppelganger has half your hit points and appears to look just like you. They are loyal to you and you have a telepathic bond with it to issue commands. This double has your statistics including passive effects from items (Though they can’t activate any magic item you might have on your person). When summoned you can choose three mysteries you know of 4th level or lower. For the duration of the Doppelganger's existence they can cast those mysteries as spell-like abilities at will. This doppelganger lasts for 1 round per level.

    If you create a more permanent one this mystery functions as Simulacrum except as noted here. The casting time is one hour and the double takes 50 GP per HD in rare herbs and onyx gems and 50 XP per HD to create. This simulacrum is made of raw shadow essence and can only be a copy of you. It gains the dark template automatically and unlike normal simulacrums this one is bonded to you via the plane of shadows and you have a telepathic link between yourself and it. You can only have one simulacrum active at a time, creating a second copy simply fails.

    Shadowcaster’s Stronghold
    Path: Umbral Plane
    Components: M
    Level/School: 9th/Conjuration [Creation]
    Casting Time: 1 Week (8 Hours a Day)
    Range: Medium (100ft + 10ft/Caster Level)
    Effect: Extradimensional mansion, up to thirty 10-ft. cubes/level (S)
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No

    You create a fortified stronghold to withstand assaults.

    This mystery functions as the Mage’s Magnificent Mansion mystery except as noted here. By supplying 25,000 GP worth of onyx and other rare components and sacrificing 2000 XP you can create a permanent mansion. The entire stronghold is warded as if by Mage’s Private Sanctum and other creature’s can not plane shift into the stronghold even if they know the location and have been before. Creatures can accompany you if you teleport into the stronghold yourself though. You gain a +4 insight bonus to all attributes while within the stronghold and while standing in any shadowy concealment you can perform a 10 minute ritual to teleport yourself into the stronghold.

    A caster can only have one Shadowcaster’s Stronghold active at once. Casting a second simply fails.

    Shadow Realm
    Path: Shadow Encroachment
    Level/School: 7th/Conjuration (Teleportation)
    Range: Medium (100ft + 10ft/Caster Level)
    Area: 60ft radius emanation
    Duration: 1 Minute/Caster Level
    Saving Throw: None
    Spell Resistance: No

    You create a planar bleed from the Plane of Shadows bolstering yourself

    Within the area of this mystery the planar traits of the plane of shadows are transplanted on top of the existing planar traits. In addition mysteries cast from within this area have +2 CL and +2 saving throw DC. Finally, if a non-Plane of Shadow native creature dies in this area their soul is consigned to the plane of shadows and they are raised as a shadow or similar undead somewhere on the plane Shadows set to haunt the plane of shadows until slain. They lose all but the faintest memories and the form of undead doesn’t retain their class features or abilities. This undead must be slain in order to raise them from the dead. This bypasses effects that resurrect on death such as contingent spells or even things like a Lich’s phylactery.

    Swarming Shadows
    Path: Creeping Horde
    Level/School: 7th/Necromancy
    Range: Medium (100ft + 10ft/level)
    Effect: One summoned Ephemeral Swarm/3 Caster Levels
    Duration: 1 Round/Level
    Saving Throw: None
    Spell Resistance: No

    You conjure a mass of shadows to strike and drain the vitality of creatures.

    This mystery functions as summon monster except as noted here. You summon one Ephemeral Swarm (MMIII pg 100) per 3 caster levels. Each Ephemeral Swarm deals 2d6 constitution damage instead of 1d6 strength damage. Despite being incorporeal, two swarms from this mystery can not damage the same creature in the same round. Their movement speed is increased to 60ft and they appear as a mass of shadowy humanoid limbs and faces rather than a swarm of animals.


    True Companion
    Path: Shadow Facsimile
    Level/School: 9th/Transmutation
    Range: Personal
    Target: You
    Duration: 1 Minute/Level
    Saving Throw: None
    Spell Resistance: None

    You grant your shadow intelligence allowing it to act independently.

    Your shadow gains sentience and aids you in combat, each round on your turn it can cast one mystery. This mystery functions just as if you had cast it and it is expended as normal but it can’t be disrupted or counterspelled and creatures need to make a DC 25 spot check to notice the shadow casting the mystery or else they are considered flat footed against the mystery.

    Your shadow however, can be damaged and “slain”. It gains half your hit points and suffers the same amount of damage as you for any area of effect damage you suffer. It does not suffer any additional effects other than damage. It can not be healed and if it reaches 0 hit points this mystery ends. If you are not casting a shadow due to blinding light then this mystery is suppressed, it is not suppressed in complete darkness.

    True Shadow
    Path: Shifting Shadow
    Level/School: 9th/Abjuration/Conjuration
    Casting Time: 30 Minutes
    Range: Touch
    Target: One Object or Point in Space
    Duration: 1 Day/Level
    Saving Throw: None
    Spell Resistance: Yes

    You bring the plane of shadows into the material plane by anchoring it to an object and allow the nature of the plane to warp and twist the object.

    When you cast this mystery you must select one of the following options.
    • Ward: By touching an object no smaller than 5 cubic feet and no larger than 20 cubic feet or by touching a point in space you produce a powerful ward over the surrounding space. A 100ft radius spread pulsing from the object or touched point causes all teleportation and planar travel into the area to become disrupted. Creatures attempting to use such dimensional travel find themselves shifted to the plane of shadows in a random location. This mystery's effects burrow through walls and other solid barriers affecting the radius around it regardless of such obstacles. This mystery also causes scrying effects and similar divination effects to simply observe a random location on the Plane of Shadows.
    • Twist: In order to use this option you must touch a single object no larger than 20 cubic feet. Such an object becomes malleable and durable and takes a black tinge to its color. The object’s hardness and HP double, it gains spell resistance equal to 11+ your caster level and becomes a magical item for the duration of this mystery. In addition, you can command it as a move action to warp and shift its form into any possible shape for its mass, treating it as the spell stone shape except targeting the entire object regardless of whether it is stone. A creature being surrounded or trapped by such a shifting object is allowed a reflex save to avoid being trapped (DC 20) and be allowed to move to the nearest available square. The caster can also as a standard action set a contingency for when and what the object will reshape itself as. They may select any conditions to trigger the reshaping that would be allowed with a contingency spell. You can only have one contingency set per object at a given time. This option can be used on magical items but not artifacts. Using this option of the mystery only takes a single minute to cast.
    • Guardian: In order to use this option you must touch a single point in space. If you give a command word as a free action or any creature other than you and your familiars or similar companions enter within 50ft of that point in space a monster is spawned and attacks your enemies. You can specify any number of specific creatures to not cause the monster to spawn or give general descriptions, "Any non animal that enters this room". This creature is any creature that can be summoned via a Summon Monster IX spell and has +4 enchantment bonus to strength and dexterity as well as having the Shadow Creature template (Special Abilities are set when the mystery is first set) but the creature is made of raw shadowstuff and is less durable, having half as much hit points as normal. The type of creature is set when you first cast this mystery. This creature follows your orders and lasts for 10 minutes before vanishing. This creature can not leave more than 200ft from its initial summoning point. You may only have 3 creatures summoned at any one time via this mystery. Any further simply fail to be summoned. Whenever a creature is summoned via this mystery you are alerted telepathically of which creature is summoned and a brief description of a creature that caused the summoning.



    Twisting Form
    Path: Shifting Shadow
    Level/School: 8th/Transmutation
    Range: Close (25ft + 5ft/2 Levels)
    Target: One creature
    Duration: 1 Minute/Level
    Saving Throw: Will Negates (Harmless)
    Spell Resistance: Yes

    You infuse a creature with the malleable essence of the plane of shadows allowing them to repeatedly shift their form.

    This spell functions as the spell polymorph except as noted here. The maximum cap on HD is increased to 25. Whenever the target shifts into a new form with this mystery they gain the shadow creature template while in this new form selecting new special abilities from the template each time. In addition, after they first take their new form they can spend a standard action to shift into any other form they could have transformed into with this mystery. Shifting again does not cause the target to regain health as if they had rested.

    However, shifting into new forms slowly wears away the power of this mystery. Each time they shift into a new form the maximum HD of the form they can transform into is reduced by 2. Thus if this mystery is cast on a 20th level character with a caster level of 20, the first form they can take can have 20 HD, the next form has to have a maximum of 18 HD, the next 16 HD, etc to a minimum of 10 HD.

    Twist Terrain
    Path: Shadow Encroachment
    Level/School: 8th/Transmutation
    Range: Personal
    Target: You
    Duration: 1 Round/level and 1 Minute/Level (See Text)
    Saving Throw: Varies (See Text)
    Spell Resistance: Yes

    You grab terrain effects and objects and superimpose them on the material plane.

    While this spell is ongoing you can as a move action once per round grab effects or objects from the plane of shadows and materialize them on the material plane. You must be standing on the ground in order to grasp the plane of shadows terrain properly. You can produce a wide range of effects. You can produce one of the following spell effects, Wall of Stone, Control Winds, Control Water, Wall of Iron, Earthquake or you can produce one of the following effects.

    1: Reshape unattended objects and structures as stone shape except for any non magical unattended material and the area of effect is a 20ft radius.
    2: Cloak a 20ft radius in pure darkness blocking all forms of sight, even darkvision.
    3: Produce a non magical structure of mundane materials or natural non magical terrain such as a hill, thick grove of trees or similar. This terrain can not exceed a size of a 20ft square. This structure can not be produced to crush or otherwise damage creatures. If a creature would be trapped by this new terrain they can make a DC 20 reflex save to move to an open space. Terrain formed by this mystery looks ephemeral and partially made of shadowstuff.

    This mystery lasts for 1 round per level but the changes to the terrain last for 1 minute per level after this mystery ends. This mystery does not function on the Plane of Shadows but the duration doubles if cast within the radius of the Shadow Realm mystery.

    Umbral Jaunt
    Path: Raven's Flight
    Level/School: 8th/Conjuration [Teleportation]
    Casting Time: Immediate Action
    Range: Medium (100ft + 10ft/Caster Level)
    Target: You
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Your shadow acts on its own accord and pulls you through the plane of shadows to avoid an attack.

    When you cast this mystery you vanish and reappear anywhere within range. You can cast this mystery even if you are flatfooted or normally unable to take actions as your shadow acts independently to cast this mystery. You still must spend the action yourself to cast it.

    Umbral Worm
    Path: Creeping Nightmares
    Level/School: 7th/Transmutation
    Range: Close (25ft +5ft/2 Levels)
    Target: One Creature
    Duration: See Text
    Saving Throw: None
    Spell Resistance: Yes

    You implant a creeping essence of shadow magic that slowly creates an opening in any resistances the target might have.

    When you cast this mystery on a target nothing at first seems to happen. However, the next time the target goes to sleep they suffer a -10 penalty to will saving throws while asleep. In addition, the spell burrows around any immunity to mind affecting effects the target might have not granted by their race or a template they might have. This causes the caster to bypass any such immunity to mind affecting the target might have. These penalties last until the target wakes up but if they suffered a mind affecting effect while they are under the effect of this mystery that effect is not suppressed if they regain any mind affecting immunity they had. This mystery has no effect on creatures that do not sleep.

    This mystery is also exceptionally difficult to detect and is not detectable via detect magic or arcane sight. Greater Arcane Sight and other divinations of 7th level or higher can detect its influences.

    Zone of Perfect Darkness
    Path: Shadow Encroachment
    Level/School: 9th/Conjuration (Teleportation)
    Range: Medium (100ft + 10ft/Caster Level)
    Area: 30ft radius emanation
    Duration: 1 Round/Caster Level
    Saving Throw: None
    Spell Resistance: No

    You create a very precise overlay of the plane of shadows to bolster your mysteries

    Within the area of this mystery you select two metashadow feats you know. For the duration of this mystery all other mysteries cast within this area benefit from both of those metashadow feats if they are valid targets for that metashadow feat.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
    Awesome Avatar by Derjuin

    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

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