semi-official shadowcaster handbook
DESCRIPTION
Compiled from assorted forum posts, this is a rebuild/ handbbok for the D&D 3.5 Shadowcaster class from Tome of MagicTRANSCRIPT
Shadowcaster fixes: ( mostly per original creator)
Grant bonus mysteries per day based on Int. These would work just like bonus spells.
Draw from shadows allows regaining mystery levels = effective Shadowcaster level per round while standing in area of shadow/darkness. Useable at will, provided conditions are met. Cannot cast and draw at same time.
Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so.
Allow the shadowcaster to swap out mysteries, like a sorcerer does spells, with the caveat that if you suddenly "un-complete" a Path, you lose a feat as well.
Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities.
the warp spell mystery shouldn't say that it allows a Will save. The caster level check determines success or failure.
New Mysteries/Paths
Fundamentals:
Darkened Eyes: gain trapfinding ability.
Shadowy Touch: channel negative energy through your touch
Shadowstep: walk unbound for 1 round.
Apprentice Path Mysteries:
False Faces:
1 False Form: disguise your form with deceptive shadows.
2 Cursed Visage: curse a target through their face.
3 Faceless Shadow: destroy one target's face altogether.
Waking Nightmares:
1 Turbulent Dreams: one target is put to sleep.
2 Stuff of Nightmeares: summon one otherworldly creature to fight
on your behalf.
3 Dark Will: Make your target sleepy and suggestable.
Voice from Beyond
1 Voices from Nowhere: as ventriloquism, except with sound
emenating from several locations.
2 Beguiling Voice: control the actions of one individual.
3 Curse of Silence: mute and deafen 1 target.
Shaded Flame
1 Cursed Flame: damage one foe and ruin their reflexes.
2 Frigid Smoke: create a cloud of frozen air.
3 Invisible Pyre: creates an invisible trap of fire and
shadows.
Out of Mind
1 Drain Awareness: steal one target's awareness of their
surroundings possibly without them even realizing it.
2 Living Ghost: erases all memories of yourself from one target's
memory.
3 Without a Trace: disappear even from magical sight.
Initiate Path Mysteries
Darkened Wards
4 Shadow Fortification: create a magical fortification in your
surroundings.
5 Wall of Darkness: create an unbreakable barrier.
6 Dark aura: create an aura of fear to repel your enemies.
Infinite Eyes
4 Shadow Awareness: gain uncanny dodge and awareness of nearby
creatures.
5 Dark Paranoia: read the thoughts of those who wander too
close.
6 Contingent Shadow: cast 1 mystery as an immediate action.
Twisted Mockery
4 Warp Body: warp one creature for the better and the worst.
5 Walking Dead: animate the dead.
6 Twisted Summons: summon one creature and warp it into other
creatures.
Master Mysteries
Dark Dreams
7 Treacherous Hoard: weigh down your opponents with treasure and
possibly turn them into treasure.
8 Eternal Shade: steal the youth of others.
9 Desires Manifest: create varied and wondrous effects.
One with Naught
7 Thought of Oblivion: destroy one item.
8 Shadow Sequestration: temporarily banish one creature from
reality.
9 Shadow Immersion: briefly become one shadow before dispersing
into nothingness.
Beguiling Voice
Apprentice, Voice from Beyond
Level/School: 2nd/enchantment
Range: Touch
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
With a few words, bars, or grunts, you attract someones attention
while capturing their loyalty.
For the duration of this mystery, the target of this spell acts
helpful towards the Shadowcaster, but only in regards to what is
asked of the target by the Shadowcaster. For example, a target that
loathes the Shadowcaster may help them fight a dragon if asked but
might jump at the chance to turn him in later, if not asked or
ordered not too.
Blackened Eyes
Fundamental
Level/School: 1st/divination
Range: personal
Duration: 1 hour
Saving Throw: none
Spell Resistance: No
As your eyes are concealed in shadow, you see what others did not
mean for you to find.
For the duration of this mystery, you gain the Trapfinding ability
and may use your ranks in spot in place of your ranks in search,
even if it is a cross-class skill.
Contingent Shadow
Initiate, Infinite Eyes
Level/School: 6th/Evocation
Range: Personal
Target: 1 mystery
Duration: 4 hours or until expended.
You invest a little energy into your shadow, just in case.
Once within the duration of this mystery, the shadowcaster can cast
any given mystery as an immediate action.
Curse of Silence
Apprentice, Voice from Beyond
Level/School: 3rd/enchantment
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Permanent or 1 round; see text
Saving Throw: Fortitude negates
Spell Resistance: no
You surround your foe with a layer of shadow to absorb all noise.
Your opponent appears confused as they plunge into silence.
If the target succeeds on their saving throw, they are silenced and
deafened for 1 round. If they fail, the effects of the Curse of
Silence are permanent. At any time, as a standard action, the
target may speak a special command word, causing the curse to end.
The process of noise reentering their ears is not a pleasant one,
however, dealing 1d6 sonic damage/level (maximum 10d6).
Cursed Flame
Apprentice, Shaded Flame
Level/School: 1st/ Evocation [flame]
Range: Close (25ft.+5ft./2 levels)
Duration: Instantaneous; see text
Saving Throw: Reflex Half
Spell Resistance: Yes
As you stretch out your hand, a gout of dim flame launches out from
it towards your foe.
Your target takes 1d4 fire damage/2 class levels, or half of that
with a successful reflex save. Any creature that fails their save
takes a 2 circumstance penalty to all reflex saves for 1
hour.
Cursed Visage
Apprentice, False Faces
Level/School: 2nd/Necromancy
Range: Touch
Duration: Permanent (D)
Saving Throw: Fortitude Negates
Spell Resistance: Yes
Shadows rush towards your opponents face, cursing them with
misfortune.
The target of this mystery takes a -1/lcaster level penalty on all
charisma-based skill-checks. In addition, the target's words do not
carry the power to speak command words or verbal components of
spells. Lastly, the target loses all extraordinary or supernatural
enhancements to their sight or hearing (such as low-light vision,
darkvision, and blindsight).
Dark Aura
Initiate, Darkened Wards
Level/School: 6th/Abjuration [Fear]
Range: Personal
Area: 5-foot emanation, centered on you
Duration: 1 round/level
Saving Throw: None or Will negates
Spell Resistance: Yes
Using fear as your shield, you construct an aura of shadows around
you.
You are surrounded by an aura of palpable fear. No sentient
creature can willingly walk within 5 feet of you. Creatures with an
animal intelligence can if they make a will save and unintelligent
foes are automatically unaffected. If you force the aura onto a
foe, they must make a will save to avoid becoming panicked for 1
round. Either way, they are no longer affected by that aura for 24
hours (although a recasting would make them vulnerable once
more).
Dark Paranoia
Initiate, Infinite Eyes
Level/School: 5th/Divination
Area: 5 ft/level radius, centered on the Shadowcaster.
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: Partial; see text
From the shadows of those around you, you can hear their
thoughts.
Whenever anyone walks into the area of this mystery, they must make
a will save or have their surface thoughts read for 1 round/level
as if through a detect thoughts spell. Any creature that makes
their saving throw is immune to all further usages of Dark Paranoia
made by the same shadowcaster for 24 hours.
Dark Will
Apprentice, Waking Nightmares
Level/School: 3rd/Enchantment (Compulsion) [Mind-Affecting]
Range: Medium (100 ft.+10 ft./level)
Duration: 1 hour/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes
You relax your opponents mind and wear down their body. In this
moment of weakness, you give them an order.
The target of this ability becomes Exhausted and is influenced to
complete a course of activity (limited to a sentence or two). The
order need not sound reasonable as long as it does not seem
self-destructive. The forced activity can continue for the entire
duration but if it can be completed in a shorter time, they
immediately fall asleep upon completion. The target is aware of
their weary condition (although they remain oblivious how it came
about) and will therefore not complete a mission that would
obviously make sleeping dangerous (such as climbing, flying, or
swimming). Furthermore, the targets shadow seems to lag behind
them, as if lethargic, noticeable with a dc20 spot check.
Desires Manifest
Master, Dark Dreams
Level/School: 9th/Universal
Range: See Text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Reaching into the darkest depths of shadow, you have found just
what you needed.
Desires Manifest is the Shadowcasters answer to a Wizards Wish and
a Clerics Miracle. Reaching deep into the plane of shadows and the
other material planes that it shadows, you find your greatest
desires.
Desires Manifest can imitate the below effects:Create nonmagical
items costing no more than 500 gp/level and weighing no more than
10 lbs./level. These items last for 1 week after leaving the
Shadowcasters possession.
Imitate Any Apprentice or Initiate Mystery.
Gain an extra daily use of all other mysteries for 24 hours.
Imitate Any 3rd level or lower spell.
Revive 1 target from the dead, as the raise dead spell except that they come back at 8 hit points.
When This Mystery is used, the Shadowcasters Constitution score
(or dexterity score, should they lack a Constitution score) is
permanently lowered by 2.
Drain Awareness
Apprentice, Out of Mind
Level/School: 1st/Enchantment [Mind-Affecting]
Range: Medium (100ft.+10ft. /level)
Duration: 1 round/level (D)
Saving Throw: Will Negates; see text
Spell Resistance: Yes
With a few small gestures, your opponents lose awareness of their
surroundings.
With this mystery, the Shadowcaster tries to drain the awareness of
a creature within range. If that creature fails their will save,
they take a 2 penalty on all wisdom-based skill checks, their AC,
and their Attack Rolls. If they succeed, they make another will
save. If they fail, they are completely unaware of this attempt at
their awareness. If they succeed, they are aware of the attack and
learn the general direction it came from. Any creature successfully
affected by this mystery has their shadow shortened, noticeable to
those who succeed on a dc 20 spot check.
Eternal Shade
Master, Dark Dreams
Level/School: 8th/Necromancy
Range: Touch
Target: Creature Touched
Duration: Instantaneous and 1 month
Saving Throw: None
Spell Resistance: Yes
Reaching out at your opponent with one hand, all that you touch is
times shadow.
The touched creature takes 2d8 damage/level (maximum 40d8) as long
as it is denied its dexterity modifier to its AC. If the target is
killed by this mystery, you cease aging for 1 month. The duration
of this secondary ability overlaps with itself. Only creatures with
a metabolism can be affected by this mystery.
Faceless Shadow
Apprentice, False Faces
Level/School: 3rd/Transmutation
Range: Touch
Duration: Permanent; see text
Saving Throw: Fortitude Negates
Spell Resistance: Yes
The power of shadows flows over your opponent, eroding their
features to leave but a blank slab.
This mystery destroys the target's face, which renders them unable
to speak, eat, drink, breathe, listen, see, or smell. The interior
of the head is similarly filled, meaning that cutting away some
flesh does allow eating, for example. If the target previously had
levels of a spellcasting class, they gain silent spell as a bonus
feat (if they did not already possess it) for the duration of this
mystery. In addition, the target gains blindsight out to up to 10
ft./level (minimum 10 feet, chosen by the mystery-user at the time
of casting).
If the target is knocked unconscious due to starvation, thirst, or
suffocation, the mystery ends immediately (although they may still
die if not properly nourished).
False Form
Apprentice, False Faces
Level/School: 1st/Illusion
Range: Personal
Duration: 1 minute/level (D)
Shadows hide, eccentuate, and shift your features to change your
appearance completely.
This mystery functions as the disguise self spell with two
exceptions. First of all, the bonus to disguise checks is equal to
5+caster level. Secondly, the disguises made by this mystery cannot
be used to imitate an individual.
Frigid Smoke
Apprentice, Shaded Flame
Level/School: 2nd/Evocation [cold]
Range: Close (25ft.+5t. /2levels)
Area: 10-foot radius
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You will a gout of frozen smoke to emerge from the earth.
You create an area that distorts sight and makes breathing
difficult like a regular cloud of smoke. In addition, any creature
that starts their turn within 10 feet of the cloud take 1d6+1/level
cold damage. The Shadowcaster is immune to all of this mysterys
effects.
Invisible Pyre
Apprentice, Shaded Flame
Level/School: 3rd/Evocation [flame]
Range: Close (25ft.+5ft. 2/levels)
Area: 1 five-foot square
Duration: 2 hour/level or until expended (D)
Saving Throw: Reflex half
Spell Resistance: Yes
With a few gestures, a small pyre sets itself up on the
floor.
With this mystery, the Shadowcaster creates an invisible and silent
pyre. The first time that a creature steps into this pyre, it
erupts into flames, dealing 1d6/level damage to that creature and
all creatures within a 20-ft. radius. Half of this damage is fire
and half comes from pure shadowstuff and is therefore not subject
to being reduced by resistance to fire-based attacks. Anyone within
10 feet of the flame can make a dc20 spot check to notice their
shadows seem to act on another source of light. Likewise, anyone
gazing on the flame with a see invisibility spell or similar effect
sees a small, black ember burning in that square (although there is
no other indication as to the mysterys full effect).
Living Ghost
Apprentice, Out of Mind
Level/School: 2nd/Enchantment [Mind-Affecting]
Range: Touch
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes
With a simple whim, all memories of you slowly snake out of the
targets psyche.
One minute after this ability is used, the target makes a will
save. If they fail, all memories of you going back 1 minute/level
are erased. The memories are changed to make the most sense out of
the past events as possible (although the target may still think it
unlikely). This effect can be removed via the Unveil mystery, the
break enchantment spell (although doing so requires a caster level
check with a 4 penalty), or with the limited wish, wish, or miracle
spells.
Shadow Awareness
Initiate, Infinite Eyes
Level/School: 4th/Transmutation
Range: Touch
Duration: 1 round/level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
As you instill the power of shadow into your target, lights and
sounds seem more vivid to them and their awareness increases.
While this Mystery in effect, the target gains the uncanny dodge
ability and automatically pinpoints the location of any living
creature within 10 feet of them.
Shadow Fortification
Initiate, Darkened Wards
Level/School: 4th/Abjuration
Range: Touch
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: See text
Reaching to shadow, you fortify the area around you.
This powerful mystery allows a single small-scale defense,
depending on the touched item. It can affect the area in up to a
20-foot radius of you and you are immune to all effects
created.
Portal: If a portal is touched, it instantly tries to close itself
if it is not already closed (using an effective strength score of
20 to do so. When closed, it places an arcane lock on itself.
Saving Throw: None. Spell Resistance: None.
Floor: The floor is covered with an invisible grease-like liquid.
Anyone running or charging across it does not get a reflex save to
avoid its effects. Saving Throw: Reflex Negates; see text. Spell
Resistance: None.
Ceiling: The Ceiling continually drips acid, dealing 2d4 acid
damage to all who are below it each round, although this acid does
not damage the structure or pool on the bottom. Saving Throw:
Reflex Half. Spell Resistance: None
Wall: The walls hardness increases by 2, climb checks made to climb
it have their dcs increased by 4, and the wall heals 5 hit
points/level. Saving Throw: None. Spell Resistance: None.
Air: The Air is filled with dark mist that impedes sight and
movement as a solid fog spell. Saving Throw: None. Spell
Resistance: None
Shadow Immersion
Master, One with Naught
Level/School: 9th/Abjuration
Range: Personal
Target: You
Duration: 1d6+4 rounds
You allow shadow to flood into yourself, allowing you to achieve
your full potential for a few moments of time.
While under this mystery, you back up your form with uncountable
numbers of shadow forms ready to heal your wounds or take your
place while empowering your shadows. In effect, you gain the
following benefits.Immunity to death effects.
DR 30/epic
Fast Healing 20
Spell Resistance (caster level+20)
Immunity to Cold, Electricity, Acid, and Fire
Metashadow feats have unlimited numbers of uses each day and do not increase the casting time of mysteries.
When the Shadowcaster is slain or the duration of the mystery
ends, the Shadowcaster is absorbed into the shadows. As they aren't
truly dying, no form of revival short of a wish or miracle will
function on them.
Shadow Sequestration
Master, One with Naught
Level/School: 8th/Abjuration
Range: Touch
Target: Creature Touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
Touching your target, you feel their pulse, hear their gasp, and
then see nothing at all.
This mystery allows you to temporarily banish 1 creature into a
small pocket of shadow at the edge of existence. When they
reappear, they return to the same square (or are harmlessly moved
to the nearest open square). While banished, all spell effects on
the targets person are suspended until they return.
Shadowstep
Fundamental
Level/School: 1st/Conjuration (Teleportation)
Range: Personal
Duration: 1 round
Saving Throw: None
Spell Resistance: No
You conjure a small patch of shadowstuff, helping you move through
the battlefield unhindered.
During the round that this mystery is cast, you may move over
difficult terrain with no penalty.
Shadowy Touch
Fundamental
Level/School: 1st/necromancy
Range: touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
As a soft black aura conceals your hand, you feel the power of the
void run through it.
You must succeed on a melee touch attack to deal 1d3 negative
energy damage. Undead are healed by this ability instead of damaged
by it.
Stuff of Nightmares
Apprentice, Waking Nightmares
Level/School: 2nd/conjuration (summoning)
Range: Close (25 ft.+5 ft./2 levels)
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: No
You open a rift to a very dark place as you brace your mind for the
aide you call upon.
Anywhere within range, you summon a creature of great destruction
and fear. The exact creature you can summon depends on your caster
level.
Caster level Creature Summoned
1st-5th Small Pseudonatural Shadow Elemental
6th-10th Medium Pseudonatural Shadow Elemental
11th-15th Large Pseudonatural Shadow Elemental
16th-20th Huge Pseudonatural Shadow Elemental
Ignore the normal prerequisites for the Pseudonatural template. As
long as the being remains, it remains under the control of the
shadowcaster that summoned it.
Thought of Oblivion
Master, One with Naught
Level/School: 7th/Transmutation
Range: Close (25ft+5ft./2levels)
Target: 1 object
Duration: Instantaneous
Saving Throw: None or Fortitude Partial
Spell Resistance: No
With a quick thought and momentary expenditure of energy, you force
something into nothing.
This mystery allows you to completely destroy 1 object or construct
that weighs up to 50lbs./level. Nonmagical items are granted no
saving throws. Magical items and constructs are granted a saving
throw with a 4 penalty. If a Magic Item succeeds, its hit points
and hardness are each halved. If a Construct succeeds, they take
only 1d6/level damage (maximum 20d6). An Item destroyed with this
mystery leaves no trace behind save for their shadow, which remains
for 24 hours and is noticeable with a dc15 spot check. Objects
heavier than what this mystery can affect cannot be targeted by
this mystery.
Note: Artifacts are immune to this mystery.
Treacherous Hoard
Master, Dark Dreams
Level/School: 7th/Transmutation
Range: Medium (100ft.+10ft./level)
Target: Up to 1 creature/2 levels
Duration: 1 round/level+ 1d4 rounds or Permanent (D); see
text
Saving Throw: Fortitude or Will partial; see text
Spell Resistance: Partial; see text
Weaving shadow magic through coin after coin, you greatly increase
your enemies burden.
Upon casting this mystery, all coins, gems, and art items on the
targets have their weight multiplied by 10 (to a minimum of 1 pound
apiece) for 1 round/level.
If any creature is rendered immobile by this new weight, they must
make a Fortitude save or become petrified, transformed into a
statue of semiprecious stones (worth 10 gp/5 pounds.)
Any creature not rendered immobile must make a will save or become
dazed for 1d4 rounds.
Spell resistance protects against the petrification and daze but
not against the multiplied weight of the valuables.
Turbulent Dreams
Apprentice, Waking Nightmares
Level/School: 1st/enchantment
Range: Close (25 ft.+5 ft./2 levels)
Duration: 1 hour (see text)
Saving Throw: will negates (see text)
Spell Resistance: Yes
You fill the mind of your foe with indescribable nightmares,
forcing them into an involuntary sleep.
If the foe fails on their will save, they fall asleep. If they are
waken up before the end of this mysterys duration, they must make a
second will save or take 1d4 wisdom damage.
Twisted Summons
Initiate, Twisted Mockery
Level/School: 6th/Conjuration (Creation)
Range: Close (25ft.+5ft./2 levels)
Duration: 1 round/level
Reaching into the inky darkness of shadows, you conjure forth a
near duplicate to another creature.
This Mystery summons any living, corporeal creature with no more
than 1 HD/level. That creature gains the dark template and all
attacks made against it have a 20% miss chance but that creature
gains no spell-like or supernatural abilities normal for that
creature.
As a Full-Round action, The Shadowcaster can change the form of the
summoned creature into another with no more than half the HD of the
previous form.
Voices From Nowhere
Apprentice, Voice from Beyond
Level/School: 1st/Illusion
Range: Medium (100 ft.+10 ft./level)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You reach out around you, forcing sound from shadow. Focusing
harder, you force the sound into your own voice.
This mystery functions as the Ventriloquism spell, except that your
voice seems to come from up to 1 place/level.
Note: Despite the name of the mystery, no actual words are
required.
Walking Dead
Initiate, Twisted Mockery
Level/School: 5th/Necromancy
Range: Close (25ft.+5ft./2 levels)
Target: 1 corpse
Duration: 1 day/level
Wrapping tendrils of darkness around a corpse, it gets raised in
the air like a marionette.
This mystery animates the dead, as animate dead, with a couple of
exceptions. First of all, only one corpse can be raised with each
casting and there is no maximum number of HD that can be controlled
in this way. In addition, skeletons created with this mystery are
limited to 1 standard or move action each round while zombies take
a 2 penalty on attack and damage rolls. Furthermore, as they are
directly controlled rather than flushed with negative energy,
undead created in this way are immune to both positive energy and
negative energy effects (such as turning or rebuking). Lastly, at
the end of this Mysterys duration, the skeleton or corpse collapses
into a pile of dust.
Wall of Darkness
Initiate, Darkened Wards
Level/School: 5th/Evocation [Force]
Range: Close (25 ft.+5 ft./2 levels)
Effect: a 10-ft. square wall.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A wall of condensed shadow springs up where you desire, protecting
you from the most dire of fates.
Wall of Darkness creates a completely opaque wall of force, through
which only you can move. The Wall cannot move, is immune to all
damage, and cannot be destroyed by most spells, such as dispel
magic, disintegrate, or Mordenkainens disjunction. Rods of
Cancelation similarly fail to destroy it. A Sphere of Anhilation,
rather than destroying it, can pass through it as if it were not
there.
Warp Body
Initiate, Twisted Mockery
Level/School: 4th/Transmutation
Range: Touch
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
Sending the unstable energies of the Plane of Shadow down your
arms, you warp the flesh of your target.
The touched target has their speed halved but gains a 50% chance of
resisting any extra damage dealt by a critical hit or sneak
attack.
In addition, the touched target takes 1d6 charisma damage +1/5
levels. They gain a +10 bonus on intimidate checks or Disguise
Checks (chosen by the Shadowcaster at the time of casting). These
bonuses do not apply when the skill is used against the
Shadowcaster.
Without a Trace
Apprentice, Out of Mind
Level/School: 3rd/ Illusion [Glamer]
Range: Personal
Target: You
Duration: Concentration (up to 1 round/level)+1d4 rounds (D).
As you invoke this mystery, your physical appearance fades from
existence for a short amount of time.
While this mystery is in effect, the Shadowcaster is completely
invisible. See invisibility fails to reveal this ruse and True
Seeing only succeeds with a dc 20 spot check. The Shadowcasters
shadow remains, although far diminished, and can be located with a
dc 30 spot check.
New Feats:
Talented Shadowcaster:
You have extended your talents further than most others.
Prerequisites: Shadowcaster level 1
Benefit: you gain 1 skill point. Whenever you gain another level of
Shadowcaster, you gain an additional extra skill point.
Tainted Shadowcaster
Your taint aids you in the manifestation of mysteries.
Prerequisites: Shadowcaster level 1, Mild Taint
Benefits: you gain an extra daily use of all apprentice mysteries
known.
If you have moderate taint, you also gain an extra daily use of all
initiate mysteries known.
If you have severe taint, you also gain an extra daily use of all
master mysteries known.
Unnatural Reflexes:
Shadows forewarn you of future dangers.
Prerequisites: Shadowcaster level 2
Benefit: As an immediate action, you may sacrifice a daily use of a
mystery to gain a bonus on your next reflex save equal to the
spell-level of the Mystery whose daily use was sacrificed.
Armored Shadow:
You can wear some armor with no problems.
Prerequisites: Shadowcaster level 1.
Benefit: you gain proficiency with light armor. While in light
armor there is no chance of spell failure with mysteries and the
armor check penalty is ignored.
Path Versatility:
You favor mysteries of equal power equally
Prerequisite: Shadowcaster level 1
Benefit: Whenever you gain another feat that boosts one apprentice
path of mysteries, all apprentice paths are affected.
Special: This feat may be taken a second time once you have access
to initiate mysteries and a third time once you have access to
master mysteries. When you take it the second time, any feat that
modified one initiate path affects all initiate path. When you take
it the third time, any feat that modified one master path affects
all master path.
Forceful Shadowcaster
You force your mysteries with sheer force of personality.
Prerequisite: Shadowcaster level 1
Benefits: You add your Charisma bonus (if any) to your intelligence
score for the purpose of determining the highest level mystery you
can cast.
Special: This feat can only be taken at 1st level.
Scholarly Shadowcaster
You have studied ways to increase a the virulence of a
mystery
Prerequisite: Shadowcaster level 1
Benefits: You add your Intelligence bonus (if any) to your charisma
score for the purpose of determining the dcs of mysteries you
cast.
Special: This feat can only be taken at 1st level.
Insightful Shadowcaster
Your perception of the world has lent you the power you need to
change it.
Prerequisites: Shadowcaster level 1, Wis 13
Benefits: You add your Wisdom bonus (if any) to your effective
caster level when casting mysteries.
Special: This feat can only be taken at 1st level.
Shifting Shadows:
You can shift your power as you wish
Prerequisites: Shadowcaster level 5
Benefits: With 1 minute of focus, you may sacrifice a daily use of
a mystery to gain an extra daily use of another mystery at least 2
spell levels lower.
Shadow Reserve
You can procure more power from shadows
Prerequisite: Shadowcaster level 1
Benefits: You gain a number of points equal to your combined
intelligence and charisma modifier. By spending a number of points
equal to the mysterys level, the Shadowcaster can gain an extra use
of that ability. A Shadowcaster can only use this feat to gain
extra uses of mysteries at least one grade (fundamental,
apprentice, initiate, master) less than the maximum grade that the
Shadowcaster can use. 0-level mysteries cost 1 point.
Shadow Tome
You have emulated the Wizards ability to record your spells.
Prerequisites: Shadowcaster level 1, Liquid Night Fundamental
Benefits: You gain a tome of magic, resembling a Wizards spellbook.
It costs half as much to add new pages and ink from Liquid Night is
sufficient enough to negate the cost of ink. The tome itself gains
a +2 bonus on all saving throws.
More impressively, whenever a Shadowcaster gains a new level, they
learn an extra mystery, so long as its grade (fundamental,
apprentice, initiate, master) is at least one less than the maximum
grade that a Shadowcaster is capable of using.
New mysteries cannot be transcribed into the tome. Regaining
mysteries takes 30 minutes instead of the normal 15 minutes and all
mysteries within the tome are regained (as with the normal recovery
of mysteries).
Special: This feat can only be taken at 1st level. In all other
aspects, the tome imitates the wizard (including a sudden loss of
access to mysteries if the tome is destroyed).
Shadow Resilience
You have learned how to call upon shadows for stamina
Prerequisites: Shadowcaster level 1
Benefits: 1/day, you may sacrifice a daily use of a 1st level or
higher mystery as a swift action in order to heal life equal to the
number of feats named Shadow Resilience that you possess.
Special: A Shadowcaster may take this as a bonus feat. This feat
may be taken multiple times, its effects stack.
Master Dabbler
You can alter your mysteries to greater effect.
Prerequisites: ability to cast mysteries from at least 6 different
paths, any metashadow feat
Benefits: whenever a metashadow feat other than still shadow is
applied to a mystery, it gains a +1 bonus to caster level for each
metashadow feat applied to it.
Path Mastery
You have learned to stick with your mystical studies until full
fruition.
Prerequisites: ability to cast a 3rd, 6th, or 9th level
mystery.
Benefits: Whenever you complete a path, you gain an extra daily use
of the first mystery in that path. This applies both to past and
future completed paths.
Special: This Feat may be taken as a bonus shadowcaster feat.
Shadow's Insight
Your spellcasting ability is enhanced within the shadows.
Prerequisites: Shadowcaster level 2
Benefits: While in shadowy illumination (but not in darker or
brighter environments), the caster level of all mysteries you cast
are increased by 1.
In addition, if both you and the target of a mystery you cast are
in a single area of continuous shadowy illumination, the save dc
for that mystery (if any) is increased by 1.
Special: This Feat may be taken as a bonus shadowcaster feat.
Path Mastery Feats:
A Shadowcaster faces a strange predicament. If they want more
powerful mysteries, they must take from less paths, meaning less
versatility. Some Shadowcasters have overcome this ability with
special Path Mastery Feats, each requiring a complete path to
function. Unless otherwise noted, all Path Mastery Feats are
supernatural abilities.
Visage of Shadow:
Your power over the senses allows you certain privilages.
Prerequisites: ability to cast the Faceless Shadow mystery, Path
Mastery
Benefits: you gain a +1 bonus on charisma-based skill checks and
intelligent opponents take a -1 penalty on wisdom based checks made
against you.
In addition, you may imitate any mundane sound as long as it is not
louder than the equivelant of what 1 human/level could make,
recognizable as unreal with a successful will save (dc 10 + 1/2
class level + Charisma modifier).
Nightmarish Master
Your nightmares have inured you to any fear in the waking
world.
Prerequisites: ability to cast the Dark Will mystery, Path
Mastery
Benefits: you gain immunity to fear effects.
Silent Speaker
You can speak to others without noise.
Prerequisites: ability to cast the Curse of Silence mystery, Path
Mystery
Benefits: Once each hour, you may deliver a message of up to 1
word/level to another individual within 100 feet, so long as both
you and the receiver remain in one uninterrupted area of shadow.
This ability grants the receiver of the message no ability to
communicate back along the same lines.
In addition, you gain bluff as a class skill (this is not a
supernatural ability).
Hollow Being:
You have emptied much of your own essence into the shadows
Prerequisites: ability to cast the Without a Trace mystery, Path
Mastery
Benefits: you take no penalties for hide and move silently checks
made while moving, even if they are made while attempting to run or
charge. All other limitations for the above skills still
apply.
Ephemeral Palm
You have focused the more baleful of shadow energies into your
hands.
Prerequisites: ability to cast the Invisible Pyre mystery, Path
Mastery
Benefits: as a swift action, you may engulf your hands in
shadowstuff for 1 round. While so engulfed, you gain a touch attack
that deals 1d6 damage.
Astray in the Dark
You can fight from further away than other suspect.
Prerequisites: ability to cast the Umbral Fist mystery, Path
Mastery
Benefits: on the first round of combat the range of your mysteries
and your natural reach are both doubled. This only functions in
areas no brighter than shadowy illumination.
Cloak and Dagger
Your mastery of defense and retaliation has been honed.
Prerequisites: ability to cast the Sharp Shadows mystery, Path
Mastery
Benefits: While wearing no armor, you gain a +2 dodge bonus to
AC.
While unarmed, any foe striking you with a non-reach melee weapon
takes 1 point of piercing damage.
Blur of Shadows
You cause the very ground to buckle and ripple.
Prerequisites: ability to cast the Clinging Darkness mystery, Path
Mastery
Benefits: As a move action, you may cause the world around you to
distort, turning all adjacent squares into difficult terrain (this
does not stack with preexisting difficult terrain) for 1
round.
Subtle Voice
You can communicate at a completely subconscious level.
Prerequisites: ability to cast the Flicker mystery, Path
Mastery
Benefits: You can communicate telepathically at a range of 5 feet
and gain a +2 bonus on intimidate checks.
Piercing Gaze
You can see what others cant.
Prerequisites: ability to cast the Killing Shadows mystery, Path
Mastery
Benefits: You gain darkvision out to 30 feet and can see through
magical darkness out to that range. In addition, you may make a
spot check as a swift action (this is not a supernatural
ability).
Nights Guard
Within the Darkness, none can harm you.
Prerequisites: ability to cast the Dancing Shadows mystery, Path
Mastery
Benefits: While in shadowy illumination, you gain a +2 bonus on
initiative checks and a +4 dodge bonus to AC.
Ephemeral Hand
You have learned how to channel shadow through your hands.
Prerequisites: ability to cast the Umbral Touch mystery, Path
Mastery
Benefits: When making touch attacks, your reach increases by 5
feet.
In addition, each successful touch attack you make deals 1
nonlethal damage to its target, in addition to any other effects
delivered by touch.
Esoteric Knowledge
Your have learned much from your time in the shadows.
Prerequisites: ability to cast the Afraid of the Dark mystery, Path
Mastery
Benefits: You gain all knowledge skills as class skills (this is
not a supernatural ability).
In addition, a number of times per day equal to your Intelligence
bonus (if any), you may reroll a knowledge check. You must stay
with the result of the reroll, even if it is worse than the
original.
Ward of Dusk
The power of shadows that you command repel attacks away from
you.
Prerequisites: ability to cast the Dark Aura mystery, Path
Mastery
Benefits: as an immediate action, you may surround yourself with
your own shadow, adding your charisma modifier as a deflection
bonus to your AC against a single attack.
Shady Observer
Your paranoia has kept you alive. Now, your shadow can help.
Prerequisites: ability to cast the Contingent Shadow mystery, Path
Mastery
Benefits: you cannot be flanked. In addition, you automatically
know whenever a divination spell detects or targets you.
Twilight Warper
Your form has lost coherence, granting you certain benefits.
Prerequisites: ability to cast the Twisted Summons mystery, Path
Mastery
Benefits: you gain immunity to ingested poisons and paralysis
effects. In addition, given 10 minutes of work, you can fit through
opening as small as 1 inch in diameter.
Dark Concealment
You can hide in the shadows you create.
Prerequisites: ability to cast the Deadly Shade mystery, Path
Mastery
Benefits: while in an area of magical darkness, you become
invisible.
Shady Magician
You have learned to harness both mysteries and magic.
Prerequisites: ability to cast the Flood of Shadows mystery, Path
Mastery
Benefits: You gain use magic device as a class skill (this is not a
supernatural ability).
In addition, you dont take a 4 penalty when your mysteries interact
with spells.
Shadow Renewal
You have learned to sustain yourself with the power of
shadow.
Prerequisites: ability to cast the Shadow Investiture mystery, Path
Mastery
Benefits: Whenever you are knocked below 0 health, you may
sacrifice a daily use of a 1st-level or higher mystery to heal
twice as much health as the level of the mystery. If your health is
still under 0 health, this healing stabilized you.
Shadowy Imitator
You have learned the art of imitation from your command of
shadows.
Prerequisites: ability to cast the Greater Shadow Evocation
mystery, Path Mastery
Benefits: You may use Prestidigitation at will as a supernatural
ability. In addition, you may give up a daily use of any mystery to
imitate the effect of any 0-level arcane spell.
Dark Trekker
You can move in shadow without leaving openings.
Prerequisites: ability to cast the Voyage into Shadow mystery, Path
Mastery
Benefits: While in shadowy illumination or darkness, you provoke no
attacks of opportunity for movement.
Twilight Guard
Your power of shadow serves to protect you.
Prerequisites: ability to cast the Shadow Storm mystery, Path
Mastery
Benefits: The first 2/level points of elemental damage you suffer
each day are ignored.
Arcane Veil
You are protected from magical energies
Prerequisites: ability to caste the Greater Shadows Fade mystery,
Path Mystery
Benefits: you gain Spell Resistance 11+class level.
Curtain of Shadow
You are protected by a veil of shadows.
Prerequisites: ability to cast the Unveil mystery, Path
Mastery
Benefits: You gain concealment in all conditions other than bright
daylight.
Shaded Supremacy
Your power over shadow empowers you however you do so choose.
Prerequisites: ability to cast the Desires Manifest Mystery, Path
Mastery
Benefits: you gain a +4 enhancement bonus to one ability score of
your choice. As a swift action, you can switch the affected ability
score.
Twilight Ascendance
You have ascended to a state of almost pure shadow.
Prerequisites: ability to cast the Shadow Immersion mystery, Path
Mastery
Benefits: 1 round/level each day, a Shadowcaster can become
incorporeal. Starting or ending this ability takes a swift action
and this duration need not all be used at once. In addition, once
per day, as an immediate action, a Shadowcaster can merge with
shadow, ignoring all damage from one source.
Escaping Shade
You can escape from the toughest of situations.
Prerequisites: ability to cast the Black Labyrinth mystery, Path
Mastery
Benefits: as a swift action, a Shadowcaster can enter a state that
helps them escape. First of all, their speed is doubled. In
addition, animals and vermin cannot attack you. Lastly, you can
move through crowds without any penalty. This ability deals you 2
nonlethal damage each round until you either fall unconscious or
end the effect with another swift action.
Pull of the Grave:
You can pull others to their doom.
Prerequisites: able to cast the Ephemeral Storm mystery, Path
Mastery
Benefits: Once per day, you can place a curse upon a foe within
close range as a standard action. The next time within the next
hour that they make a fortitude save to avoid a mystery or take
ability damage/drain from a mystery, they roll two saving throws
and take the lower result or take twice as much ability
damage/drain. This is the equivalent of a 7th level spell.
Ebon Form:
Your form is heavily reinforced by shadow.
Prerequisites: able to cast the Shadow Time mystery, Path
Mastery
Benefits: Under any condition other than direct sunlight, you gain
fast healing 2.
Grasp of Shadow:
Shadow holds others who neglect to move around you soon find
themselves trapped.
Prerequisites: ability to cast the Consume Essence mystery, Path
Mystery
Benefits: As a swift action, you can cause shadows to entrap those
within 10 feet of them. If such a foe neglects to move at least 5
feet in one or more rounds, they find it a harder task later,
needing a strength check (dc10+1/round not spent moving). When the
Shadowcaster uses another swift action to end the ability or moves
out of range, targets are automatically freed. This is the
equivalent of a 6th level spell but if it is dispelled, it can be
reactivated on the next round as a swift action.
Eyes of Twilight:
You see everything around you.
Prerequisites: ability to cast the Reflections of Things to Come
mystery, Path Mastery
Benefits: you gain blindsight out to 60 feet.
Dark Puppeteer:
You have a knack for controlling others
Prerequisites: ability to cast the Shadow Surge mystery, Path
Mastery
Benefits: when attacked, you may make a charisma check against the
DC of their attack roll. If you succeed, you change the target of
the attack to anyone else within reach or simply stop the attack.
You cannot make the target attack themselves.
Phantom Assault:
Shadows seem to surround your foes, leaving them vulnerable.
Prerequisites: ability to cast the Army of Shadow mystery, Path
Mastery
Benefits: all adjacent foes are considered flanked.
In addition, you may use the aid another action as a swift
action.
Alternate Class Abilities:
Logical Mystery:
As a Shadowcaster continues along their path, their mysteries
become more natural to them, allowing them more ease with their
casting. At no point, however, do these mysteries become more
natural to the outside world, however. Some Shadowcasters, wanting
to surpass mundane magic in one more aspect, have worked to make
their mysteries a part of the natural world, although doing so has
slowed their progress.
Levels: 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th
Replaces: If you select this class feature, you do not learn a new
mystery at that level as normal. You need to take this ability at
all possible levels, starting at 3rd.
Benefit: At each of the indicated levels, choose one mystery
(including fundamentals) that you use as a Supernatural ability.
You gain an extra daily use of that ability and can use it as an
extraordinary ability, meaning that it can function even in
antimagic zones and dead magic areas. Furthermore, the save dc (if
any) of that mystery changes to 10 + 1/2 your class level + your
charisma modifier. The Favored Mystery Feat still grants extra uses
as if it were a supernatural ability.
Shadowy Sage:
A Shadowcaster is, through their methods, a counterpoint to the
wizard, gaining what it has not and losing some of what it has.
Some Shadowcasters choose to emulate wizards, providing a more
balanced array of abilities.
Levels: 1st, 3rd,4th,8th,11th,12th,14th,16th,20th
Replaces: If you select this class feature, you do not gain extra
fundamentals at 4th level and every 4 levels afterwards, you do not
gain the umbral sight ability, you do not gain unlimited use of
fundamentals at 14th level, you do not gain bonus feats, and you
must spend 1 hour each day to gain back your mysteries.
Benefits: at 1st level, You gain Shadow Tome (see above) as a bonus
feat and add all knowledge skills to your list of class
skills.
At 3rd level, you gain shadow familiar as a bonus feat.
At 4th and 8th levels, you learn any single 0-level arcane spell.
You may use it three times each day as an arcane spell, following
all normal rules (including needed components). It is regained
along with the other mysteries.
At 11th level, you gain any metashadow or item creation feat that
you qualify for.
At 12th and 16th levels, you learn any single 1st-level arcane
spell. You may use it three times per day as an arcane spell. In
addition, at 12th level, all previously chosen 0-level spells
become spell-like abilities.
At 14th level, you gain an extra daily use of all fundamentals and
arcane spells learned by virtue of the Shadowcaster class. This
applies both to ones gained in the future and those already
gained.
At 20th level, you learn any single 2nd-level arcane spell. You may
use it three times each day as an arcane spell. In addition, all
previously learned 0-level spells become supernatural abilities and
all 1st-level spells become spell-like abilities.
Drow Shadowcaster:
Although the drow have little chance to advance in society as a
Shadowcaster, some still take up this path, even managing to pass
off as warlocks for short periods of time. Their increased power,
it seems, is sponsored by Lolth, leading to a limited inclusion
within the faith. Within the Underdark, there is much to be learned
about the powers of shadow. Drow have learned much of it.
Requirements:
To take a Drow Shadowcaster substitution level, a character must be
a Drow about to take their 1st, 3nd, or 11th level of
Shadowcaster
Class Skills: Drow Shadowcaster substitution levels grant the same
class skills as the standard shadowcaster class.
Skill points at each level: 2+Int modifier (or four times that
number as a beginning character).
Class Features:
All of the following are the features of the Drow shadowcasters
racial substitution levels.
Lolths Favor: With each racial substitution level gained, the Drow
Shadowcaster gains an extra use of each of their racial spell-like
abilities.
Unbound Sight: A Drow Shadowcaster does not possess light
blindness. This replaces one of the fundamentals normally gained at
1st level.
Truedark Sight: A 3rd level Drow Shadowcaster gains the ability to
see through magical darkness out to 60 feet.
At 11th level, this ability improves, allowing them to see through
magical and mundane darkness as if it were bright light, even
allowing them to see color.
This ability alters, but does not replace, the umbral sight ability
of the Shadowcaster.
Drow Shadowcaster Substitution levelsCode:Level B.A.B. Fort Ref
Will Special1st +0 +2 +0 +2 Lolths favor, unbound sight,
fundamentals of shadow, apprentice mysteries3rd +2 +3 +1 +3 Lolths
favor, truedark sight (magical darkness)11th +7 +9 +4 +9 Lolths
favor, truedark sight (se through darkness