Answers Unbidden
Initiate, Twilight Lore
Level/School: 4th/Divination
Range: Personal
Target: You
Duration: 24 hours or until expended
You open a connection in your mind to the plane of shadows, allowing bits and pieces of knowledge to seep in. The next time you are in a jam, you will know exactly what to do.
The first time during this Mystery’s duration that you fail on an attack roll, saving throw, or skill check by at least 5, you reroll it with a bonus equal to your caster level (maximum +20). The new result must be kept, even if it is lower than the original.
Armor of Lies
Apprentice, Umbral Charm
Level/School: 1st/Enchantment
Range: Personal
Target: You
Duration: 1 minute/level
You wrap yourself in lies and half-truths, honeying your words. Your body also seems to decieve, readying itself to roll with the punches.
You add half of your caster level as an enhancement bonus on bluff checks (minimum +1 bonus)
Once per round, as an immediate action, you may make an opposed bluff check against an opponent’s attack roll. If you succeed, the attack, if it hits, deals only nonlethal damage.
Awaited Destination
Initiate, Dark Journey
Level/School: 6th/Divination
Duration: until discharged
Your target notices that their shadow appears to point towards their destination, wherever it may lie.
This mystery functions like the spell Find the Path, with a couple of exceptions. First of all, while following the path that the mystery points out, they do not suffer from fatigue or exhaustion as a result of a forced march. Secondly, the target can only benefit from a second casting of this mystery once they have reached their chosen location, at which point the magic is discharged.
The target’s shadow points towards the destination, noticeable with a dc20 spot check.
Beguiling Voice
Apprentice, Voice from Beyond
Level/School: 2nd/Enchantment (Compulsion) [Mind-Affecting]
Range: Touch
Target: Living creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
With a few words, bars, or grunts, you attract someone’s 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
Target: you
Duration: 1 hour (D)
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.
Blade Denied
Initiate, Shadow’s Shield
Level/School: 5th/Abjuration
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged (D)
Saving throw: Fortitude Half (object)
You thicken your skin with a reactive layer of shadow, ready to respond to any attack.
This mystery functions as the reverse arrows spell (spell compendium, page 175) with one small exception. If you are hit with a melee or reach weapon, that weapon takes 1 damage/level. This damage ignores hardness but can be halved with a successful fortitude save. In addition to reverse arrow’s typical discharge condition, if this mystery deals 10 damage/level to melee and/or reach weapons, the mystery is discharged.
Contingent Shadow
Initiate, Infinite Eyes
Level/School: 6th/Evocation
Range: Personal
Target: You
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/Illusion (Glamer)
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Permanent or one round; see text (D)
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 [Fire]
Range: Close (25ft.+5ft./2 levels)
Target: 1 creature
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
Target: 1 creature
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 (D)
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 Resilience
Initiate, Shadow’s Shield
Level/School: 4th/Abjuration
Range: Personal
Target: You
Duration: 1 hour (D)
With a thin veil of shadow, you prepare to prepare to inure yourself to whatever attacks come your way.
Whenever you take energy damage, you gain resistance against that form of energy immediately afterwards, the amount of which depends on your caster level:
Code:
[B]Caster level Resistance[/B]
Up to 7th 5
8th-12th 10
12th-16th 20
16th-20th Immunity
Whenever you gain a new form of energy resistance, the old form (if any) is lost.
Dark Transfiguration
Master, Penumbral Master
Level/School: 8th/Transmutation
Range: personal
Target: You
Duration: instantaneous
Taking advantage of shadow’s morphic nature, you warp the energy that you already have ready.
You may sacrifice all remaining daily uses of any number of mysteries. For each daily use of a mystery you sacrifice you gain a daily use of any other equal or lower-level mystery.
Dark Transformation
Initiate, Umbral Mass
Level/School: 6th/Transmutation
Range: Personal
Target: You
Duration: 1 round/level
Your form seems to seethe and warp with amazing ease. In a matter of seconds, you’ve assumed a new form.
This mystery functions as the alter self spell, with a few exceptions. First of all, the target form must be within two size categories of your normal form. Secondly, the maximum HD of the intended form to reach 20HD at 20th level. Lastly, you adopt all extraordinary or supernatural (but not spell-like) abilities of the new form.
Dark Will
Apprentice, Waking Nightmares
Level/School: 3rd/Enchantment (Compulsion) [Mind-Affecting]
Range: Medium (100 ft.+10 ft./level)
Target: 1 living creature
Duration: 1 hour/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes
You relax your opponent’s 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 target’s shadow seems to lag behind them, as if lethargic, noticeable with a dc20 spot check.
Darkened Lore
Apprentice, Shadow’s Whispers
Level/School: 2nd/Divination
Range: Personal
Target: You
Duration: 1 round
The shadows connect all and contain all knowledge, you siphon some of shadow’s lore through your mind, enough for a flash of tremendous insight.
Upon casting this mystery, you immediately make a knowledge check with a +10 bonus. This knowledge check may even be made untrained.
Darkness of the Mind
Master, Endless Void
Level/School: 7th/Enchantment (Compulsion)[Mind-Affecting]
Range: Close (25 ft.+5 ft./2 levels)
Target: One creature/5 levels
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: Yes
You reach out into the darkness of your target’s minds, willing it to consume them.
If the target succeeds on their initial saving throw, they are dazed for 1 round. If the target fails, the darkness (both literal and figurative) in their mind partially consumes the rest of their mind. As a result, a target can only take their actions for any given round if they succeed on an additional will save (although success does not free them from the effect). In addition, the target takes a –10 penalty on all will saves not pertaining to this mystery. At the end of this mystery’s duration, the target is dazed for 1 round.
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 Shadowcaster’s answer to a Wizard’s Wish and a Cleric’s 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 Shadowcaster’s 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 (and is stabilized). Although this does result in level (or constitution) loss, it can revive any target revivable via a miracle or wish spell.
When This Mystery is used, the Shadowcaster’s Constitution score (or dexterity score, should they lack a Constitution score) is lowered by 2. These lost points are restored at a rate of one per year (even if this mystery is used multiple times).
Detect Life
Apprentice, Shadow’s Whispers
Level/School: 1st/Divination
Range: 60 ft
Area: Cone-shaped emanation
Duration: Concentration, up to 1 hour
Saving Throw: None
Spell Resistance: No
Slowly, the sounds of the world around you seem strangely dulled. You find, however, that you can hear every breath and heartbeat around you, allowing you to detect the faintest presence of life.
This mystery allows you to detect living beings within range, both detecting the presence of life and detecting how many life sources are in the area. As a move action, you can focus this ability to singularly detect or ignore creatures with 1 or more hit dice (to find threats or food, respectively). This focus lasts until another move action is used to end it.
By spending 1 move action to look at a living being, you can judge the quality of its health, as if by the deathwatch spell.
Each round, you can turn to detect a new area. The mystery can penetrate barrier, but 10 feet of stone, 1 foot of common metal, a thin sheet of lead, or 50 feet of wood or dirt blocks it.
Disastrous Orbs
Master, Shower of Shadows
Level/School: 9th/Evocation [Cold]
Range: Long (400 ft. + 40 ft./level)
Target: Up to 2 creatures/level
Duration: Instantaneous
Spell Resistance: No
You create a huge swarm of small spheres infused with shadow magic, enough to destroy the most stalwart of foes.
You create 2 small spheres/level, which are each launched simultaneously at foes within range, each needing a successful touch attack to hit. Each successful hit deals 1d6 cold damage and bestows 1 negative level (or heals an undead 5 hit points). Negative levels bestowed in this way last for only 1 round/level.
Drain Awareness
Apprentice, Out of Mind
Level/School: 1st/Enchantment [Mind-Affecting]
Range: Medium (100ft.+10ft. /level)
Target: 1 living creature
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.
Ebon Premonition
Initiate, Twilight Lore
Level/School: 5th/Divination
Range: Personal
Target: You
Duration: Instantaneous
Bits and pieces of future events cloud your vision, granting you clear insight into the future. As this momentary insight recedes, so to do the shadows that granted it.
The Ebon Premonition mystery can predicts success or failure in regards to a single specific goal posed to it as the mystery is cast. This spell does not deal in absolutes and is only the most likely outcome, measuring the odds of the task’s completion. The only answers given are “success, apparent success, neither, apparent failure, and failure.”
The base chance for a correct Ebon Premonition is 80% + 1% per caster level, to a maximum of 100%. Special precautions against divinations may prevent certain factors from being taken into account however (such as the abomination in the dungeon with a permanent mindblank effect). With an incorrect Ebon Premonition, the neither result is revealed. If a Ebon Premonition is used for one goal multiple times in one week, all tries after the first automatically fail.
Whenever Ebon Premonition deals an “absolute” (success or failure), the premonition is self-fulfilling, granting a +1 morale bonus on all attack rolls, saving throws, and skill checks relating to the goal with a success or a –1 morale penalty on the same rolls with a failure. These bonuses last for a maximum of 1 week (as far as the Ebon Premonition can see into the future).
If a goal would take more than 1 week to fulfill or fail at, Ebon Premonition predicts failure or success towards reaching the goal.
The use of this mystery causes shadows to wrap around your body up to your head, visible with a dc 5 spot check.
Faceless Shadow
Apprentice, False Faces
Level/School: 3rd/Transmutation
Range: Touch
Target: 1 creature
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).
Falling Sky
Master, Shower of Shadows
Level/School: 8th/Evocation [Cold]
You summon a few small spheres of shadow, each of which you use to wreak havoc upon your foes.
This mystery functions like the spell Meteor Swarm with a couple of exceptions. First of all, this mystery creates 1d3+1 spheres. Secondly, the fire damage is now cold damage
False Form
Apprentice, False Faces
Level/School: 1st/Illusion (Glamer)
Range: Personal
Target: You
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 Orbs
Master, Shower of Shadows
Level/School: 7th/Evocation [Cold]
Range: Long (400 ft. + 40 ft./level)
Target: Up to 1 creature/level.
Duration: Instantaneous
Spell Resistance: No
You infuse the air around you with the power of shadows, freezing the air and granting you a most powerful weapon.
You create 1 orb/level, which are each launched simultaneously at foes within range, each needing a successful touch attack to hit. Each successful hit deals 1d6 cold damage and 1d6 negative energy damage (which heals undead).
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 1 cold damage/level. The Shadowcaster is immune to all of this mystery’s effects. The smoke can be blown away in one round by at least strong winds.
Ghostly Blade
Fundamental
Level/School: 1st/Conjuration (creation) [Force]
Effect: 1 ghostly blade
Duration:see text
Saving Throw: None
Spell Resistance: No
A ghostly, near insubstantial blade springs forth into your hand.
This fundamental creates a small, dagger-like blade. It deals 1d4 slashing damage+ 1d4 slashing damage/5 caster levels (ignoring any strength modifier) and threatens a critical hit on a natural 20. It is a force effect and therefore effects ethereal and incorporeal foes as if they were fully corporeal. The Ghostly Blade lasts for however long it is held, disappearing the moment that it is released.
Immortal Shadow
Master, Endless Void
Level/School: 9th/Transmutation
Range: Personal
Target: You
Duration: 24 hours
Disregarding laws of time, you steal back that which has been lost
Within shadows, time has no meaning. A shadow that was is a shadow that is is a shadow that will be. All that changes is the shadow’s location. Drawing upon this principle, this mystery not only stops aging for the mystery’s duration but reverts the mystery user to the next youngest age category (changing physical ability scores but not mental ability scores). Multiple castings of this mystery results in a stacking of age regression but an overlapping of duration.
Insidious Paranoia
Initiate, Infinite Eyes
Level/School: 5th/Divination [Mind-Affecting]
Area: 5 ft/level radius, centered on the Shadowcaster.
Duration: 1 hour/level (D)
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 Insidious Paranoia made by the same shadowcaster for 24 hours.
Invisible Pyre
Apprentice, Shaded Flame
Level/School: 3rd/Evocation [Fire]
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 mystery’s full effect).
Lengthened 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 time’s 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 gain immunity to the shaken, sickened, fatigued, and dazed conditions, along with death effects, for 1 month. The duration of this secondary ability overlaps with itself. Only creatures with a metabolism can be affected by this mystery.
Living Ghost
Apprentice, Out of Mind
Level/School: 2nd/Enchantment [Mind-Affecting]
Range: Touch
Target: Living creature touched
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes
With a simple whim, all memories of you slowly snake out of the target’s 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.
Mass of Shadows:
Initiate, Umbral Mass
Level/School: 4th/Transmutation
Range: Touch
Target: Creature Touched
Duration: 1 minute/level
You cause the target’s form to become wispy and insubstantial, as if they were a mere ghost of their former self.
The target of this mystery gains a +4 bonus on hide, move silently, and escape artist checks. In addition, they can navigate through tight areas as if they were one size category smaller.
Midnight Veil
Fundamental
Level/School: 0/Abjuration
Range: personal
Target: You
Duration: 1 hour or until expended
Shadows quickly course about on all sides, a sign that they are willing to protect you.
You gain a +1 resistance bonus on the next saving throw that you make within this mystery’s duration.
If your caster level is 10 or higher, you gain a +2 resistance bonus on the next two saving throws that you make within this mystery’s duration.
If your caster level is 20 or higher, you gain a +3 resistance bonus on the next three saving throws that you make within this mystery’s duration.
Olden Tales
Fundamental
Level/School: 1st/Divination
Range: personal
Target: You
Duration: 1 hour or until expended
Old stories fill your mind as ancient shadows find you.
You gain a +2 bonus on knowledge checks.
You may end this mystery prematurely to make an untrained knowledge check, including the +2 bonus from this fundamental.
Pry the Truth
Apprentice, Shadow’s Whispers
Level/School: 3rd/Divination
You attempt to discern the truth from the living or take it from the dead. Either way, your questions will soon be answered satisfactorily.
This mystery functions like the spell discern lies or speak with dead. You decide which version to use at the time of casting.
Rebellion of Nature
Master, Blackened Sky
Level/School: 9th/Conjuration (summoning)
You call upon the greatest forces of raw destruction to rain down upon your foes.
This mystery functions as the spell Storm of Vengeance, except that the entire environment attacks, rather than just the storm itself. This adds a few new abilities, in addition to those normal for Storm of Vengeance:
1st Round: The temperature lowers to severe cold.
2nd Round: 4 fireballs (as the spell) erupt forth from the ground anywhere you choose, dealing 10d6 fire damage to anyone within range (reflex save half).
3rd Round: An earthquake (as the spell) occurs anywhere within range.
4th Round: Up to 1 large object/level animates (as animate objects).
5th through 10th rounds: The ground oozes tar, catching anyone who fails a reflex save until they pull themselves free (dc 20 strength check).
Nature does not take lightly to being abused in this nature, however, and at the end of this spell, you take 5d4 damage for each round that concentration was maintained.
Shadow Absorption
Master, Penumbral Master
Level/School: 9th/Abjuration
Duration: 1 minute/level
You set about yourself a net of shadow, ready to catch and absorb magical energies.
This mystery functions like the spell Absorption, with a couple of exceptions. First of all, 2d8 spell levels are absorbed. Secondly, both magic and shadow magic are absorbed in this way. When you use it to fuel a mystery, no daily use of that mystery is expended.
Shadow Alteration
Initiate, Umbral Mass
Level/School: 5th/Transmutation
Range: Touch
Target: Creature Touched
Duration: 1 round/level
The targets form darkens and seems sleeker. Their skin and hair turn to a deep pitch black while their eyes eerily glow.
The target of this mystery gains the dark template for its duration.
Shadow Awareness
Initiate, Infinite Eyes
Level/School: 4th/Transmutation
Range: Touch
Duration: 1 round/level (D)
Saving Throw: Fortitude Negates
Spell Resistance: Yes
Target: Living creature touched
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 cannot be flanked, adds their wisdom modifier to all initiative rolls if positive, and gains blindsense out to 5 ft/level.
Shadow Flight
Initiate, Dark Journey
Level/School: 5th/Transmutation
Range: Personal
Target: You
Duration: 1 hour/level
Your shadows slowly lift you off the ground, holding you up in the air.
You gain a fly speed of 10 ft./4 caster levels with good maneuverability. In addition, any square that you fly through is filled with shadowy illumination for 1 minute. Lastly, due to the shadow that courses around you, you take a –4 penalty on hide checks in bright illumination and a +4 bonus on hide checks in darkness (neither penalty nor bonus applies in shadowy illumination)
Shadow Fortification
Initiate, Darkened Wards
Level/School: 4th/Abjuration
Range: Touch
Target: Item touched
Duration: 1 hour/level (D)
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 wall’s 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 you are slain or the duration of the mystery ends, your body is forcefully absorbed into the shadows, dealing you 5d8 damage/round that the mystery continued.
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 target’s person are suspended until they return.
Shadow Vigor
Fundamental
Level/School: 0/transmutation
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
You instill your target with shadow, increasing their hardiness in combat
You grant your target 1 temporary hit point, with an additional temporary hit point for every two caster levels (maximum 11 temporary hit points).
Shadow Weather
Master, Blackened Sky
Level/School: 8th/Illusion (shadow)
Range: 5 miles
Area: 5 mile-radius circle, centered on you
Duration: 4d8 hours; see text
Saving Throw: Will partial
You reach into the skies and infuse your surroundings with shadow magic, changing the weather to fit your needs.
This mystery functions as the spell Control Weather, with a few exceptions. First of all, the mystery comes into effect 1 hour later instead of 10 minutes later. Secondly, you can only cause forms of weather that cause precipitation, heat, or strong winds, and may cause any weather regardless of the season. Third, anyone within range of the weather who succeeds on a will save ignores all effects of the new weather, other than effects that directly limit their senses.
Shadow’s Appeal
Apprentice, Umbral Charm
Level/School: 3rd/Enchantment (Charm) [Mind-Affecting]
Range: Medium (100 ft.+10 ft./level)
Target: 1 humanoid creature
Duration: 1 round/level or 1 round
Saving Throw: Will partial
Spell Resistance: Yes
You flood your opponent’s perceptions with shadow, forcing yourself into the best possible light. You watch them seem to notice you for the very first time.
This mystery may be cast as an immediate action. For the duration of this ability, the target’s attitude towards you is increased by one step or up to indifferent, whichever would produce a better attitude. Targets hostile towards you gain a +2 bonus on their will save and targets in combat against you gain an additional +2 bonus.
If this mystery is used in response to an attack (or other violent action) against you, they must make another will save against the mystery’s dc or else lose that attack (or other violent action). If they failed on the first will save, they take a –2 penalty on this one.
If a target succeeds on their first saving throw, the duration of this ability is lowered to 1 round.
At the end of this mystery’s duration, the target gains full knowledge that they were charmed, changing their attitude towards you accordingly.
Shadow’s Release
Initiate, Dark Journey
Level/School: 4th/Abjuration
Range: Personal
Target: You
Duration: 1 hour/level
Your skin suddenly seems to sweat forth a dark, reflective liquid. As this happens, you slip out from whatever binds you.
This mystery functions like the spell Freedom of Movement
Shadowed Landscape
Master, Blackened Sky
Level/School: 7th/Transmutation
Range: 1 mile
Area: 1 mile-radius circle, centered on you.
Duration: 1 hour
As you invoke this mystery, the ground upon which you step darkens, as if a huge cloud had passed in front of the sun. When you look up, however, the sky is clear.
This mystery darkens the surrounding area. All areas of bright illumination become areas of shadowy illumination, all areas of shadowy illumination become areas of darkness, and all areas of darkness become areas of magical darkness. All mundane light sources within radius go out and any spell with the light descriptor of 6th level or less is instantly dispelled. Spells of 7th level or higher with the light descriptor work normally in this area but do not dispel this mystery, merely suppressing it in the area that the spell is in.
Shadowstep
Fundamental
Level/School: 1st/Transmutation
Range: Personal
Target: You
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 fundamental is cast, you may move over difficult terrain with no penalty.
Shadowy Touch
Fundamental
Level/School: 1st/necromancy
Range: touch
Target: creature touched
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.
Spun of Myth
Initiate, Twilight Lore
Level/School: 6th/Divination
Your head is filled with stories and tales; with legends and myths of the highest order. The ones you need fall neatly into place in the center of your mind.
This mystery functions like the legend lore spell.
Stuff of Nightmares
Apprentice, Waking Nightmares
Level/School: 2nd/conjuration (summoning)
Range: Close (25 ft.+5 ft./2 levels)
Effect: 1 pseudonatural shadow elemental
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.
Tools of the Trade
Fundamental
Level/School: 0/Conjuration (creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 nonmagical item weighing 5 pounds or less.
Duration: 1 hour
Reaching into the shadows, you pull out a small item.
This mystery creates a temporary nonmasterwork, nonmagical item that costs no more than 1 gp and weighs no more than 5 lbs.
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.
Trick of the Light
Fundamental
Level/School: 1st/illusion (shadow)
Range: 10 feet.
Effect/Target: See Text
Duration: 1 minute
Saving Throw: Will disbelief (if interacted with)
Summoning shadow, you manipulate your surroundings to your liking
This is the most basic of mysteries, used to change the surroundings, create an air of mystery, or intimidate foes. Any effect within the limitations of prestidigitation, silent image, and ghost sound can be accomplished through this fundamental (and abilities from more than one may be used simultaneously). Effects imitating prestidigitation are real and there is no saving throw to avoid them. With each casting, you gain a +1/4 level bonus (max +5 at 20th level) on one charisma-based skill check, other than use magic device checks, chosen at the time of casting.
Turbulent Dreams
Apprentice, Waking Nightmares
Level/School: 1st/enchantment
Range: Close (25 ft.+5 ft./2 levels)
Target: 1 living creature
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 woken up before the end of this mystery’s duration, they must make a second will save or take 1d4 wisdom damage.
Twilight Gap
Master, Endless Void
Level/School: 8th/Conjuration (Teleportation)
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No
Traveling along a road of shadows, you quickly reach your destination.
The emptiness of darkness connects all planes and all locations in a web of nothingness. By means of this mystery, you travel to any location you have seen (including places you have seen a likeness of, so long as the likeness is accurate). You may carry up to 20 pounds/level of inanimate objects with you on this journey, and any living creatures managing to travel with you (such as through extradimensional space) die immediately.
This trip is not for the faint of heart, however. If the destination is feet away, you become dazed for one round upon reaching your destination. If the destination is miles away, you fall unconscious upon reaching your destination. If the destination is on another plane, you die upon reaching your destination. Each of these instances is negated by a successful fortitude save. When traveling to or within the plane of shadows, these penalties do not apply (although the continually changing landscape makes use of this mystery difficult).
Twisted Summons
Initiate, Twisted Mockery
Level/School: 6th/Conjuration (Creation)
Range: Close (25ft.+5ft./2 levels)
Effect: one shadowy, warping creature
Duration: 1 round/level (D)
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.
Umbral Authority
Apprentice, Umbral Charm
Level/School: 2nd/Enchantment [Fear, Mind-Affecting]
Range: Close (25 ft.+ 5 ft./2 levels)
Targets: up to 1 target/level
Duration: 1d4 rounds and 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
You force authority into you, making your visage more impressive and frightening.
All targets within range with no more than 1 HD/2 levels must make a saving throw or become frightened for 1d4 rounds.
In addition, you gain a +10 bonus on diplomacy checks for 1 round/level.