Tome of Shadow (Shadow Magic Revitalization)

Realms of Chaos

First Post
I personally love the Shadowcaster class (thank you, Ari :) ). The thing is, as is almost uninanimously agreed upon by players, the Shadowcaster (although perhaps a bit better balanced over all) seems a bit underwhelming when compared to Core Full Casters. Although Ari Marmell (in his infinite wisdom) made an unnoficial fix of sorts (on these forums, no less), that fix has very little chance of ever becoming official (as DnD errata thus-far has yet to carry changes of such magnitude). Instead, I decided that I would pick up the power level of the Shadowcaster class exclusively through the addition of new material. In a major fit of OCD (which lasted all summer), I ended up creating everything with shadow flavor, from new deities to new spells to new diseases and poisons. Although many (including two of the five voices in my head) would suggest submitting this in multiple, smaller posts, I have decided to disregard them all and make a mega-post. Feel free to read through at your own rate. :cool:

Now, to prey that I properly formatted it for the boards. :confused:
 
Last edited:

log in or register to remove this ad


Realms of Chaos

First Post
If you don't own the book:
I guess that I should anticipate the issue of someone reading this but not owning the proper book.

As most should know, the Shadowcaster is from the Tome of Magic.

What could I give away about the class safely...?

Basically, they use mysteries instead of spells, which start as arcane spells, turn into spell-like abilities, and then turn into supernatural abilities. They gain only 1 per level.
In addition, they gain supernatural fundamentals (think cantrips) as they level up, which they can eventually use at will.
Finally, they gain bonus feats, darkvision, and eventually ignore metabolic needs.

I should also list the classes shortcomings that led to this addition:
1. Mystery-using is reliant on both charisma and intelligence.
2. Shadowcasters gain only 1 mystery per level.
3. Mysteries are taken in sequential groups of 3 mysteries called paths. For example, you have to take the 1st level mystery of a path before you can take that path's 2nd level mystery.
5. There are only 60 mysteries in existance + 9 fundamentals. This list has been expanded officially once in a cityscape web enhancement, raising the count to 69 + 9 fundamentals.
 

Realms of Chaos

First Post
A New PC Race:

Shadowgaunts
Shadows may be related by others to darkness, negativity, and evil, but to some, it they are representative of neutrality and sanctuary. At least, so thought the like-minded ancestors of the Shadowgaunts. Centuries ago, on the plane of shadow, the metropolis of Gengardon was established. As soon as it became inhabited, however, it isolated itself, for quite a few centuries. When at last a gigantic shadowquake tore Gengardon apart, the only survivors within it were the Shadowgaunts, a race of people adapted specifically to the plane of shadow, and more specifically, for shadow magic.
Although the Shadowgaunts have made their presence known, very little is known about their exact origins. Although they often said to resemble elves or the enigmatic ethergaunts (from which their name was drawn), this is completely superficial. The most popular theory is that they are closer related to the treacherous mongrelfolk, having had their blood mixed both through interspecies breeding and extended contact with the morphic plane of shadow. Another theory places them as a creation of the founders who destroyed their creators. Either way, the shadowgaunts aren’t shedding any light on the matter.
Personality: Most shadowgaunts have a very mixed and confused personality, in which emotions are hardly noticeable from one another while they shift through their emotions incredibly quickly. Although some would call this a disorder, it appears quite natural among the shadowgaunts.
Physical Description: A shadowgaunt looks lithe and moves with a wavering motion, as if about to fall over. They range from just under 5 feet to just over 6 feet, and weigh between 85 and 140 pounds. Males and Females, if there is such a distinction, are not sexually dimorphic, looking exactly the same. Their skin, along with most of their preferred clothing, is a deep shade of grey. Their faces, if they can be considered as such, are distorted patterns upon their head. A small mouth is visible, along with a couple of pitch-white eyes; eyes that are incapable of seeing in color. Their arms sometimes hang by their feet but it appears they can extend and contract them at will.
Much like elves, Shadowgaunts do not sleep. Instead, they go into a state they call deanimation for 8 hours each week (fit into the week however they please), in which they appear completely dead to anyone who fails on a dc 20 heal check (although creatures eating them can tell the difference). If a week passes without deanimation, the Shadowgaunt enters the state without meaning to, and cannot be awoken for 8 hours.
Relations: Although Gengardon was torn apart nearly a few centuries ago, the Shadowgaunt effort to rebuild it has only lost steam within the last decade or so, and the Shadowgaunts are just beginning to leave the plane of shadow. As such, other races are still not quite sure what to make of them. Of their half-hearted trading attempts, most have been made with humans, who are currently trying not to judge by appearance. The race’s supposed similarity in appearance to the elves, combined with their penchant for shadow magic, makes elves and half-orcs alike somewhat uneasy in their presence. Gnomes and Halflings have had the most success communicating with the Shadowgaunts, so long as they watch what they say. Meanwhile, the rigidity of dwarven culture seems to baffle the Shadowgaunts, who seem to think that the traditions are made for them as well, earning them many a snide remark from dwarves, although when precious ore from the plane of shadow is at hand, they are smart enough to still their tongues.
Alignment: Shadowgaunts are unique, perhaps, in that they are unaware of how they are expected to act in the world. They seem chaotic by nature, stealing food and ignoring inconvenient laws, but they also seem to make earnest attempts at lawfulness, such as dragging a criminal to a garrison. On the good-evil axis, they seem to make intermittent attempts at each, as if to test them out. The ultimate decider of what alignment they take is what they attempt more (and, logically, enjoy more).
Shadowgaunt Lands: Despite its broken state, the majority of Shadowgaunts yet live in the ruins of, or at the outskirts of, Gengardon. The ones to have moved away since then have made other small claims on the plane of shadow and even on the Material Plane.
Religion: Religion, and especially consistency in prayer, appears to be a new concept to Shadowgaunts, and one they have yet to fully grasp. Clerics placed in charge of them must make sure they don’t travel to a church of an opposed clergy the next day.
Language: Perhaps most strangely of all, Shadowgaunts don’t appear to have spoken any language before the breaking of Gengardon, despite their lack of empathy or telepathy of any kind. They still appear able to nonverbally communicate, but in a way no one else can quite understand. They have began to speak other languages, but they still have difficulty pronouncing some sounds.
Names: As the concept of language is new and names are unnecessary within groups of Shadowgaunts, the few to have adopted them live in the material plane. They are often monosyllabic and simple to pronounce. They never possess more than one name, however.
Shadowgaunt Male Names: Sou, Gon, Ter, Shar, Brig, Crag, Pur, Gus, Bob, Wok, Rob, Vor
Shadowgaunt Female Names: Sou, Ti, Ter, Boor, Shar, Cav, Pur, Rew, Wok, Cris, Vor, Wew
Adventures: Shadowgaunts, more than anything else, seem to travel on whims. It is possible for a Shadowgaunt to feel fully committed to their missions, but this is exceedingly rare. They travel where they want and seem to do what they want.
Shadowgaunt Racial Traits
  • -2 Strength, +2 Dexterity, -4 Constitution, +2 Intelligence: Shadowgaunts are surpisingly nimble and intelligent, but lack physical strength and have poor health.
  • Medium: As medium creatures, shadowgaunts have no special bonuses or penalties due to their size.
  • Shadowgaunt base land speed is 20 feet.
  • Darkvision: Shadowgaunts can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and shadowgaunts can function just fine with no light at all.
  • Low-light Vision: Shadowgaunts can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Extended Reach: Shadowgaunts can extend their reach by 5 feet for the purposes of making touch attacks only. Their strength and coordination is not enough to wield a weapon at this extended range.
  • Add +1 to the Difficulty Class for all saving throws against mysteries or spells with the shadow subschool cast by the Shadowgaunt.
  • +2 racial bonus on hide checks. The grey skin of the shadowgaunt is hard to see when they attempt to hide.
  • Automatic Languages: None. Bonus Language: Any (other than secret languages, such as Druidic)
  • Favored Class: Shadowcaster. A multiclass shadowgaunt’s shadowcaster class does not count when determining whether he takes an experience point penalty for multiclassing. Shadowgaunts, due to such long exposure to the plane of shadow, are made for shadow magic.
 

Realms of Chaos

First Post
THE CULTIST
“Poor fool…I’m afraid that my patron grants me the grander power.”
-Eric Bensen, Cultist of Wee Jas

Divinity is unwavering and undeniable but that does not mean that it isn’t misplaced. Any object, person, or concept can be worshiped as a god, and yet everyone chooses to attack the few individuals willing to go against the flow. Everything has power to grant, in its shadow if not in itself. In addition, even divinity and worship has their own shadows, equally powerful for those willing to seek it out.
Cultists understand this concept, worshipping dubious sources and taking from this worship the power of the shadows in which they must hide themselves. The Cultists wield this new magic tenderly, less their actions arouse the attention of others.

MAKING A CULTIST
A Cultist can use some potent magic but her abilities are even more tightly focused than those of the Shadowcaster. They are stronger combatants but their penchant lies in stealth, using the shadows to hide themselves. Their exact role, however, inevitably relies on the mysteries they learn.
Cultists rely on quick wits and quicker reflexes to keep both themselves and their allies secret. However, this means foregoing more physical forms of training, leading to a meager fortitude.
Cultists almost never try to take command, even if they are charismatic enough to do so. Rather, in true cultist spirit, they try to approach command and subtly alter decisions to their benefit.
Abilities a Cultist needs both wit and personality to force their mysteries into existence. In addition, they often end up more violent missions, making a high strength score an asset.
Races: Surprisingly, there are less human Cultists than there are in most civilized races, probably due to an unusual open-mindedness among them, making cultists to all but the most taboo or extreme causes/objects unneeded.
The most common sources of Cultists come from races with active racial deities, such as gnomes, dwarves, elves, and orcs. In many of their societies, the mere failure to worship their racial deity may mark them as an outcast, a heretic, and a possible Cultist (some cultists do give normal worship to non-racial gods).
Alignment: Surprisingly, despite their shadowy powers and usual hate by the public clergy, a Cultist need not be evil. Some see their persecution as a divine test and others just want to remain along and unnoticed, keeping them a neutral party.
Others choose to worship lesser celestial beings, noble (if questioned) ideals, and people of objects of great good (including deities, which they may worship in their own unique way). These cultists remain misunderstood but deal with it through seclusion and let themselves be recognized only by the subtlest signs as they direct those around them towards (their interpretation of) their worship’s designs.
Of course, these few are far outnumbered by those who worship devils, demons, and
other dubious sources of power, some far worse. These few individuals, hiding in damp catacombs and forming insidious cabals, give the more lighthearted Cultists an even worse name.
Starting Gold: 4d4X10 (100 gp)
Starting Age: As Rogue

The Cultist Hit Die: D8
Code:
[B]Level  Base          Fort  Ref   Will    Special
       Attack        Save  Save  Save
       Bonus[/B]
1.      +0             +0    +2    +2    Fundamentals of Shadow, Apprentice Mystery, Trapfinding
2       +1             +0    +3    +3    Patron’s Gift, True Believer
3       +2             +1    +3    +3    Apprentice Mystery
4       +3             +1    +4    +4    Shadow Guardian (hidden faith)
5       +3             +1    +4    +4    Apprentice Mystery
6       +4             +2    +5    +5    Fundamental
7       +5             +2    +5    +5    Apprentice Mystery
8       +6/+1          +2    +6    +6    Shadow Guardian (immune to disease)
9       +6/+1          +3    +6    +6    Apprentice Mystery
10      +7/+2          +3    +7    +7    Fundamental (supernatural fundamentals)
11      +8/+3          +3    +7    +7    Apprentice Mystery
12      +9/4           +4    +8    +8    Shadow Guardian (immune to poison)
13      +9/+4          +4    +8    +8    Initiate Mystery
14      +10/+5         +4    +9    +9    Fundamental
15      +11/+6/+1      +5    +9    +9    Initiate Mystery
16      +12/+7/+2      +5    +10   +10   Shadow Guardian (deathward)
17      +12/+7/+2      +5    +10   +10   Initiate Mystery
18      +13/+8/+3      +6    +11   +11   Fundamental (extraordinary fundamentals)
19      +14/+9/+4      +6    +11   +11   Initiate Mystery
20      +15/+10/+5     +6    +12   +12   Shadow Guardian (mind blank)
Class Skills (2 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Disable Device, Forgery, Hide, Intimidate, Knowledge (Religion), Knowledge (The Planes), Move Silently, Search, Spellcraft

CLASS FEATURES
Your class features represent your constant need for stealth. You manipulate shadows as well as you can hide within them, protecting yourself from those who do not understand.
Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, along with light and medium armor and light shields.
Fundamentals of Shadow (Su): As a Cultist, the first powers that you find in your worship are basic. These powers, called fundamentals, function as spell-like abilities usable at will. You begin play with 1 fundamental and gain an additional one at 6th level and every 4 levels afterwards. At 10th level, all fundamentals become supernatural abilities. At 18th level, all fundamentals become extraordinary abilities.
Mysteries and Paths: Rather than casting spells as other do, you invoke the power of mysteries through your prayer. You know one mystery at 1st level and gain one additional mystery at every odd level afterwards. Each such mystery is usable twice per day. Up to 11th level, you may only learn apprentice mysteries. Starting at 13th level, you may learn initiate or apprentice mysteries
A Cultist, by gaining their power through worship (or worship’s reflection), skips much of the thought and effort that a shadowcaster needs to cast their mysteries. As a result, they need not learn paths in order, as long as they know at least two mysteries of a previous level. On the other hand, you can always select the first mystery in a path of a category you have access to, even if you didn’t complete the lower category paths.
Mysteries are often new tools for a Cultist and take awhile to cultivate. However, consistent prayer and dedication can eventually bring them closer to their abilities. Cultists originally cast mysteries as divine spells. They have somatic components and are subject to interruption but do not have an armor-based spell-failure chance. Whenever a mystery is cast, their shadows are subtly altered, noticeable through a dc20 spot check.
Whenever a path is completed, however, all mysteries in that path become spell-like abilities and doubles their daily use of all mysteries in that path.
Each mystery learned is a new part of their worship, and thus cannot be learned more than once at any time. However, at 11th level and every odd level afterwards, you may replace one mystery known with another mystery of the same or lower levels, so long as the sacrificed mystery was not used as the prerequisites for any feat, prestige class, or other mystery, although all prerequisites for the new mystery must be met.
Unlike spellcasters, you don’t get bonus mysteries for a high ability score. Although you do not prepare spells, you must rest for 8 hour and prey for 15 minutes to regain your daily use of mysteries.
In order to cast a mystery, you must have a Wisdom score of at least 10 + the mystery’s level. The save DC for your mysteries equals 10 + mystery level + your Cha modifier. Even though as a Cultist you do not “cast spells” in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.
You gain two daily uses of any mystery cast as a divine spell or four daily uses of any mystery cast as a spell-like ability.
Trapfinding: You learn that the world is not a pleasant place for an outcast, and have worked on detecting the traps of others. You gain the Trapfinding class feature (see Player’s Handbook, page 50).
Patron’s Gift (Su): Starting at 2nd level, you learn how to manipulate the forces of life and death through the shadowy reflections of each. As a swift action, you may sacrifice a daily use of a mystery. If you make a successful touch attack before the end of the round, you may heal or damage the target by an amount of damage equal to the level of the mystery sacrificed, depending on whether negative or positive energy is used. This ability may be used to channel positive or negative energy, as chosen by you each time this ability is used.
If the cultist uses this ability to heal themselves, they may instead grant themselves fast healing equal to the spell level of the sacrificed mystery for a number of rounds equal to one-half of their class level.
True Believer: At 2nd level, you gain True Believer as a bonus feat.
Shadow Guardian (Su): Eventually, the shadows you hide behind show you favor, protecting you and your mind. At 4th level, you gain immunity to all effects that detect your alignment or faith.
At 8th level, you gain immunity to all diseases (supernatural or otherwise).
At 12th level, you gain immunity to poison.
At 16th level, you are continually protected by a deathward effect.
At 20th level, your mind is continually protected by a Mind Blank effect.

PLAYING A CULTIST
You are not a Shadowcaster. Where they see the power in opposing extremes, you draw power from the links between those extremes. While your mysteries may be drawn from some of the same power as divine spellcasters, you have warped it beyond recognition. The object of your worship, or at least the source from which you claim your power, may or may not even be aware of your presence, let alone grant you their support. Either way, the power you gather shields you from those who would take it away.
The reasons for a Cultist’s adventures greatly vary. Some do so to gain personal wealth, power, or, perhaps in some limited degree, respect and acceptance by those around them. Others adventure to uphold their beliefs, whatever they may be. Others still travel out of necessity, for without a “stable” cult or cabal to hang onto, remaining in one place remains a tricky proposition.

RELIGION
Almost all Cultists display some degree of religiousness, worshiping their source of power, or at least their perceived source of power. Others adopt this class for a simpler way to manipulate divine power, treating it as just another tool in their repertoire. However, your beliefs are invariably at odds with others, at least at the start. Your beliefs may clash with those of the local populace, the official view of the nation, or even the item of your worship. This is not to say that you won’t find a place where you will fit in, but rather to say that you grew up needing an alternate road to worship. Indeed, in some evil, neutral, and even good towns, Cultists like you are praised as healers and wise men.

OTHER CLASSES
You tend to view other divine classes as misguided, but envy them nonetheless. Their ability to walk in the daylight is to be envied, most certainly, but their powers do not protect them as personally as yours protect you. You know, however, that they are likely to view you with anger or distrust, due to your contrary nature. You view other spellcasters as useful allies, able to step in should your personal defenses fail you. You respect, and perhaps have a lot in common with both the warriors in the battlefield and the rogue sneaking amongst the shadows, but you know that they are gifted with far different abilities.

COMBAT
Much like a Cleric, you possess formidable skills on the battlefield, albeit less armored. You are capable of wading into battle and either damaging your foes or controlling the battlefield through the use of your mysteries.
Alas, the most powerful of mysteries are forever outside of your grasps. In return, your shadows have given you personal protection beyond that which other mystery-users such as shadowcaster’s receive, protecting both their bodies and minds.

ADVANCEMENT
Maintaining faith in the face of adversity is a daunting task. You must seek out your divine energies through prayer, keep the ideals of your faith alive, and hide your presence all of the while. Unlike Clerics, who can simply pick and choose what spells they want on a daily basis, you are far more restricted in your actions, rarely, if ever, changing what you can do with the powers given to you. As such, the decision to sink or swim rests solely upon your own shoulders.
Mechanically, you should increase both your Wisdom and Charisma as you attain higher levels. Beyond this, focus on feats and skills that enhance your mysteries, combative abilities, or stealth capabilities, as you choose.

DWARVEN CULTIST STARTING PACKAGE
Armor: Padded Armor (Speed 20 ft.)
Weapons: Light Mace (1d6, crit X2, 4 lb., light, bludgeoning).
Light Crossbow (1d8, crit 19-20/X2, range inc. 80, 4 lb., piercing).
Skill Selection: Pick a number of skills equal to 2 + Int modifier
Code:
[B]Skill           Ranks   Ability   Armor Check Penalty[/B]
Concentration    4       Con       —
Hide             4       Dex       — 
Intimidate       4       Cha       — 
Move Silently    4       Dex       —
Search           4       Int       —
Spellcraft       4       Int       —

Feat: Improved Initiative
Fundamentals Known: Arrow of Dusk (Spell-like, at will)
Mysteries Known: Steel Shadows (Spell, 2/day)
Gear: Backpack with waterskin, one day’s trail rations, bedroll, sac, flint and steel. 4 torches. Case with 10 crossbow bolts.
Gold: 1d4X10 gp.

CULTISTS IN THE WORLD
“Bit of an oddball, that one. He claims that he worships the reflection of worship itself, or some such rubbish. How the Nine Hells would that work?”
-Canan Gropsmit, Cleric of Moradin

The power of shadow magic is indeed a frightening, its users perhaps more so. Their powers are strange and alien to most individuals, and can confuse the oldest of sages. At the same time, it is easier to feel both sympathy for their plight and anger at their “false faith” (imagine how a cleric feels when attacked by a Cultist of the same deity). This class adds a whole new dimension to shadow magic, perhaps placing a few emotional ties onto this new form of magic.

DAILY LIFE
When not adventuring, Cultists spend much time in meditation, prayer, and contemplation. The more Intellectual of Cultists often research the mechanics of their newfound power, unwilling to leave anything to faith alone. Aside from these pursuits, Cultists often spend much of their time in seclusion, either to avoid the prying eyes of those who would persecute them or to plot against their enemies. The day-to-day activities, of course, depend on several factors, including the open-mindedness of the community, the force with which local churches resist them, the presence of allied/enemy cults and cabals, and even the presence or absence of good friends.

NOTABLES
There is no such thing as a famous cultist. By nature, they work behind the scenes, with others much like them if possible. Most cults are arranged so that even their leaders are faceless parts of a machine, recognized by few and recognizing fewer. In most cases, if a Cultist were to land a position of fame, they would displace it onto another. After all, they prefer to remain anonymous.
Although it is hard to believe, there truly is no famous cultist, thoughout all of history, despite its considerably longer history than “traditional” shadow magic. What is known about are smaller “cults” of evil divine casters, claiming themselves to be cultists. True cults and cabals are rarely discovered.
It is possible for a Cultist to gain notoriety, but they would have to defeat the class’ natural disposition towards anonymity and be willing to fight off the endless string of enemies likely to follow.

NPC REACTIONS:
By definition, a Cultist is forced into secret worship. Based on their varied (and quite controversial) religious doctrine alone, they are often mistrusted at best and weeded out at worse. Of course, if their particular nature is not revealed, they may be treated neutrally by others, as any other individual of the facade the Cultist works to maintain.
When their true nature is revealed, however, matters become even worse. The concept of a “divine shadow” is considered utter blasphemy by followers of most churches (especially those dedicated to deities of the sun or illumination), but the Cultist remains there all the same. When others dive in even deeper, they see that this divine shadow actually grants the Cultist favor, protecting them from harm. Due to the utter blasphemy of a Cultist’s religious beliefs and powers, most divine casters are unfriendly or even hostile towards them (with the exception of those who worship deities of darkness or shadow). Among arcane casters, the situation does not improve by much, due to the general distrust of shadow magic. A good-hearted Cultist can always hope for sanctuary, but they must put forth effort to ever hope to find one.

CULTIST LORE
Characters with ranks in Knowledge (religion) or Knowledge (the planes) can research Cultists to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
DC 15: Cultists are heretics who utilize the powers of shadows and darkness.
DC 20: The shadows that a Cultist calls upon defend them, body and mind.
DC 25: Cultists draw their power from the shadowy reflections of divinity and worship on the Plane of Shadows, the very concept of which is considered blasphemous.
A DC 30 Gather Information or Knowledge (religion) check in a high-magic community, or one in which a god of darkness or night is worshipped, will reveal the existence of Cultists.
A bardic knowledge check and reveal the same information as these sill checks, but in each case the DC is 5 higher than the given value.

CULTISTS IN THE GAME
In an ongoing game, cultists perhaps play out best as enemies. Perhaps only one or a select few cults even exist. Otherwise, perhaps none has ever been discovered before player interference. As they utilize reflections of divinity from the Plane of Shadows, it would not be unreasonable for one or more cults to hide themselves within the plane’s natural shadows
If you have a player with a cultist PC, allow them to show off their versatility. They may be more subtle than others but they possess combative capabilities, along with stealth and spellcasting. As the cultist is not truly superior in any of these three areas, they are only able to shine when given varied situations

ADAPTATION
While the Cultist’s power comes from the Plane of Shadow, other options exist. It is possible, for instance, to “skip the middle man” of the Plane of Shadows, as it were, gathering extra divine energy directly from the Material Plane. It is also possible for them to gain energy directly from outlawed deities (including any evil deity).

SAMPLE ENCOUNTER
Encounters with Cultists should show the mysterious nature of their magic while trying to establish a sympathize-antagonize relationship with the class as a whole. An encounter with an entire cult can make for an interesting, if deadly, encounter.
EL 5: Korena Gondshor was abandoned at and raised in a temple of Pelor as a prodigy. After a midnight encounter with a charming devil, however, she found herself enamored with devilkind as a whole. Over time, her and a few like-minded acolytes were provided with the tools and knowledge to become cultists by more devils. After a violent raid against the temple, the cult retreated into the deep heart of the city, ready to open for “business”. She may be looking for new potential recruits, desecrating a holy sight, or trying to con honest civilians out of their hard-earned pay.

KORENA GONDSHOR CR 5
Female human cultist 5
NE Medium humanoid
Init +2; Senses Listen +2, Spot +2
Languages Common, Infernal
AC 14, touch 12, flat-footed 12
hp 21 (4 HD)
Fort +2, Ref +7, Will +7
Speed 30 ft. (6 squares)
Melee +1 Dagger +3 (1d4)
Ranged Masterwork Sling +5 (1d4)
Base Atk +3 ; Grp +2
Special Actions Patron’s Gift, True Believer, Still Mystery, Extend Mystery, Shadowcast
Combat Gear orb of shadow (apprentice 1st), 2 potions of cure light wounds
Mysteries Known (CL 5th)
Apprentice paths:
2nd— piercing sight (spell, 2/day)
1st—bend perspective (spell, 2/day), carpet of shadow (spell, 2/day)
Fundamentals
0—umbral hand (spell-like, at will)
Abilities Str 8, Dex 14, Con 11, Int 13, Wis 15, Cha 14
SQ Trapfinding, Shadow’s Guardian (hidden faith)
Feats True Believer, Still Mystery, Extend Mystery, Shadowcast
Skills Bluff +6, Intimidate +6, Move Silently +6, Hide +6, Search +9, Spellcraft +9
Possessions combat gear plus +1 dagger, masterwork sling with 20 rocks, +1 padded armor, Cloak of resistance +1, Elixir of Hiding, Elixir of Sneaking.
 

Realms of Chaos

First Post
New Mysteries/Paths

Fundamentals:
Darkened Eyes: gain trapfinding ability.
Shadowy Touch: channel negative energy through your touch
Shadowstep: walk unbound for 1 round.
Ghostly Blade: Create a small blade of force.
Tools of the Trade: create a small, nonmagical item
Midnight Veil: gain bonus on saving throws
Olden Tales: gain bonus on knowledge checks
Shadow Vigor grant the target temporary hit points
Trick of the Light: perform a minor, shadowy illusion.

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 Nightmares: summon one otherworldly creature to fight on your behalf.
3 Dark Will: Make your target sleepy and suggestible.

Voice from Beyond
1 Voices from Nowhere: as ventriloquism, except with sound emanating 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.

Shadow’s Whispers
1 Detect Life: detect nearby sources of light.
2 Darkened Lore: gain a quick flash of insight.
3 Pry the Truth: pry the truth out of the living or the dead.

Umbral Charm
1 Armor of Lies: protect yourself through mistruths.
2 Umbral Authority: use your authority to scare and intimidate.
3 Shadow’s Appeal: temporarily beguile your foes.

Initiate Path Mysteries

Shadow’s Shield
4 Dark Resilience: gain resistance towards whatever energy afflicts you.
5 Blade Denied: resist and combat against mundane attacks.
6 Umbral Immunity: use the shadows to gain temporary immunity to various effects.

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 Insidious 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.

Twilight Lore
4 Answers Unbidden: the next time you fail at a task, shadow gives you a helping hand.
5 Ebon Premonition: predict whether you will accomplish your goal.
6 Spun into Myth: use shadow to discover old legends.

Umbral Mass
4 Mass of Shadows: make the target nimble and lithe.
5 Shadow Alteration: turn the target into a creature of darkness.
6 Dark Transformation: transform yourself into another creature.

Dark Journey
4 Shadow’s Release: move unimpeded.
5 Shadow Flight: you can fly about and leave a path of dimness as you go.
6 Awaited Destination: learn your way to your destination.

Master Mysteries

Dark Dreams
7 Treacherous Hoard: weigh down your opponents with treasure and possibly turn them into treasure.
8 Lengthened Shade: steal one’s life to safeguard your own.
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.

Endless Void
7 Darkness of the Mind: you invoke the darkness in your targets’ mind to consume them.
8 Twilight Gap: you travel through an infinite web of nothingness.
9 Immortal Shadow: you temporarily stop and regress the aging process for yourself.

Shower of Shadows
7 Frigid Orbs: Launch small orbs of cold and negative energy.
8 Falling Sky: Propel frozen meteors down from the heavens.
9 Disastrous Orbs: Launch volleys of orbs of cold and negative energy.

Blackened Sky
7 Shadowed Landscape: Cover the landscape in deep shadows.
8 Shadow Weather: Cover the landscape in illusory weather.
9 Rebellion of Nature: Force the landscape to attack your foes.

Penumbral Master
7 Umbral Explosion: Use multiple mysteries simultaneously.
8 Dark Transfiguration: Exchange daily uses of your mysteries.
9 Shadow Absorption: Absorb spells and mysteries and harness their power.
 

Realms of Chaos

First Post
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.
 

Realms of Chaos

First Post
Umbral Explosion
Master, Penumbral Master
Level/School: 7th/Evocation
Range: Personal
Target: You
Duration: instantaneous

You build up the power of shadow within you before allowing it to explode outwards.

Upon casting this mystery, you simultaneously cast a total of 9 levels of mysteries, in any combination. Daily uses are used up as normal.

Umbral Immunity
Initiate, Shadow’s Shield
Level/School:
6th/Abjuration
Range: Personal
Target: You
Duration: 1 round/2 levels

You quickly connect yourself to the shadows around you, affording you some defense.

This mystery may be cast as an immediate action. For its duration, you gain a deflection bonus to your AC and immunities to certain conditions and effects based on your caster level.
Code:
[B]Caster Level    AC Bonus   Immunities[/B]
Up to 11th       +1         Fatigue, Sickened, Shaken
12th-14th        +2          Exhaustion, Nauseated
13th-15th        +3          Frightened, Panicked
16th-18th        +4          Ability Damage, Ability Drain
19th-20th        +5          Death Effects, Critical Hits

Voices From Nowhere
Apprentice, Voice from Beyond
Level/School: 1st/Illusion (Figment)
Range: Medium (100 ft.+10 ft./level)
Effect: Up to one phantom voice/level.
Duration: 1 round/level (D)
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. Not all locations need say the same thing.
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 (D)

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 Mystery’s 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 (D)
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 Mordenkainen’s 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
Target: Living Creature Touched
Duration: 10 minutes/level (D)
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

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 Shadowcaster’s shadow remains, although far diminished, and can be located with a dc 30 spot check.
 

Realms of Chaos

First Post
New Feats:

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, along with the path mastery feat. Unless otherwise noted, all Path Mastery Feats are supernatural abilities.

Shadow Magic Feats
Code:
[B]General Feats                Prerequisites                           Benefit[/B]
Advice of Shadows            Shadowcaster level 1                    gain bonus on one mental skill check.
Arcane Acknowledgement       Shadowcaster level 1                    qualify for prestige classes more easily.
Divine Acknowledgement       Cultist level 1                         qualify for prestige classes more easily.
Ebon Pocket                  Shadowcaster level 1                    you can store items in an extradimensional pocket of shadow.
Extra Mystery Use            —                                       gain an extra daily use of a mystery each day.
Forceful Shadowcaster        Shadowcater level 1                     charisma helps you learn more powerful mysteries
Insightful Shadowcaster      Shadowcaster level 1, Wis 13            wisdom increases the power of your mysteries.
Master Dabbler               access to 6 different paths,            mysteries with metashadow effects are more powerful
                             any metashadow feat
Metashadow Mastery           access to 12 different paths,           gain an extra use of each metashadow feat.
                             Master Dabbler
Metashadow Master, Improved  access to 18 different paths,      use metashadow feats at will
                             Master Dabbler, Metashadow Mastery
Midnight Alchemist           Shadowcaster level 1                    craft better alchemic items faster.
Mystery Focus                Access to one apprentice mystery        improve mystery once per day.
Path Mastery                 access to a 3rd, 6th,                   gain benefit for completing paths.
                             or 9th level mystery.
Path Versatility             —                                       feats that improve paths are more versatile
Sight of Shadows             Umbral sight class feature              shadows improve your senses
Scholarly Shadowcaster       Shadowcaster level 1                    intelligence helps make your mysteries more virulent.
Shaded Mysteries             —                                       mysteries are more powerful when cast in shadows
Shadow Master                Access to one apprentice mystery        shadow abilities are more virulent
Shadow Reserve               Shadowcaster level 1                    gain small number of extra mysteries each day.
Shadow Resiliance            —                                       give up a mystery to heal yourself
Shadow Tome                  Shadowcaster level 1,                   write your mysteries in a tome like a wizard
                             Liquid Night Fundamental
Shadow Redundancy            —                                       Gain additional power from learning one mystery multiple times.
Shadowy Combatant            Shadowcaster or Cultist level 1         gain more proficiency with weapons and armor.
Shifting Shadows             Shadowcaster level 5                    You can give up stronger mysteries to use weaker ones more.
Signature Mystery            Favored Mystery                         You have increased power with your favored mystery
Tainted Shadowcaster         Mild taint, Shadowcaster level 1        taint grants you extra uses of mysteries
Unnatural Reflexes           Shadowcaster or Cultist level 2         sacrifice mystery to improve reflexes
    Escape Into Shadow       Shadowcaster or Cultist level 8         gain evasion when improving your reflexes

[B]Metashadow Feats             Prerequisites                           Benefit[/B]
Complicate Casting           —                                       complicate the casting of your mysteries to gain additional power from them.
Delayed Mystery              Any two metashadow feats                delay a mystery’s activation by 3 rounds.
Ghostly Mystery              Any other metashadow feat               your mystery affects those on other dimensions.
Impeding Mystery             Any two metashadow feats                slow down foes in the area of your mystery
Magebane Mystery             —                                       inflict caster level penalty on those affected by mystery.
Persistent Mystery           Any five metashadow feats               make a mystery last all day
Retributive Mystery          —                                       prepare a mystery to be cast when damaged.
Runebound Mystery            —                                       cast a mystery into a rune that acts as a trap.
Shadowstuff Mystery          Any two metashadow feats                exclude allies from the effects of your mysteries
Subduing Mystery             —                                       replace lethal damage from mysteries with nonlethal damage.
Warped Mystery               Any other metamagic feat.               replace one form of damage with another.
Widen Mystery                —                                       enlarge a mystery’s area.

[B]Path Mastery Feats                Prerequisites                                     Benefit[/B]
Above Nature                      ability to cast the Rebellion of Nature           creatures of nature cannot attack you.
                                  mystery, Path Mastery

Arcane Veil                       ability to caste the Greater Shadows Fade         you gain spell resistance.
                                  mystery, Path Mastery
Astray in the Dark                ability to cast the Umbral Fist mystery,          extend your reach in shadows.
                                  Path Mastery  
Battlefield Blaster               Ability to cast the Disastrous Orbs mystery,      Ignore the effects of your own mysteries.
                                  Path Mastery

Blur of Shadows                   ability to cast the Clinging Darkness mystery,    warp the surrounding terrain.
                                  Path Mastery
Cloak and Dagger             ability to cast the Sharp Shadows mystery,             defend and retaliate using shadow
                                  Path Mastery
Curtain of Shadow                 ability to cast the Unveil mystery,               you gain concealment in all but bright sunlight.
                                  Path Mastery
Dark Charm                        ability to cast the Shadow’s Appeal mystery,      gain diplomacy as class skill.
                                  Path Mastery
Dark Concealment                  ability to cast the Deadly Shade mystery,         become invisible in magical darkness.
                                  Path Mastery
Dark Puppeteer                    ability to cast the Shadow Surge mystery,         redirect the target of attacks.
                                  Path Mastery
Dark Trekker                      ability to cast the Voyage into Shadow mystery,   provoke no attacks of opportunity with your movement.
                                  Path Mastery

Ebon Form                         able to cast the Shadow Time mystery,             you gain fast healing 2.
                                  Path Mastery
Ebon Hand                         ability to cast the Umbral Touch mystery,         gain extra strength with touch attacks.
                                  Path Mastery
Embrace of Shadow                 ability to cast the Umbral Immunity mystery,      add your charisma modifier on saving throws.
                                  Path Mastery
Ephemeral Palm                    ability to cast the Invisible Pyre mystery,       gain damaging touch attack.
                                  Path Mastery
Escaping Shade                    ability to cast the Black Labyrinth mystery,      enter a state that helps you escape from danger.
                                  Path Mastery
Esoteric Knowledge                ability to cast the Afraid of the Dark mystery,   gain all knowledge skills.
                                  Path Mastery
Eyes of Twilight                  ability to cast the Reflections of Things         you gain blindsight out to 60 feet.
                                  to Come mystery, Path Mastery

Forsaken Lore                     ability to cast the Pry the Truth mystery,        +1 bonus to caster level.
                                  Path Mastery
Grasp of Shadow                   ability to cast the Consume Essence mystery,      trap foes in place.
                                  Path Mastery
Guarded Mind                      ability to cast the Spun into Myth mystery,       you are immune to intelligence, wisdom, and charisma damage.
                                  Path Mastery
Hollow Being                      ability to cast the Without a Trace mystery,      sneak around at high speeds without penalty.
                                  Path Mastery
Master of Mysteries               ability to cast the Shadow Absorption             you use one mystery at will each day.
                                  mystery, Path Mastery
Morphic Form                      ability to cast the Dark Transformation           you have a 25% chance to ignore critical hits.
                                  mystery, Path Mastery
Night’s Guard                     ability to cast the Dancing Shadows mystery,      darkness protects you.
                                  Path Mastery
Nightmarish Master                ability to cast the Dark Will mystery,            gain immunity to fear.
                                  Path Mastery
Phantom Assault                   ability to cast the Army of Shadow mystery,       gain various combat-oriented abilities.
                                  Path Mastery
Piercing Gaze                     ability to cast the Killing Shadows mystery,      improve your sight.
                                  Path Mastery
Pull of the Grave                 able to cast the Ephemeral Storm mystery,         curse your opponents with the power of shadow.
                                  Path Mastery 
Quick Arrival                     ability to cast the Awaited Destination           +10 speed; run twice as long.
                                  mystery, Path Mastery
Shaded Supremacy                  ability to cast the Desires Manifest Mystery,     +4 bonus to any ability score.
                                  Path Mastery
Shadow Renewal                    ability to cast the Shadow Investiture mystery,   sustain your body with shadow
                                  Path Mastery
Shadowy Imitator                  ability to cast the Greater Shadow Evocation      imitate weaker forms of magic.
                                  mystery, Path Mastery
Shady Magician                    ability to cast the Flood of Shadows mystery,     manipulate magic with greater ease.
                                  Path Mastery
Shady Observer                    ability to cast the Contingent Shadow mystery,    stop flanking and detect divination.
                                  Path Mastery
Silent Speaker                    ability to cast the Curse of Silence mystery,     speak without speaking.
                                  Path Mastery
Subtle Voice                      ability to cast the Flicker mystery,              communicate subtly.
                                  Path Mastery
Twilight Ascendance               ability to cast the Shadow Immersion mystery,     become incorporeal for 1 round/level.
                                  Path Mastery
Twilight Guard                    ability to cast the Shadow Storm mystery,         absorb elemental damage.
                                  Path Mastery
Twilight Warper                   ability to cast the Twisted Summons mystery,      gain immunity to poison and paralysis.
                                  Path Mastery

Visage of Shadow                  ability to cast the Faceless Shadow mystery,      gain powers related to speech.
                                   Path Mastery
Ward of Dusk                      ability to cast the Dark Aura mystery,            defend yourself against one attack each round.
                                  Path Mastery
Unending Journey                  ability to cast the Immortal Shadow mystery,      teleport as a full-round action.
                                  Path Mastery
 

Realms of Chaos

First Post
Above Nature [Path Mastery]
Your rampant abuse of nature has taught it not to mess with you.
Prerequisites: Ability to cast the Rebellion of Nature mystery, Path Mastery
Benefit: Animals, Magical Beasts, and Fey cannot attack you unless they succeed on a will save (dc 10 + 1/2 caster level + cha modifier). Magical Beasts get a +2 bonus on this save and Fey get a +4 bonus.

Advice of Shadows:
The shadows you surround yourself with impart useful advice.
Prerequisites: Shadowcaster level 1
Benefit: choose one Intelligence-, Wisdom-, or Charisma-based skill. While in shadowy illumination or darkness, you add half of your shadowcaster level as a bonus on all such skill checks and can make such skill checks untrained, if applicable.

Arcane Acknowledgement
You have taken advantage of your arcane nature.
Prerequisites: Shadowcaster level 1
Benefit: All mysteries that you possess by virtue of the Shadowcaster class are treated as arcane spells (even if they are cast as spell-like or supernatural abilities) for the purposes of meeting the prerequisites of prestige classes or feats, as well as for the purpose of caster levels granted by prestige classes.

Arcane Veil [Path Mastery]
You are protected from magical energies
Prerequisites: ability to caste the Greater Shadows Fade mystery, Path Mastery
Benefit: you gain Spell Resistance 11+class level.

Astray in the Dark [Path Mastery]
You can fight from further away than other suspect.
Prerequisites: ability to cast the Umbral Fist mystery, Path Mastery
Benefit: 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.

Battlefield Blaster [Path Mastery]
Your normal tactics of taking out huge armies at once has made you an expert at avoiding your own mysteries.
Prerequisites: Ability to cast the Disastrous Orbs mystery, Path Mastery
Benefit: You are immune to the effects of your own mysteries unless they specifically target you or you choose to waive this immunity.

Blur of Shadows [Path Mastery]
You cause the very ground to buckle and ripple.
Prerequisites: ability to cast the Clinging Darkness mystery, Path Mastery
Benefit: 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.

Cloak and Dagger [Path Mastery]
Your mastery of defense and retaliation has been honed.
Prerequisites: ability to cast the Sharp Shadows mystery, Path Mastery
Benefit: 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.

Complicate Casting [Metashadow]
Though most shadow magic users revel in the ease with which shadow magic comes to them, others prefer to complicate matters in order to gain greater benefits.
Benefit: A number of times per day equal to your intelligence modifier, you may modify mysteries to become more complicated, increasing their power at the same time. You have two ways to use this feat:
Verbal Component: If you add a verbal component to your mystery, it becomes backed by your words of power, granting you a +2 bonus on checks to overcome spell resistance against that mystery, if any would be allowed.
Material Component: If you add an onyx gem worth 500 gp/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its caster level.
XP cost: If you pay 50 XP/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its save DC.
Special: This feat may be taken multiple times. Each time it is taken, you gain an additional number of daily uses equal to your intelligence modifier.
Note: This feat can add components to spell-like and supernatural mysteries that such abilities do not normally have.

Curtain of Shadow [Path Mastery]
You are protected by a veil of shadows.
Prerequisites: ability to cast the Unveil mystery, Path Mastery
Benefit: You gain concealment in all conditions other than bright daylight.

Dark Charm [Path Mastery]
Your personality can end battles before they start.
Prerequisites: ability to cast the Shadow’s Appeal mystery, Path Mastery
Benefit: you gain diplomacy as a class skill (this is not a supernatural ability) and you add half of your caster level as a competence bonus on diplomacy checks.

Dark Concealment [Path Mastery]
You can hide in the shadows you create.
Prerequisites: ability to cast the Deadly Shade mystery, Path Mastery
Benefit: while in an area of magical darkness, you become invisible.

Dark Puppeteer [Path Mastery]
You have a knack for controlling others
Prerequisites: ability to cast the Shadow Surge mystery, Path Mastery
Benefit: 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.

Dark Trekker [Path Mastery]
You can move in shadow without leaving openings.
Prerequisites: ability to cast the Voyage into Shadow mystery, Path Mastery
Benefit: While in shadowy illumination or darkness, you provoke no attacks of opportunity for movement.

Delayed Mystery [Metashadow]
You can put a short delay on your mysteries.
Prerequisites: Any two metashadow feats
Benefit: Once per day, you may delay the effects of a mystery come into play 3 rounds after it is cast. Only touch, area, and personal mysteries can be affected in this way. All decisions for the mystery are made at the time of casting and can be altered as a full-round action. If conditions change during that time to make the mystery impossible to cast, it simply fails.
Special: You can take this feat multiple times.

Divine Acknowledgement
You have taken advantage of your divine nature.
Prerequisites: Cultist level 1
Benefit: All mysteries that you possess by virtue of the Cultist class are treated as divine spells (even if they are cast as spell-like abilities) for the purposes of meeting the prerequisites of prestige classes or feats, as well as for the purposes of caster levels granted by prestige classes.

Ebon Form [Path Mastery]
Your form is heavily reinforced by shadow.
Prerequisites: able to cast the Shadow Time mystery, Path Mastery
Benefit: You gain the Timeless body class feature.
In addition, under any condition other than direct sunlight, you gain fast healing 2.

Ebon Hand [Path Mastery]
You have learned how to channel shadow through your hands.
Prerequisites: ability to cast the Umbral Touch mystery, Path Mastery
Benefit: 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.

Ebon Pocket
You have developed a small extradimensional space to store items in.
Prerequisites: Shadowcaster level 1
Benefit: You have a small extradimensional space, that only you can access to store items in or withdraw items out of as a standard action. This pocket may be accessed to store items in or withdraw items from a number of times each day equal to your Shadowcaster level. This extradimensional space is the size of a belt pouch. A 5th level or higher Shadowcaster has an Ebon Pocket the size of a Backpack. A 10th level or higher Shadowcaster has an Ebon Pocket that can hold 5 cubic feet of material/level and up to 10 pounds/level. A 15th level or higher shadowcaster can access their Ebon Pocket as a swift action. A 20th level or higher shadowcaster can access their Ebon Pocket at will. The Ebon Pocket is a supernatural ability and cannot be accessed within an antimagic zone.

Embrace of Shadow [Path Mastery]
Your power of shadows protects you from adverse effects.
Prerequisites: ability to cast the Umbral Immunity mystery, Path Mastery
Benefit: you add your charisma modifier on all saving throws.

Ephemeral Palm [Path Mastery]
You have focused the more baleful of shadow energies into your hands.
Prerequisites: ability to cast the Invisible Pyre mystery, Path Mastery
Benefit: 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.

Escape Into Shadow
Your reflexes allow you to escape from sticky situations.
Prerequisites: Shadowcaster or cultist level 8, Unnatural Reflexes
Benefit: Whenever you utilize your unnatural reflexes feat, you gain the evasion class feature for 1 round.

Escaping Shade [Path Mastery]
You can escape from the toughest of situations.
Prerequisites: ability to cast the Black Labyrinth mystery, Path Mastery
Benefit: as a swift action, you can enter a state that helps them escape. First of all, each of your speeds are 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.

Esoteric Knowledge [Path Mastery]
Your have learned much from your time in the shadows.
Prerequisites: ability to cast the Afraid of the Dark mystery, Path Mastery
Benefit: 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.

Extra Mystery Use
You have learned how to get more use out of mysteries.
Benefit: when regaining mysteries, you may select one mystery. You gain an extra use of that mystery until you next regain mysteries. The same mystery need not be chosen each time.
Special: This feat may be taken as a bonus shadowcaster feat.

Eyes of Twilight [Path Mastery]
You see everything around you.
Prerequisites: ability to cast the Reflections of Things to Come mystery, Path Mastery
Benefit: you gain blindsight out to 60 feet.

Forceful Shadowcaster
You force your mysteries with sheer force of personality.
Prerequisite: Shadowcaster level 1
Benefit: 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.

Forsaken Lore [Path Mastery]
Your general knowledge has taught you much about your shadowy abilities.
Prerequisites: ability to cast the Pry the Truth mystery, Path Mastery
Benefit: you gain a +1 insight bonus to your caster level.

Ghostly Mystery [Metashadow]
Your mysteries intrude upon those in other dimensions.
Prerequisites: Any other metashadow feat.
Benefit: Once per day, you can apply the effect of the Ghostly Mystery feat to any mystery with an area of a burst, cone, emanation, or spread that you cast. The mystery functions fully against any incorporeal and ethereal creatures within the area of the mystery, as well as on all creatures within an extradimensional space within the area of the mystery.
Special: You can take this feat multiple times.

Grasp of Shadow [Path Mastery]
Shadow holds others who neglect to move around you soon find themselves trapped.
Prerequisites: ability to cast the Consume Essence mystery, Path Mastery
Benefit: As a swift action, you can cause shadows to entrap those within 10 feet/level of you. 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 (dc15+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.

Guarded Mind [Path Mastery]
The shadows you use as informants also protect your mind.
Prerequisites: ability to cast the Spun into Myth mystery, Path Mastery
Benefit: you are immune to intelligence, wisdom, and charisma ability damage and ability drain.

Hollow Being [Path Mastery]
You have emptied much of your own essence into the shadows
Prerequisites: ability to cast the Without a Trace mystery, Path Mastery
Benefit: 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.

Impeding Mystery [Metashadow]
You cause the area of a spell to impede movement.
Prerequisites: Any two metamagic feats.
Benefit: Once per day, you can apply the effect of the Impeding Mystery feat to any mystery with an area that you cast. Anyone within the area who fails their saving throw (or who fails a reflex save, should no save normally be allowed) when the mystery is cast is immobilized for 1 round. If the mystery’s duration is longer than instantaneous, all movement speeds made across the mystery’s area are slowed by 5 feet.
Special: You can take this feat multiple times.

Improved Metashadow Mastery
Your ability to alter shadows is unparalleled.
Prerequisites: access to 18 different paths, Master Dabbler, Metashadow Mastery
Benefit: you may use any metashadow feats you possess at will.

Insightful Shadowcaster
Your perception of the world has lent you the power you need to change it.
Prerequisites: Shadowcaster level 1, Wis 13
Benefit: 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.

Master Dabbler
You can alter your mysteries to greater effect.
Prerequisites: access to 6 different paths, any metashadow feat
Benefit: 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.

Master of Mysteries [Path Mastery]
Your practice in pure shadow magic has lead to control over shadow magic in general.
Prerequisites: ability to cast the Shadow Absorption mystery, Path Mastery
Benefit: Whenever you reclaim your mysteries, choose one apprentice mystery. For the next 24 hours, you may use that apprentice mystery at will.

Metashadow Mastery
You can alter shadows in much greater amounts.
Prerequisites: access to 12 different paths, Master Dabbler
Benefit: you gain an extra daily use of all metashadow feats.

Midnight Alchemist
Your ability in alchemy is unmatched by those of normal magic.
Prerequisites: Shadowcaster level 1
Benefits: Whenever you make a craft check to determine the daily or weekly progress made on an alchemic item, double the results (effectively halving the time needed to make them).
In addition, all alchemic items made by you add your intelligence modifier (to a maximum of your shadowcaster level) as a bonus to all damage rolls and to all save DCs.

Morphic Form [Path Mastery]
Your morphic form helps protect you from more dangerous blows.
Prerequisites: ability to cast the Dark Transformation mystery, Path Mastery
Benefit: any critical hit or sneak attack made against you has a 25% chance of dealing normal damage instead. This percentile is rolled separately from that provided by fortification armor.

Night’s Guard [Path Mastery]
Within the Darkness, none can harm you.
Prerequisites: ability to cast the Dancing Shadows mystery, Path Mastery
Benefit: While in shadowy illumination, you gain a +2 bonus on initiative checks and a +4 dodge bonus to AC.

Nightmarish Master [Path Mastery]
Your nightmares have inured you to any fear in the waking world.
Prerequisites: ability to cast the Dark Will mystery, Path Mastery
Benefit: you gain immunity to fear effects.

Magebane Mystery [Metashadow]
Your mysteries are detrimental to spellcasters.
Benefit: Once per day, you can apply the effect of the Magebane Mystery feat to any mystery you cast. A magebane mystery imposes a –2 penalty to the caster level of all spellcasters targeted by or caught in the area of the mystery for 1d4 rounds.
Special: You can take this feat multiple times.
Special: The empower mystery and maximize mystery feats do not affect the variable aspect of this feat.

Mystery Focus
You can give a mystery a last moment boost
Prerequisites: Access to one apprentice mystery.
Benefit: once per day, as a swift action, you may increase the save DC of the next mystery you cast by 2, so long as it is cast before the end of your next round.

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.

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.

Persistent Mystery [Metashadow]
Your mysteries may last all day.
Prerequisites: Any five metashadow feats.
Benefits: Once per day, you can apply the effect of the Persistent Mystery feat to any mystery with a range of personal that you cast, so long as its duration is longer than instantaneous. That mystery’s duration is extended to 24 hours.
Casting a persistent mystery is a full-round action.
Special: You can take this feat up to 3 times. To take it a second time, you must have ten metashadow feats. To take it a third time, you must have fifteen metashadow feats.

Phantom Assault [Path Mastery]
Shadows seem to surround your foes, leaving them vulnerable.
Prerequisites: ability to cast the Army of Shadow mystery, Path Mastery
Benefit: all adjacent foes are considered flanked.
In addition, casting mysteries as spells does not provoke attacks of opportunity.
Lastly, you may use the aid another action as a swift action.

Piercing Gaze [Path Mastery]
You can see what others can’t.
Prerequisites: ability to cast the Killing Shadows mystery, Path Mastery
Benefit: 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).

Pull of the Grave [Path Mastery]
You can pull others to their doom.
Prerequisites: able to cast the Ephemeral Storm mystery, Path Mastery
Benefit: A number of times per day equal to your charisma bonus (minimum 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.

Quick Arrival [Path Mastery]
Your ability to travel unhindered is unparalleled.
Prerequisites: ability to cast the Awaited Destination mystery, Path Mastery
Benefit: your speed is increased by 10 feet.
You may run for twice as long as normal before needing to make constitution checks.

Retributive Mystery [Metashadow]
You can prepare a mystery to be released in case of attack.
Benefit: Once per day, you can cast a mystery with a range of personal or touch, which takes no immediate effect. The next time that you are dealt damage, the mystery activates. A touch mystery automatically hits if the damage originated from a natural or melee weapon or a touch attack but otherwise dissipates. A personal spell always activates (although death from the damage may render its effects moot).
Special: You can take this feat multiple times.

Runebound Mystery [Metashadow]
You can instill your mysteries in small runes.
Benefit: Once per day, you may inscribe a rune into an adjacent square, casting a mystery into it. This requires either chalk, ink (ink from liquid night is sufficient) or some similar surface to draw the rune on a solid surface (such a rune can be removed with a gallon of water) or a strong stick or pole to carve one into loose earth (such a rune is removed with strong or stronger winds). Divination effects do not detect any magic within the rune but anyone who steps into the rune’s square activates the mystery. Runes take a dc 20 spot or search check to find and they retain potency for 24 hours. Mysteries with a range of personal may not be used in combination with the Runebound Mystery feat. The inscription of a rune takes a full-round action.
Special: You can take this feat multiple times.

Scholarly Shadowcaster
You have studied ways to increase a the virulence of a mystery
Prerequisite: Shadowcaster level 1
Benefit: 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.

Shaded Mysteries
Your mysteries gain extra power when cast from the shadows.
Benefit: while in areas of shadowy illumination (but no brighter or dimmer), the caster level of your mysteries are increased by 1.
If both you and your target are in one area of continuous shadowy illumination, the save DC of any mystery used against them is increased by 1.
Special: This feat may be taken as a bonus shadowcaster feat.

Shaded Supremacy [Path Mastery]
Your power over shadow empowers you however you do so choose.
Prerequisites: ability to cast the Desires Manifest Mystery, Path Mastery
Benefit: you gain a +4 enhancement bonus to one ability score of your choice. As a swift action, you can switch the affected ability score.

Shadow Master
You are accomplished at using shadows.
Prerequisites: Access to one apprentice mystery.
Benefit: all mysteries of the shadow subschool and spells of the shadow subschool gain a +1 bonus to their save DC and are 5% more real, if applicable.

Shadow Renewal [Path Mastery]
You have learned to sustain yourself with the power of shadow.
Prerequisites: ability to cast the Shadow Investiture mystery, Path Mastery
Benefit: 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.

Shadow Redundancy
You have learned to expand your power while using a smaller selection of mysteries.
Benefit:Each time beyond the first that you learn a mystery, you gain an additional extra use of that mystery and you add a +1 bonus to that mystery’s save DC.
In addition, one mystery learned twice now counts as the two mysteries that must be known to access a new level of mysteries.

Shadow Reserve
You can procure more power from shadows
Prerequisite: Shadowcaster level 1
Benefit: You gain a number of points equal to your combined intelligence and charisma modifier. By spending a number of points equal to the mystery’s 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 Resilience
You have learned how to call upon shadows for stamina
Benefit: 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.
If you are a Cultist, add your wisdom modifier to the amount healed.
Special: A Shadowcaster may take this as a bonus feat. This feat may be taken multiple times, its effects stack.

Shadow Tome
You have emulated the Wizard’s ability to record your spells.
Prerequisites: Shadowcaster level 1, Liquid Night Fundamental
Benefit: You gain a tome of magic, resembling a Wizard’s 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).

Shadowstuff Mystery [Metashadow]
By manipulating shadow’s fickle nature, you only harm those you intend to with your mysteries.
Prerequisites: Any two metashadow feats.
Benefit: Once per day, you can apply the effect of the Shadowstuff Mystery feat to any mystery with an area that you cast. As you cast the mystery, select up to one target/level. Those targets are unaffected by the effects of the mystery. The mystery gains the shadow subschool.
Casting an shadowstuff mystery is a full-round action.
Special: You can take this feat multiple times

Shadowy Combatant:
You are better trained for combat
Prerequisites: Shadowcaster or Cultist level 1.
Benefit: If you are a shadowcaster, you gain proficiency with light armor and one martial weapon of your choice.
If you are a cultist, you gain proficiency with medium armor and one exotic weapon of your choice.
Special: This feat must be taken at 1st level.

Shadowy Imitator [Path Mastery]
You have learned the art of imitation from your command of shadows.
Prerequisites: ability to cast the Greater Shadow Evocation mystery, Path Mastery
Benefit: 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.

Shady Magician [Path Mastery]
You have learned to harness both mysteries and magic.
Prerequisites: ability to cast the Flood of Shadows mystery, Path Mastery
Benefit: You gain use magic device as a class skill (this is not a supernatural ability).
In addition, you don’t take a –4 penalty when your mysteries interact with spells.

Shady Observer [Path Mastery]
Your paranoia has kept you alive. Now, your shadow can help.
Prerequisites: ability to cast the Contingent Shadow mystery, Path Mastery
Benefit: you cannot be flanked. In addition, you automatically know whenever a divination spell detects or targets you.

Shifting Shadows:
You can shift your power as you wish
Prerequisites: Shadowcaster level 5
Benefit: 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.

Sight of Shadows:
The shadows around open your senses.
Prerequisites: Umbral Sight class feature
Benefit: you add your charisma modifier as a bonus on all listen checks, as well as on all spot checks made within the range of your darkvision.
Add search to your list of class skills.

Signature Mystery
The ease with which you utilize a given mystery is astounding.
Prerequisites: Favored Mystery
Benefit: Choose one mystery that you have taken the favored mystery feat for. That mystery gains a +1 bonus to its save DC.
By sacrificing a daily use of a higher-level mystery as a standard action, you gain an extra daily use of your Signature Mystery.
Special: This feat may be taken as a bonus shadowcaster feat. This feat may be taken multiple times. Its effects do not stack. Each time it is taken, select a new spell for which you have taken Favored Mystery.

Silent Speaker[Path Mastery]
You can speak to others without noise or expression.
Prerequisites: ability to cast the Curse of Silence mystery, Path Mastery
Benefit: 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).

Subduing Mystery [Metashadow]
You can modify a mystery to keep your opponent alive.
Benefit: Whenever you cast a mystery that deals energy damage, you may replace the energy damage with an equal amount of nonlethal damage.

Subtle Voice [Path Mastery]
You can communicate at a completely subconscious level.
Prerequisites: ability to cast the Flicker mystery, Path Mastery
Benefit: You can communicate telepathically at a range of 5 feet and gain a +2 bonus on intimidate checks.

Tainted Shadowcaster
Your taint aids you in the manifestation of mysteries.
Prerequisites: Shadowcaster level 1, Mild Taint
Benefit: 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.

Twilight Ascendance [Path Mastery]
You have ascended to a state of almost pure shadow.
Prerequisites: ability to cast the Shadow Immersion mystery, Path Mastery
Benefit: 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.

Twilight Guard [Path Mastery]
Your power of shadow serves to protect you.
Prerequisites: ability to cast the Shadow Storm mystery, Path Mastery
Benefit: The first 2/level points of elemental damage you suffer each day are ignored.

Twilight Warper [Path Mastery]
Your form has lost coherence, granting you certain benefits.
Prerequisites: ability to cast the Twisted Summons mystery, Path Mastery
Benefit: 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.

Unending Journey [Path Mastery]
Your ability to see the connections of darkness allows you to travel through them.
Prerequisites: ability to cast the Immortal Shadow mystery, Path Mastery
Benefit: as a full-round action, you can teleport anywhere within sight, so long as its distance away is within your movement rate.

Unnatural Reflexes
Shadows forewarn you of future dangers.
Prerequisites: Shadowcaster or Cultist 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.

Visage of Shadow [Path Mastery]
Your power over the senses allows you certain privileges.
Prerequisites: ability to cast the Faceless Shadow mystery, Path Mastery
Benefit: you gain a +1 bonus on charisma-based skill checks and sentient creatures 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).

Ward of Dusk [Path Mastery]
The power of shadows that you command repel attacks away from you.
Prerequisites: ability to cast the Dark Aura mystery, Path Mastery
Benefit: 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.

Warped Mystery [Metashadow]
You can warp a spell to deal different types of damage.
Prerequisites: Any other metamagic feat.
Benefit: Whenever you cast a mystery that deals energy damage, you may convert all of that damage to cold damage. Whenever you cast a mystery that deals cold damage, you may replace that damage with any other energy type (fire, acid, sonic, electricity).

Widen Mystery [Metashadow]
Your mysteries occur over a larger area.
Benefit: Once per day, you can apply the effect of the Widen Mystery feat to any burst, emanation, line, or spread-shaped mystery you cast. Any numeric measurements of the mystery’s area increase by 100%.
Special: You can take this feat multiple times.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top