Tome of Shadow (Shadow Magic Revitalization)

Realms of Chaos

First Post
Magical Locations
I’ve never before made a single magical location and I can admit it. Even so, for the sake of being overly thorough, let’s make a good 4 of them.

Shrine of Dark Winds
As the well-versed planar scholar knows, everything reflects off of the Plane of Shadow, including divinity and worship, as the Cultist demonstrates. In some places, however, this reflected divinity groups together, forming tangible winds of divine energy. In the center of these, either built by the winds or by those who have visited them, are usually shrines, dedicated to the raw divinity of the area. Although the area is not necessarily divinely morphic, any being can feel that the wind in such places is “different”.
Lore: Characters can gain the following pieces of information about a shrine of dark winds by making Knowledge (the planes) checks at the appropriate DCs, as given below.
DC 15: A shrine of dark winds is a site where concentrated divine energy flows on the Plane of Shadow.
DC 20: A shrine of dark winds gives up its power to any who know how to call upon divinity’s shadow, but its location shifts awfully fast, even compared to the norm on the plane of shadow.
DC 25: Anyone who calls upon a shrine of dark winds gains the power to call otherworldly creatures to their aid.
Description: No two shrines of dark winds look exactly the same. Some of them possess a white marble cathedral in their center while others possess a crude sacrificial slab. Regardless of the actual shrine’s appearance, it is hard to mistake a shrine of dark winds due to the visible black winds that blow about them.
Prerequisite: In order to acquire the power of a shrine of dark winds, one must possess the patron’s gift ability, the patron’s weapon alternate ability, or must possess the shadow domain (see Ebberon Campaign Setting).
Location Activation: Claiming the power of a shrine of dark winds is as simple as praying before the shrine within, which requires a full-round action and provokes attacks of opportunity. A shrine of dark winds can only bestow its power to one individual before needing to recharge.
Recharge: Once a shrine of dark winds has conferred its ability on a creature, it cannot confer is again for 30 days. Finding it again at the end of that time may be a problem, however, as a shrine of dark winds shifts its location much faster than most features on the Plane of Shadows, as if blown onwards by the dark winds themselves.
Special Ability: Once per day, as a full-round action that provokes attacks of opportunity, the one attuned to the shrine can summon any outsider with half as many hit dice as themselves. The outsider called gains the dark template and serves the one who calls it for 1 minute/level. Much like other summoning effects, killing the creature called forth does not truly kill it and creatures summoned lose all abilities to summon further creatures.
Duration: The conferred ability lasts for 30 days.
Aura: Strong; (DC 21) Conjuration
Ability Value 2,500 gp

Gengardon Runes
It is said that Gengardon was kept running by a strange, runic magic. The only support for this theory, aside from a few shadowgaunt memories of bright lights and strange symbols, is an event that occurs every year. Once per year, strange runes manifest themselves in one small part of the ruined metropolis. There is always a giant clamor on this date, both by shadowgaunts and others, to reach this locale and steal its power for themselves.
Lore: Characters can gain the following pieces of information about Gengardon Runes by making Knowledge (the planes) checks at the appropriate DCs, as given below.
DC 15: It is said that in the ruined shadow metropolis of Gengardon, strange runes manifest once per year in a random area.
DC 20: Each year, there is a gigantic clamor to reach the runes, both by strangers and Gengardon’s former inhabitants. It is said that the process of claiming the power only requires sufficient personal power and the will to take the power in.
DC 25: The runes grant the inheritor of their power a limited measure of protection from attacks.
Description: The Gengardon Runes, it is said, never appear in the same place twice. It is also said that they never take the exact same shape twice. Even so, the Gengardon runes always shed a violet glow with the brightness of a candle and everyone gazing at them intrinsically knows that they are there for protection and how to take their power, if they are powerful enough to take said power, that is. Whenever the power is called upon, similar runes appear upon their body, warding off harm.
Prerequisite: Only a character with 5 or more character levels can benefit from Gengardon runes, and only if they can claim its power before someone else does.
Location Activation: All that a character must do to claim the power of the Gengardon runes is place their hands on a rune and will the power to course through them, a full-round action that provokes attacks of opportunity.
Recharge: Once Gengardon runes have conferred its ability onto another, it remains inactive for 1 year.
Special Ability: As an immediate action, the beneficiary of Gengardon runes may lower the amount of damage taken to them from any source by their Charisma modifier (minimum 1)
Duration: The benefits of Gengardon runes last until its effects have been used seven times. One person can gain the benefits of Gengardon runes more than once, gaining seven additional uses each time.
Aura: Moderate; (DC 18) Abjuration
Ability Value: 6,500 gp

Deep Darkness
There are some long-forgotten places within the Plane of Shadow where it makes no attempt at mocking the material. In these places, the Plane of Shadow seems to melt as scenes and backgrounds existing nowhere else in the multiverse exist. In some of these places, the Plane of Shadow makes no attempt as mocking matter at all. In these few rare cases, all of the surroundings seem to melt into an utter blackness, which one is forced to swim through. These areas are known by the Croob as the deep darkness
Lore: Characters can gain the following pieces of information about deep darkness by making Knowledge (the planes) checks at the appropriate DCs, as given below.
DC 15: There are some places where the plane of shadow does not possess any matter at all, instead possessing an area of darkness that no light can pierce.
DC 20: It is said that moving through an area of Deep Darkness is akin to swimming through empty air. It is also said that any who spend too much time in Deep Darkness lose their eyes and sense of sight.
DC 25: One who draws upon an area of Deep Darkness for power gains the ability to see without sight.
Description: There is not much to describe about an area in which only darkness exists. All sources of light are extinguished as they pass through the deep darkness, never emerging on the other side. Someone passing through the deep darkness feels themselves floating in thin air, and can move with mere thought. In addition, each hour, a creature possesses a 50% chance of floating either up or down (50% each) 1d4x10 feet without meaning to. As no ground exists below the deep darkness, however, it is possible for a reckless adventurer to get trapped underneath the plane of shadow for a time, although they will most likely have the brains to head back up eventually. The more common problem is adventurers entering the deep darkness, raising themselves several hundred feet above the ground without noticing it, and then trying to leave.
Prerequisite: Only sighted creatures can gain the benefits of deep darkness
Location Activation: A creature can only get the benefits of deep darkness by spending a full day in its depths, at the end of which time the target’s hair (if any) is permanently turned black and their eyes appear to have been wiped off of their face.
Recharge: As soon as one creature has received the conferred ability of deep darkness, it is ready to bestow the benefits upon another. In fact, multiple creatures can use one area of deep darkness at the same time. The simple fact is, not many creatures want to get its benefits.
Special Ability: As long as an affected creature is not in an area of bright light, they gain blindsight out to 60 feet and cannot be flanked. While in an area of bright light, however, the affected creature is rendered blind.
Duration: The conferred ability of deep darkness is permanent, until the affected creature receives the effects of a cure blindness/deafness spell
Aura: Medium; (DC 18) Transmutation
Ability Value: 1,500 gp per benefiting party member.

Frozen Cliffs
Although the Plane of Shadow is constantly shifting, some places occasionally try to move too fast. When a shadowquake is not enough to relieve the seismic stress, a bit of the ground is propelled into the air, forming a bluff or cliff. Furthermore, all creatures in that area are frozen in place and that area does not move for a century or so, giving the impression that the entire area is frozen in time. By slaying the frozen inhabitants of such an area, one can claim the time that the inhabitant was denied. Frozen cliffs often end up as markers on the few maps of the Plane of Shadow that exist, because they aren’t likely to move for a long time.
Lore: Characters can gain the following pieces of information about frozen cliffs by making Knowledge (the planes) checks at the appropriate DCs, as given below.
DC 15: There are some places on the plane of shadow where time has been temporarily stopped in order to protect the plane’s stability.
DC 20: On such frozen cliffs, time has even stopped for the area’s inhabitants.
DC 25: By slaying an inhabitant of a frozen cliff, you can steal some of their lost time.
Description: A frozen cliff looks no different from any other cliff or bluff, but small hints give it away, such as grass that shatters instead of bending, birds caught in mid-flight over the cliff, and unharmed (and warm) inhabitants that never seem to wake up. Furthermore, while on a frozen cliff, the time of day never appears to change (although this just leads to a more drastic transition when the cliff is left.
Location Activation: To gain the conferred ability of a frozen cliff, all that one must do is kill one of its frozen inhabitants.
Recharge: Any number of inhabitants may be killed at one time to grant multiple creatures the conferred ability, but there is a definite limit to the number of creatures remaining. Generally, a frozen cliff is found with 1d8+2 remaining inhabitants.
Special Ability: Any beneficiary of the frozen cliffs gains time stolen from the slain inhabitant, increasing each of their speeds by 10 ft. In addition, once per day, they may move up to their speed as an immediate action. Doing so removes the speed increase for the rest of the day, however.
Duration: 30 days
Aura: Strong; (DC 21) Transmutation
Ability Value 10,000-100,000 gp (10,000 gp per remaining individual)
 

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Realms of Chaos

First Post
Epic Shadow Magic

The Epic Cultist
To the Epic Cultist, faith is power. While others doubt the validity of your faith and others still seek to destroy you for it, your faith has been enough to keep you alive thus-far. At this point, you can walk in daylight, content in the knowledge that few would dare to oppose you and risk your divine retribution
The bonuses provided by bonus mystery is immediately tangible to one who gets half as many mysteries as a shadowcaster. In addition, at high enough levels, unlock shadows grants you a good source of power. After enough time, shadow ritual allows you to make more impressive epic mysteries than shadowcasters as you can use mitigating factors.
A Shadowcaster will need most of their ability boosts in Charisma and Wisdom, but increases to Constitution and Dexterity would be of great help as well for survival purpose, and Strength is always good if you intend to jump into the fray.
Other Options: Feats such as guarded by shadow and living phantom provide you with a defensive edge. Other, more mundane forms of defense, such as energy resistance, epic toughness, and fast healing also provide good survivability. If you consider your casting abilities up to snuff, you could always take item creation feats.
Hit Die: d8
Skill Points at Each Additional Level: 2 + Int modifier
Mysteries: The cultist’s caster level is equal to her class level. At 21st level and every off level afterwards, the cultist learns a new mystery, gaining the usual number of daily uses. The cultist must still pick mysteries using the same restrictions.
Fundamentals: A cultist gains a bonus fundamental at 22nd level and every 4 levels afterwards.
Bonus Feats: The epic cultist gains a bonus feat (selected from the list of epic shadowcaster feats) every three levels after 20th. In addition, the epic cultist still gets new bonus feats for gaining access to new paths.
Epic Shadowcaster Feats: Blinding Speed, Bonus Mystery, Dampening Aura, Destructive Mystery, Efficient Metamagic, Energy Resistance, Epic Shadowcasting, Epic Toughness, Extended Lifespan, Extraordinary Mystery, Fast Healing, Greater Line of Shadow, Guarded by Shadow, Impeding Aura, Improved Nocturnal Caster, Improved Quicken Mystery, Living Phantom, Opportunistic Mystery, Piercing Mystery, Shadow Ritual, Superior Nocturnal Caster, Unlock Shadows

The Epic Cultist
Code:
[B]Cultist
Level             Special[/B]
21st              Initiate Mystery
22nd             Bonus Fundamental
23rd              Initiate Mystery, Bonus feat
24th              —
25th              Initiate Mystery
26th              Bonus Fundamental, Bonus Feat
27th              Initiate Mystery
28th              —
29th              Initiate Mystery, Bonus Feat
30th              Bonus Fundamental

The Epic Shadowcaster
To the Epic Shadowcaster, shadows are doorways. While others spend eons searching for power, you have found its shadow, and you possess equal might. The secrets of darkness and mechanics of shadow still interest you, but there are simply less mysteries left to be solved.
The Epic Shadowcaster has multiple options in front of them, in addition to the obvious (such as bonus mystery, efficient metamagic, epic shadowcasting, and extraordinary mystery), you may also want to pay attention to new metamagic options such as destructive mystery. You will probably need some defense, so taking feats such as energy resistance, Fast Healing, and Epic Toughness are not bad optons.
A Shadowcaster will need most of their ability boosts in Charisma, but increases to Constitution and Dexterity would be of great help as well for survival purpose.
Other Options: Counterspell Mastery, Dampening Aura, and Impeding Aura help to protect you against magic. Improved and Superior Notcturnal Caster can help your casting abilities during the night. Opportunistic Mystery allows you to take great advantage of any opening given to you.
Hit Die: d6
Skill Points at Each Additional Level: 2 + Int modifier
Mysteries: The shadowcaster’s caster level is equal to her class level. Whenever a new level is gained, a shadowcaster learns a new mystery, gaining the usual number of daily uses. The shadowcaster must still pick mysteries using the same restrictions.
Fundamentals: A shadowcaster gains a bonus fundamental every 4 levels after 20th.
Bonus Feats: The epic shadowcaster gains a bonus feat (selected from the list of epic shadowcaster feats) every three levels after 20th. In addition, the epic shadowcaster still gets new bonus feats for gaining access to new paths.
Epic Shadowcaster Feats: Counterspell Mastery, Craft Epic Magic Arms and Armor, Bonus Mystery, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Dampening Aura, Destructive Mystery, Efficient Item Creation, Efficient Metamagic, Energy Resistance, Epic Shadowcasting, Extended Lifespan, Extraordinary Mystery, Fast Healing, Forge Epic Ring, Greater Line of Shadow, Impeding Aura, Improved Nocturnal Caster, Guarded by Shadows, Improved Quicken Mystery, Opportunistic Mystery, Piercing Mystery, Polygot Scribe Epic Scroll, Superior Nocturnal Caster.

The Epic Shadowcaster
Code:
[B]Shadowcaster
Level             Special[/B]
21st              —
22nd              —
23rd              Bonus feat
24th              Bonus Fundamental
25th              —
26th              Bonus Feat
27th              —
28th              Bonus Fundamental
29th              Bonus Feat
30th              —
 

Realms of Chaos

First Post
Epic Feats

Code:
[B]Name                         Prerequisites                           Benefits[/B]
Bonus Mystery                —                                       You learn an additional mystery
Counterspell Mastery         Spellcraft 30 ranks                     Counter spells using any mystery of the appropriate level.
Dampening Aura               The ability to cast 9th-level           All spells cast within 10 feet take –4 penalty to their caster level
                             mysteries
Impeding Aura                Dampening Aura, the ability to cast     All adjacent spellcasters have their spells impeded.
Destructive Mystery          —                                       Alter a spell to deal untyped damage.
Efficient Metamagic          Any twelve metamagic feats              Applying metamagic no longer extends casting time.
Epic Shadowcasting           Spellcraft 24 ranks, Knowledge          Cast epic mysteries.
                             (the planes) 24 ranks, ability to
                             cast 9th-level mysteries.
Extraordinary Mystery        —                                       You can use one mystery as an extraordinary ability
Greater Line of Shadow       Line of Shadow                          Can cast mysteries against foe without line of sight or line of effect more effectively.
Guarded by Shadows           Shadow Guardian (Mind Blank)            You add your charisma modifier to your AC and saving throws.
Improved Nocturnal Caster    Nocturnal Caster                        Bonus from nocturnal caster applies to all mysteries or all spells.
Superior Nocturnal Caster    Nocturnal Caster, Improved Nocturnal    Gain bonus to caster level of mysteries at night.
                             Caster, the ability to cast 9th-level
                             Mysteries
Improved Quicken Mystery     Quicken Mystery                         Can cast quickened mysteries as a free action. 
Living Phantom               Charisma 25, Shadow Guardian            You can become incorporeal for 5 rounds each day
                             (Mind Blank) or Night Form
Opportunistic Mystery        Combat Reflexes, Spellcraft 25 ranks    Can use a mystery instead of taking an attack of opportunity.
Piercing Mystery             —                                       Cause a mystery to bypass spell resistance.
Shadow Ritual                Epic Shadowcasting, Shadow Guardian     You can use mitigating factors with your epic mysteries.
                             (Mind Blank)              
Unlock Shadows               Ability to cast 6th-level mysteries,    You can learn and cast master mysteries.
                              Patron’s Gift or Patron’s Weapon

Bonus Mystery [Epic]
You have unlocked additional shadow magic.
Benefit: You learn an extra mystery. You must still learn paths in order if your class requires you to do so.

Counterspell Mastery [Epic]
You have a mastery at countering spells.
Prerequisites: Spellcraft 30 ranks
Benefit: You may counter a spell by giving up a daily use of any mystery of an equal or higher spell level.

Efficient Metashadow [Epic]
You can utilize metashadow feats using less time.
Prerequisites: Any twelve metashadow feats
Benefit: Whenever you apply one or more metashadow feats that would extend casting time to a full-round action to any mystery, it is instead cast as a standard action. The quicken mystery metashadow feat may not be applied to such as mystery.

Epic Shadowcasting [Epic]
You can use shadows to create epic effects.
Prerequisites: Spellcraft 24 ranks, Knowledge (the planes) 24 ranks, ability to cast 9th-level mysteries.
Benefit: You may now develop and cast epic mysteries.

Extraordinary Mystery [Epic]
You can turn your mysteries into completely mundane effects.
Benefit: select one mystery you can use as a supernatural ability. You gain an extra daily use of that mystery and can cast it as an extraordinary ability, meaning that it can be cast even in antimagic zones or dead magic zones.

Dampening Aura [Epic]
You emanate an aura that warps normal magic.
Prerequisites: The ability to cast 9th-level mysteries
Benefit: All spells (but not mysteries) cast within 10 feet of yourself gain a –4 penalty to their caster level.

Destructive Mystery [Epic, Metashadow]
You can force your damage to damage those who might otherwise ignore it.
Benefit: Once per day, you can apply the effect of the destructive mystery feat to any mystery you cast. A destructive mystery converts all elemental and nonlethal damage normally deal into untyped lethal damage.
Casting a destructive mystery is a full-round action.
Special: You can take this feat multiple times.

Greater Line of Shadow [Epic]
You can cast mysteries without line of sight or line of effect to the target.
Prerequisites: Line of Shadow
Benefit: You may use line of shadow one additional time per day. In addition, you may use it after any amount of time has past since you last had line of sight or line of effect, so long as the target is in or adjacent to the last square in which you saw them. The target no longer gets a bonus on their save if you delay the casting of the mystery.

Guarded By Shadow [Epic]
You’re shadow deflects physical blows from your body and protects you.
Prerequisites:Shadow Guardian (Mind Blank)
Benefit: You add your wisdom modifier as a deflection bonus to your AC and as a resistance bonus to all saving throws.

Impeding Aura [Epic]
The core of your aura impedes normal magic.
Prerequisites: Dampening Aura, The ability to cast 9th-level mysteries
Benefit: Adjacent spellcasters cannot cast spells unless you allow them too or if they succeed on an opposed caster level check against you.

Improved Nocturnal Caster [Epic]
You gain more power at night.
Prerequisites: Nocturnal Caster
Benefit: At night, the save DCs of all spells or mysteries known increase by +1. This bonus overlaps with (does not stack with) the bonus from Nocturnal Caster.
Special: This feat may be taken multiple times. Its effects stack.

Improved Quicken Mystery [Epic]
You can utilize several mysteries in quick succession.
Prerequisites: Quicken Mystery
Benefit: When you cast a quickened mystery, it is cast as a free action instead of as a swift action, but you may only cast a number of quickened mysteries each round equal to your charisma modifier.

Living Phantom [Epic]
Your shadows can pull you into themselves to protect you from harm.
Prerequisites: Charisma 25, Shadow Guardian (Mind Blank) or Night Form
Benefit: You may spend 5 rounds each day incorporeal (applying the normal incorporeal traits). This ability is activated as an immediate action and is ended as a free action. The 5 rounds need not be continuous.
Special: This feat may be taken multiple times. Each time it is taken, you may spend 5 consecutive rounds incorporeal each day.

Opportunistic Mystery [Epic]
You can use any opening to cast another mystery
Prerequisites: Combat Reflexes, Spellcraft 25 ranks
Benefit: Whenever you could make an attack of opportunity, you may instead cast a mystery. No metashadow feats may be applied to this mystery.

Piercing Mystery [Epic, Metashadow]
You can force a mystery to pierce through your enemy’s defenses.
Benefit: Once per day, you can apply the effect of the piercing mystery feat to any mystery you cast. A piercing mystery ignores its target’s Spell Resistance, if any would apply.
Casting a piercing mystery is a full-round action.
Special: You can take this feat multiple times.

Shadow Ritual [Epic]
You can mitigate the difficulty of epic mysteries.
Prerequisites: Epic Shadowcasting, Shadow Guardian (Mind Blank)
Benefit: You may make use of mitigating factors in the development of your mysteries, using table 2-3 of the Epic Level Handbook

Superior Nocturnal Caster [Epic]
You can draw upon night as only shadow magic can.
Prerequisites: Nocturnal Caster, Improved Nocturnal Caster, The ability to cast 9th-level mysteries.
Benefit: At night, the caster level of all mysteries you cast gets a +1 bonus.
Special: This feat may be taken multiple times. Its effects stack.

Unlock Shadows [Epic]
You can unlock greater feats of shadow than is normal for cultists.
Prerequisites: Ability to cast 6th-level mysteries, Patron’s Gift or Patron’s Weapon
Benefit: You may learn and cast Master mysteries.
 

Realms of Chaos

First Post
What are Epic Mysteries:
Epic Mysteries are mysteries developed from a core of various magical ingredients called seeds. Furthermore, they are made of pure shadowstuff directly from the plane of shadow, making them incredibly hard to eliminate. Despite their power, they still follow the rules of normal shadow magic unless otherwise noted. Much like with epic spells, however, it takes much time and personal investment to actually develop an epic mystery. Unlike with epic spellcasting however, rather than spending money and life force to develop their spells, they test their knowledge and power against the plane of shadow, putting their very life on the line.

Learning Epic Mysteries:
In order to learn Epic Mysteries, one only needs the epic shadowcasting feat. With that feat in tow, the two step procedure of development and casting can begin.

Epic Mystery Development:
Before it can be cast, an epic mystery must be developed. As shadows shift and morph less willingly than raw magic, it takes a mystery-user weeks to accomplish what a spellcaster could in days.
Every day that the mystery-user spends trying to learn the epic mystery, they must spend at least 8 hours studying and meditating, engaging in no more than light activity. If this is ignored for 3 consecutive days, they are set back by a week in their progress (or they must abandon the attempt and start again from scratch if they have made under a week of progress)
Every week, the mystery-user must make a knowledge (arcana) or knowledge (the planes) check against the mystery’s Spellcraft DC, in order to direct their studies properly. The mystery-user may not take 10 on these checks and they take a –2 penalty on the check for each day that week in which they did not prepare themselves. With each failure, no progress is made for the week. If the mystery-user fails their knowledge check on three consecutive weeks, they must abandon the attempt and start again from scratch.
In addition, once every 4 weeks, the mystery-user must bodily visit the plane of shadows and make a Spellcraft check against the mystery’s dc, to subtly shape the plane of shadows to their advantage. The mystery-user takes a –2 penalty on this check for each unsuccessful weekly knowledge check made within the last month and may not take 10 on such checks. If this Spellcraft check is failed, the mystery-user is slain, as they enter a realm of power beyond their control. If they are later revived from the dead, they must start again from scratch. An additional such Spellcraft check is made at the end of the development process in addition to that week’s knowledge check (if the development process ends at a 4-week interval, make only one spellcraft check, as normal).
Perhaps uniquely among shadow magic, the development of epic mysteries is so complex that it needs specialized tools, herbs, and other commodities, providing a tangible cost. This paltry fee, however, is as copper pieces compared to the fortunes needed to fund epic spell development. The specialized equipment can be ignored, if need be, but the mystery-user takes a –10 penalty on all knowledge and Spellcraft checks made to develop the epic mystery without the equipment.

Epic Shadowcasting:
Once it has been developed, an epic mystery becomes tied to the mystery-user’s spiritual shadow by a bit of their life force. An epic mystery-user can have as many epic mysteries known at any time equal to one tenth of their added ranks in knowledge (arcana) and knowledge (the planes). Each epic mystery is usable once per day as an extraordinary ability and can be learned multiple times (with a +2 competence bonus on all checks to develop it for each time it has been successfully developed. Repeated developments of epic mysteries count towards the mystery-user’s limit).
In order to cast an epic mystery, they must make a spellcraft check against the epic mystery’s dc. As their life force is holding onto each epic mystery, the expenditure of epic mysteries weakens them and the results of the spellcraft check determine not only success or failure but how much of that life force was retained. With a successful spellcraft check, the epic mystery is successfully cast and the mystery-user is merely fatigued for one hour (any successive epic shadowcasting within this time renders the mystery-user exhausted for an hour). With a failed spellcraft check, the daily use of the epic mystery is wasted and the mystery-user loses two points of constitution (or dexterity, for mystery-users without constitution scores) until they can regain their epic mysteries.
The casting of an epic mystery causes the mystery-user’s shadow to quake, multiply, and even rise up or ripple as the effects of the epic mystery emerge from it. This display is visible with a DC 0 spot check.
Metashadow, Items, and Epic Mysteries
Metashadow feats and other feats that manipulate normal mysteries cannot be used with epic mysteries.
A character cannot create an item that imitates the effects of an epic mystery. Only major artifacts, beyond the capabilities of even epic characters to create, can house such tremendous power.
The saving throw against a character’s epic mystery is 10 + 1/2 caster level + relevant ability modifier. It is possibly to create epic mysteries with higher save DCs, however, by applying the proper factors.

Epic Mystery Terms

Epic Mystery
Mysteries that are different from common mysteries. They are normally custom-made and do not come in paths.
Factor
A modification to the base use of a seed, which usually increases the difficulty of casting the mystery.
Mitigating Factor
A special factor used in epic spells to make an epic spell easier to cast. No parallel exists with epic mysteries, with the exception of very powerful cultists.
Seed
Every custom made mystery created by characters starts with a base effect called a seed. They are the fundamental building blocks of both epic spells and epic mysteries, although the seeds used for each one are somewhat different in function.
Epic Mystery Descriptions
Each epic mystery uses the same format as any other mystery, with two additional entries; Spellcraft DC and To Develop
Spellcraft DC
This is the DC of the spellcraft check needed to cast the mystery, as well as the DC for the knowledge and spellcraft check(s) needed to develop the mystery.
To Develop
The first part of this entry shows the amount of time, money, and checks that are needed to develop the epic mystery. The rest of the development entry shows the seeds and factors used to create the epic mystery.
 

Realms of Chaos

First Post
Ancient Fire
Evocation [Fire]
Spellcraft DC: 57
Range: 250 ft.
Area: 60 ft.-radius emanation
Duration: Instantaneous
Saving Throw: Reflex Half and Fortitude Negates
To Develop:: 5,700 gp; 11 weeks; 11 Knowledge (arcana or the planes) checks (DC 57); 3 Spellcraft checks (DC 57). Seeds: rot of shadows (DC 15), terrible frost (DC 15). Factors: effect large or smaller objects (+12 DC), effect all objects within the area (ad hoc +10 DC), fire damage (+5 DC).

Everything within the area of this mystery takes 10d6 fire damage (Reflex Half). In addition, any large or smaller items within the area (including corpses created due to the fire damage) are completely destroyed, leaving behind no trace. Unattended, mundane items get no saving throw against destructions but attended items and magical items may make fortitude saves to resist the destruction effect.

Armor of Fear
Enchantment (Fear) [Mind-affecting]
Spellcraft DC: 35
Range: Personal
Duration: until discharged
Saving Throw: Will Partial
To Develop:: 3,500 gp; 7 weeks; 7 Knowledge (arcana or the planes) checks (DC 35); 2 Spellcraft checks (DC 35). Seeds: fear of shadows (DC 10). Factors: Contingent trigger (+15 DC), Scare to Death or Shaken (+10 DC)

The next time that the mystery-user is attacked by a living target, their form appears to their attacker to split open, revealing their worst fear. If the target fails their saving throw, they die of fright. If they succeed, they are instead shaken for 20 minutes (affecting their attack roll).

Blot Out the Sun
Evocation [Darkness]
Spellcraft DC: 67
Range: 0 ft.
Area: 500 ft.-radius area
Duration: 1 hour
Saving Throw: None
To Develop:: 6,700 gp; 13 weeks; 13 Knowledge (arcana or the planes) checks (DC 67); 4 Spellcraft checks (DC 67) Seeds: seething darkness (DC 14). Factors: allow self to see through darkness (+2 DC), increase area by +2,500% (+50 DC), Increase duration by +100% (+1)

The area in which this epic mystery is cast becomes pitch black. Darkvision and similar senses still function within it, however. You may see through this area of darkness as if it did not exist.

Dark Simulacrum
Conjuration (creation)
Spellcraft DC: 50
Range: 50 ft.
Effect: 1 fabricated double
Duration: 40 rounds
Saving Throw: None
To Develop:: 5,000 gp; 10 weeks; 10 Knowledge (arcana or the planes) checks (DC 50); 3 Spellcraft checks (DC 50). Seeds: pulled from darkness (DC 20), hidden in shadows (DC 10). Factors: CR 21 creature (+16 DC), bonus on move silently and disguise checks (+4 DC)

You create a double of yourself, as you were at 21st level. The double has only 50% of the hit points you possessed at 21st level and deals only 50% of normal damage with its attacks, spells, and other damaging abilities. In addition, all equipment it carries is treated as nonmagical. The double, however, gains the dark template and gains a +10 bonus on hide checks, move silently checks, and disguise checks made to imitate you. You may only possess one Dark Simulacrum at a time.

Dark Simulacrum, Improved
Conjuration (creation)
Spellcraft DC: 250
Range: 50 ft.
Effect: 1 fabricated double
Duration: permanent
Saving Throw: None
To Develop:: 25,000 gp; 50 weeks; 50 knowledge (arcana or the planes) checks (DC 250); 13 Spellcraft checks (DC 250). Seeds: pulled from darkness (DC 20), hidden in shadows (DC 10). Factors: CR 21 creature (+16 DC), items duplicated (ad hoc +10 DC), 100% real (+50 DC), bonus on move silently and disguise checks (+4 DC), invisible even after attacking (+15 DC), permanent (x2 DC)

You create a double of yourself, as you were at 21st level. All equipment that it possesses retains any magical ability, but on any round that a possession it was created with (or item created through such a possession, such as a sword made through a fabricated ring of three wishes) leaves its person, that item disappears. The double gains the dark template, gains a +10 bonus on hide checks, move silently checks, and disguise checks made to imitate you, and is permanently invisible to all but you. You may only possess one improved dark simulacrum at a time.

Eternal Watcher
Transmutation
Spellcraft DC: 210
Range: Touch
Target: 1 living creature
Duration: Permanent
Saving Throw: Fortitude Negates
To Develop:: 21,000 gp; 42 weeks; 42 Knowledge (arcana or the planes) checks (DC 210); 11 Spellcraft checks (DC 210). Seeds: warped form (DC 15), unnatural resilience (DC 15), unnatural resilience (DC 15). Factors: Increase damage reduction by 4 (+8 DC), Increase value of damage reduction to epic (+12 DC), increase spell resistance value by 20 (+40 DC), permanent (x2 DC)

The target instantly goes through a tremendous change to their body. Their type changes to construct, causing them to gain construct traits (including immunities and lack of constitution score). In addition, the target gains damage reduction 5/epic. Lastly, the target is granted spell resistance 30.

Forest of Self
Illusion (Figment)
Spellcraft DC: 55
Range: 6,000 feet
Effect: Illusory doubles of mystery-user
Duration: 20 hours
Saving Throw: None
To Develop:: Seeds: Deceptive Shadows (DC 11). Factors: 21 extra images (+21 DC), images automatically respond to attack (ad hoc +2 DC), audible, olfactory, tactile, taste, and thermal aspects included (+10 DC), Cast mysteries from any image (+10 DC)

The mystery-user creates 22 images of himself or herself, within range. Each one includes audible, olfactory, tactile, taste, and thermal aspects. In addition, they can cast their mysteries from any one of them. Each one acts appropriately to attack without concentration. Each one has an effective number of hit points equal to the mystery-user. After taking that much damage, an illusion appears to die. If any effect would cause an illusion to leave sight (such as being swallowed whole), it is dispelled.

Frozen Gate
Evocation (Teleporation) [Cold]
Spellcraft DC: 39
Range: 250 feet.
Area: 60 ft.-radius emanation
Duration: Instantaneous
Saving Throw: Reflex Half and Will Negates
To Develop:: 3,900 gp; 7 weeks; 7 Knowledge (arcana or the planes) checks (DC 39); 2 Spellcraft checks (DC 39). Seeds: Shadow’s Escape (DC 20), Terrible Frost (DC 15). Factors: no specified location on Plane of Shadows (ad hoc +2 DC), travel to plane of shadows (+2 DC)

With this mystery, the mystery-user creates an area of frigid cold, dealing 10d6 cold damage to everyone in the area (Reflex half). In addition, everyone within its area must make a will save or be transported to the plane of shadow.

Into the Ground
Conjuration (Teleportation)
Spellcraft DC: 38
Range: 100 ft.
Target: 1 creature
Duration: Instantaneous
Saving Throw: Reflex negates
To Develop:: 3,800 gp; 7 weeks; 7 Knowledge (arcana or the planes) checks (DC 38); 2 Spellcraft checks (DC 38). Seeds: shadow’s escape (DC 20). Factors: Travel to any plane (+4), Change Will Save to Reflex Save (+6), designate “subterranean” area (+4), designate that area has no exit (ad hoc +4).

The target of this mystery, should they fail their reflex save, is teleported into the nearest subterranean air pocket that can hold them and has no exit, even if that area is on another plane. Any possessions they carry are left in their previous location. Depending on the depth and nature of the air pocket, the target may take cold damage or fire damage each round, the amount of which is decided by the DM.

Mark of Shadow
Divination
Spellcraft DC: 72
Range: Touch
Duration: Permanent
Saving Throw: None
To Develop:: 7,200 gp; 12 weeks; 12 Knowledge (arcana or the planes) checks (DC 72); 3 Spellcraft checks (DC 72). Seeds: unasked questions (DC 18), unasked questions (DC 18). Factors: permanent (x2 DC)

The touched creature is forever, if intangibly, marked by the mystery-user. The mystery-user always knows the plane of existence on which the creature resides. In addition, once per day as a standard action, the mystery-user can learn, with 90% accuracy, the creature’s intentions for the next half hour (although these intentions may or may not be realized within that time). A mind blank or similar effect blocks this mystery’s effects for its duration, but does not dispel it.

Shadow Thrall
Enchantment (Compulsion
Spellcraft DC: 111
Range: 50 feet
Target: One Living Creature
Duration: Permanent
Saving Throw: None
To Develop:: 11,100 gp; 22 weeks; 22 Knowledge (arcana or the planes) checks (DC 111); 6 Spellcraft checks (DC 111). Seeds: dark empowerment (DC 12), ebon command (dc 15). Factors: allow harmful and unreasonable tasks (+10 DC), permanent duration (x2 DC), deny saving throws (x2 DC)

The target becomes a permanent thrall to the mystery-user. No telepathic link is created with the creature and this mystery grants no special ability to communicate with the creature so thralls with different or no languages can only be given simple orders. In addition, so long as it is controlled, the thrall gains the dark template. A subject forced to take actions against its nature receive no further saving throw. Protection from evil or a similar effect can prevent the mystery-user from exercising control while they are protected, but does not prevent the establishment of Shadow Thrall or dispel it. Only one such thrall can be controlled at a time.

Shattering Shadows
Evocation
Spellcraft DC: 34
Range: 25 feet
Target: 1 item
Duration: 1d4 rounds or instantaneous
Saving Throw: Fortitude partial
To Develop:: 3,400 gp; 6 weeks; 6 Knowledge (arcana or the planes) checks (DC 34); 2 Spellcraft checks (DC 34). Seeds: rot of shadows (DC 15), shade unraveled (DC 15). Factors: +4 bonus on dispel check (+4 DC)

This mystery has two functions, with one working right after the other. First of all, the mystery-user makes a dispel check against the item. They roll 1d20+15 against a DC of the item’s caster level. Artifacts are subject to this ability. Any item successfully dispelled has its magical properties shut off for 1d4 rounds.
Secondly, the item, if it is of small size or smaller, is destroyed. An attended or magical item gets a fortitude save to resist this ability. An artifact need not make a saving throw to resist but a temporarily disenchanted artifact does, albeit with a +10 bonus on the saving throw.

Siphon Life
Transmutation
Spellcraft DC: 64
Range: Touch and Personal
Duration: Permanent
Saving Throw: None
To Develop:: 6,400 gp; 12 weeks; 12 Knowledge (arcana or the planes) checks (DC 64); 3 Spellcraft checks (DC 64). Seeds: bended time (DC 13), bended time (DC 13). Factors: drain additional 19 years from opponent (+19 DC), add additional 19 years to self (+19 DC).

This epic mystery subtracts twenty years from your target’s current and future age categories and adds 20 years to your current and future age categories.

Sudden Rejuvenation
Abjuration
Spellcraft DC: 62
Range: Personal
Target: You
Duration: Permanent until discharged
To Develop:: 6,200 gp; 12 weeks; 12 Knowledge (arcana or the planes) checks (DC 62); 3 Spellcraft checks (DC 62). Seeds: unnatural resilience (DC 15). Factors: contingent trigger (+15 DC), +80 temporary hit points (+32 DC)

The first time that the mystery-user would be knocked to 0 or less hit points, they immediately gain 100 temporary hit points before taking any of that damage.

Walking Contagion
Necromancy
Spellcraft DC: 44
Range: Touch
Target: 1 living creature
Duration: 28 days, and then permanent until cured
Saving Throw: Fortitude Negates
To Develop:: 4,400 gp; 9 weeks; 9 Knowledge (arcana or the planes) checks (DC 44); 3 Spellcraft checks (DC 44). Seeds: cursed shade (DC 12). Factors: render target immune to disease (+4 DC), target is vector for 28 days (+28 DC)

If the target fails their fortitude save, the mystery-user renders the target as a walking vector for the black blight disease, which they are rendered immune to the effects of as long as they are infected. They cannot be cured of the disease naturally or magically for 28 days, after which time they can heal through either method.
 

Realms of Chaos

First Post
Developing Epic Mysteries
An epic mystery, much like an epic spell, is developed from smaller pieces called seeds and augmentations called factors. Every epic seed has a base Spellcraft DC, and every factor has a Spell-craft DC adjustment. When a desired mystery is developed, the mystery-user spends resources and time to subtly shift the plane of shadows in a way that will allow for the desired epic mystery. The base Spellcraft DCs of each seed are added together; then the DC adjustments of the factors are added to that total. The sum equals the final Spellcraft DC for the epic mystery.
The final Spellcraft DC is the most significant gauge of the epic mystery’s power. A mystery-user attempts to cast an epic mystery by making a Spellcraft check against the epic mystery’s Spellcraft DC. Thus, the mystery-user knows immediately, based on his or her own Spellcraft bonus, what epic mysteries are within his or her capability to cast, which are perilous, and which are simply suicidal to attempt to learn. Epic mystery-users don’t commit time and money to develop epic mysteries until they are powerful enough to cast them.
An epic mystery, being an extraordinary ability, is neither arcane nor divine. All the epic mysteries described above can be developed independently by a character who spends the necessary time and money and who is willing to take the risk. Alternatively, a character can use those epic mysteries as a starting point when creating customized versions of the mysteries.
Resource Cost
The development of an epic mystery uses up raw materials costing a number of gold pieces equal to 100 x the final Spellcraft DC of the epic mystery being developed.
Development Time
Developing an epic mystery takes a number of weeks equal to its final Spellcraft DC divided by 5 (rounded up).
Adding Seed DCs
When two or more epic seeds are combined in an epic mystery, their base Spellcraft DCs are added together. Both contribute toward the spell’s final Spellcraft DC.
Determining School
When combining two or more seeds to develop an epic mystery, the school of the finished spell is decided by the caster from among the seeds that make up the epic spell.
Combining Descriptors
When two or more epic seeds are combined in an epic mystery, all the descriptors from each seed apply to the finished mystery.
Casting Times
All epic mysteries take a full-round action to (attempt to) cast.
Combining Range, Targets, Area, and Effect
One seed might have a range of 12,000 feet, another seed might have a range of 400 feet, and a third seed might not have a range at all. Likewise, some seeds have targets, while others have an effect or an area. To determine which seed takes precedence in the finished epic mystery, the character must decide which seed is the base seed. The seed most important to the mystery’s overall purpose is the base seed, and it determines the casting time, range, target, and so on. The other seeds apply only their specific effects to the finished spell. It is occasionally difficult to determine a base seed by examining the mystery’s effects. If no one seed is most important, simply pick one seed for the purposes of making this determination.
Combining Durations
When combining two or more seeds to develop an epic mystery, the seed with the shortest duration determines the duration of the finished epic mystery. If any seed of an epic mystery is dismissible by the caster, the epic mystery is dismissible.
Saving Throws
An epic mystery inherits whatever saving throws its component seeds allows, but it gains no more than one saving throw of each type (fortitude, reflex, and will).
Factors
Factors are not part of epic seeds, but they are the tools used to modify specific parameters of any given seed. Applying factors to the seeds of an epic mystery increases the final Spellcraft DC but it can increase the duration, change the area of a spell, and affect many other aspects of the spell.
There are two kinds of factors:
1. Those that can affect a number of seeds.
2. Those that can only be used with specific seeds.
Ad hoc modifiers
Many new epic mysteries have additions or components not covered in the seeds and factors given here. In these situations, assess an “ad hoc” Spellcraft DC adjustment for such components of the mystery—the example mysteries use ad hoc factors frequently. In all cases, the DM determines the actual Spellcraft DC of the new mystery

Code:
Factor                                                     Spellcraft DC Modifier
[B]Casting Time[/B]
Cast as standard action                                              +6
Cast as swift action                                                 +10
Contingent on specific trigger                                       +15
[B]Duration[/B]
Increase Duration by 100%                                            +1
Permanent Duration (apply after all other factors)                   x2
Dismissible by caster (if not already)                               +1
[B]Range[/B]
Increase range by 100%                                               +1
[B]Target[/B]
Add extra target within 300 feet                                     +6
Change from target to area (pick area option below)                  +6
Change from personal to area (pick area option below)                +12
Change from target to touch or ray (300 feet range)                  +2
Change from touch or ranged touch attack to target                   +2
[B]Area[/B]
Change area to line (5 ft. x300 ft. or 10 ft.x150ft.)                +1
Change area to cylinder (10-ft. radius, 30 ft. high)                 +1
Change area to 40-ft. cone                                           +1
Change area to four 10-ft. cubes                                     +1
Change area to 20-ft. radius                                         +1
Change area to target                                                +2
Change area to touch or ray (close range)                            +2
Increase area by 100%                                                +2
[B]Saving throws[/B]
Add +1 to the mystery’s save DC                                      +1
Exchange one saving throw with another                               +6
Deny any saving throw                                                x2
[B]Other[/B]
Increase damage die by one step (d20 maximum)                        +6
 

Realms of Chaos

First Post
Epic Mystery Seeds

Seed: Bended Time
Transmutation
Spellcraft DC: 13
Range: Touch
Target: Creature Touched
Duration: 10 minutes; permanent for age adjustment
Saving Throw: None

The target of this seed gains an extra move action on each of their turns. If you increase the spellcraft DC by +5, the target gains an extra standard action on each of their turns. If you increase the spellcraft DC by +15, the target gains an extra full-round action on each of their turns. By increasing the spellcraft DC by +50, you speed up the target so much that the world appears to freeze, following all normal limitations of the timestop spell.
As a special use of this seed, you may add or subtract one year to the target’s age category. You may grant or deny them additional years by increasing the spellcraft DC by +1 per year. Incremental adjustments to a creature’s age category overlap. These added or subtracted years also apply to each later age category.

Seed: Cursed Shade
Necromancy
Spellcraft DC: 12
Range: 400 ft.
Target: 1 living creature
Duration: Permanent
Saving Throw: Will negates

An epic mystery made using the Cursed Shade seed imposes a –2 penalty on all attack rolls, skill checks, and saving throws made by the target. For each additional –1 penalty applied to these areas, increase the spellcraft DC by +1. For each –1 penalty applied to an ability score, increase the spellcraft DC by +1, or by +2 for each –1 penalty applied to their constitution score. No ability score can be lowered to 0 in this way. For each –1 penalty applied to their AC, increase the spellcraft DC by +2.
This seed can also be used to infect the target with a mundane disease. To use a supernatural dc, increase the spellcraft DC by +4. To infect the target with multiple diseases, increase the spellcraft DC by +2 per mundane disease and +4 per supernatural disease beyond the first. To render the target able to infect others through physical contact, increase the spellcraft DC by +1 per day they are able to infect others. If using this option, you may increase the spellcraft DC by an additional +4 to render the target immune to their diseases as long as they are infectious. In addition, while so carrying the disease, they cannot be cured of it.

Seed: Dark Empowerment
Transmutation
Spellcraft DC: 12
Range: Touch
Target: Creature touched
Duration: 20 hours

Mysteries using the Dark Empowerment seed grant the target the dark template. By increasing the spellcraft dc by +10, the target instead inherits the shadow template. In addition, you can provide a +1 enhancement bonus to any skill check, any saving throw, attack and damage rolls, natural armor, or any ability score by increasing the spellcraft DC by +2 per point of enhancement bonus (multiple enhancement bonuses from this source stack with each other).

Seed: Dark Inhibition
Transmutation
Spellcraft DC: 19
Range: 100 ft.
Area or Target: 40 foot-radius emanation or object or creature
Duration: 40 minutes
Saving Throw: Reflex partial

If an epic spell using this seed is used to make an emanation, everyone within its area must make a reflex save each round or become immobilized. You can slow down the speed of anyone within the area by increasing the spellcraft DC by +2 for every 5 feet by which you want to slow down your targets (you can lower the speed of others down to a minimum of 5 feet). In addition, no spells of up to 1st level can be cast within the emanation. For each additional level of spells to be excluded, increase the spellcraft DC by +15.
If cast onto an object, its shadow roots it in place, taking a DC 25 strength check to move. For every +1 bonus to this strength check DC, increase the spellcraft DC by +1. In addition, the objects weight is multiplied by ten. Lastly, all armored creatures within a 40-foot radius of the object have their armor check penalties increased by an additional –4. For each –1 increment that this penalty is increased, increase the spellcraft DC by +2.
If cast onto a creature, its shadow moves sluggishly, anchoring down its body as well. All of the creature’s movement speeds are halved, and any fly speed they may have has its maneuverability lessened by 1 degree. By increasing the spellcraft DC by +4, the target cannot run or charge. In addition, the target has a 5% chance each round of not acting, as if paralyzed. For every +2 increase to the spellcraft DC, up to a maximum of a 70% chance.

Seed: Deceptive Shadows
Illusion (figment)
Spellcraft DC: 11
Range: 6,000 ft.
Effect: Visual figment that can extend for up to twenty 30-ft. cubes.
Duration: 20 hours
Saving Throw: Will disbelief (if interacted with)

This seed creates a visual illusion of an object, creature, or force. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the spellcraft DC by +2 per extra aspect (they cannot deal damage, however). If all of these aspects are added, the target does not gain a will save to disbelieve the illusion. For each image to be created beyond the first, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the mystery-user, increase the spellcraft DC by +7. The illusion follows the script without any needed concentration. For an illusion that makes an area appear to be something other than it is, increase the spellcraft DC by +4. To allow yourself to cast mysteries from an illusion, increase the spellcraft DC by +10.

Seed: Ebon Command
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 15
Range: 50 feet
Target: One living creature or one or more objects
Duration: 10 minutes
Saving Throw: Will negates

One living target is compelled to follow a course of activity, which must be worded to sound reasonable. Asking the creatures to do an obviously harmful or unreasonable act negates the effect unless you increase the spellcraft DC by +10. This compelled course of activity can continue for the entire duration. If they finish the compelled activity in a shorter amount of time, the mystery ends when the subject finishes what they were asked to do.
Alternately, one small inanimate object within range can be animated (as animate objects). For each size category larger than small of the animated object, the spellcraft DC is increased by +2. For each object beyond the first to be animated, the spellcraft DC is increased by +4, +2 for each size category it is larger than small. If used in this way, the seed has the transmutation school and no subschools or descriptors.

Seed: Fear of Shadows
Enchantment (compulsion) [Fear, Mind-Affecting]
Spellcraft DC: 10
Range: 300 ft.
Target: 1 living creature
Duration: 20 minutes
Saving Throw: Will negates

An epic mystery created using the Fear of Shadows seed causes the target to become shaken. To make the target become Frightened, increase the spellcraft DC by +4. To make the target become Panicked, increase the spellcraft DC by +6. To make the target cower where they stand, increase the spellcraft DC by +8, To make the target die of fright on a failure and become shaken on a success, increase the spellcraft DC by +10. To allow this to affect foes normally immune to Fear or Mind-Affecting effects, increase the spellcraft DC by +10. To allow this to affect nonliving creatures, increase the spellcraft DC by an additional +5.

Seed: Hidden in Shadows
Illusion (glamer)
Spellcraft DC: 10
Range: Touch
Target: Creature Touched
Duration: 24 hours

The target of a mystery using this seed gains a +10 bonus on hide checks. Bluff checks, Disguise checks, Escape Artist checks, Move Silently checks, Sleight of Hand checks may also be made to receive this bonus by increasing the spellcraft Dc by +2 per skill check. For each point by which the bonus is to be increased, increase the spellcraft DC by +1.
By increasing the spellcraft DC by +10, the target becomes invisible. They lose this invisibility the first time that they take an offensive action unless the spellcraft DC is increased by an additional +5.
By increasing the spellcraft DC by +10, the target becomes immune to all divination effects.

Seed: Pulled from Darkness
Illusion (Shadow)
Spellcraft DC: 20
Range: 50 ft.
Effect: one fabricated item or creature
Duration: 40 rounds
Saving Throw: None

Epic mysteries formed from this seed allow its mystery-user to pull a small creature or item out of nowhere. If used to create matter, it creates up to 1,000 cubic feet of matter. For every additional 500 cubic feet to be created, increase the spellcraft DC by +4. This matter may seem valuable but receives none of the special (or magical) qualities of what it imitates and has half the normal hardness and hit points. By increasing the spellcraft DC by +4, the special (but not magical) qualities of imitated items are carried over. In addition, the matter gains a +1 bonus to its hardness and 5 extra hit points for every +1 bonus that you apply to the seed’s spellcraft DC.
When used to create creatures, it creates any creature with a CR of 5 or less, and grants them the dark template. In addition, they have only 50% of the normal hit points for that creature and deal only 50% of the normal damage for that creature. You can increase both of these statistics (up to 100%) by increasing the spellcraft DC by +5 per +10% bonus. For every +1 bonus to the creature’s CR, increase the spellcraft DC by +1. For each creature of the same CR to be summoned beyond the first, multiply the spellcraft DC by x2.

Seed: Rot of Shadows
Evocation
Spellcraft DC: 15
Range: 25 ft.
Target: 1 object or 1 creature
Duration: Instantaneous or permanent
Saving Throw: Fortitude negates

You destroy one object small or smaller object. To use this seed on medium or larger objects, increase the spellcraft DC by +6 per size category larger than small. To completely destroy an object and leave no trace, increase the spellcraft DC by +8.
The base spellcraft DC of this seed is 19 if used to stop a creature from receiving healing (both natural and magical) from any nonmagical source. For every +4 by which you increase the seed’s spellcraft DC, you inflict one permanent negative level onto your opponent, which never results in actual level loss. This use is treated as a necromancy effect.

Seed: Seething Darkness
Evocation [Darkness]
Spellcraft DC: 14
Range: 0 feet
Area: 20-foot radius
Duration: 30 minutes

You bring a 20-foot area of darkness into existence and dispel all light effects within that radius. Darkvision sees through this darkness normally. You can render this Darkvision useless in this darkness by increasing the spellcraft DC by +4 and you can render all sight through the darkness useless by increasing the spellcraft DC by +8. You can allow individuals to see through it as if it were not there by increasing the spellcraft DC by +2 per individual. You can exclusively effect targets of certain alignments or races by increasing the spellcraft DC by +6 per such distinguishment.
The base spellcraft DC of this seed is 12 if it is used to create an area of shadowy illumination. You can give one or more individuals (per casting) concealment in this area by increasing the spellcraft DC by +2 per individual. In addition, you can grant a +1 bonus to caster level on Illusion spells, spells with the shadow subschool, spells with the darkness descriptor, or all mysteries by increasing the spellcraft DC by +2 for each to receive the bonus. In addition, you can negate the effects of any non-epic effect with the light or darkness descriptor within the area by increasing the spellcraft DC by +4.

Seed: Shade Unraveled
Abjuration
Spellcraft DC: 15
Area: 20 foot-radius emanation, centered on you
Duration: Instantaneous
Saving Throw: None or Will negates

This seed allows you to make a dispel check each round against all magic objects, and ongoing spells within the area of this emanation each round. For each magic aura to be ignored, increase the spellcraft DC by +2. Otherwise, make a dispel check (1d20+11 against a DC of 11 + target spell’s caster level) against every magic item and ongoing spell effect within the emanation’s area. For each additional +1 on the dispel checks, increase the Spellcraft DC by +1. Spell effects end and magic items cease to function for 1d4 rounds. This seed can end spells not normally subject to shadow’s fade. Any interdimensional interface is closed for 1d4 rounds. Even artifacts are subject to this seed. As another use of this seed, you can banish extraplanar creatures within the emanation back from whence they came, requiring them to make will saves or else return back to their home plane. For every +2 bonus to the spellcraft DC, they cannot return to the plane of existence from which they were banished for 1 day.

Seed: Shadow’s Escape
Conjuration (Teleportation)
Spellcraft DC: 20
Range: 100 ft.
Target: 1 creature and up to 500 lbs. of nonliving matter touched by that creature
Duration: Instantaneous
Saving Throw: None or Will Negates

This seed allows for the formation of epic mysteries that transport targets through conduits of shadow. You can transport the creature to any destination regardless of distance. For travel to the plane of shadows, increase the spellcraft DC by +2. For travel to other planes, increase the spellcraft DC by +4. For each 20 pounds in objects beyond the base 500 pounds, increase the spellcraft DC by +1. To effect objects exclusively, increase the spellcraft DC by +2. The mystery-user need not have actually seen the place to send the target. They instead transport the target to a precise location, as long as it is unoccupied. By increasing the spellcraft DC by +4, the mystery-user may instead indicate a more vague locale (such as pub, plane of shadow, or castle) and have the target teleported to the nearest such location, so long as they appear in an unoccupied space.

Seed: Terrible Frost
Evocation [Cold]
Spellcraft DC: 15
Range: 250 ft.
Area: 60 foot-radius emanation or 1 mile/level-radius
Duration: Instantaneous
Saving Throw: Reflex Half

This seed creates an area of incredible cold, dealing 10d6 cold damage, or half that with a successful reflex save. For each additional 1d6 cold damage dealt, increase the spellcraft DC by +2. For each, identically-sized (and identically-damaging) emanation beyond the first to be created, increase the spellcraft DC by +10. To change the cold damage into another energy type (changing the descriptor of the seed appropriately), increase the spellcraft DC by +5.
The base spellcraft DC of this seed is 20 if it is used to lower the temperature within a 1 mile/level-radius by 1 band. For each additional temperature band to be lowered, increase the spellcraft dc by +4.

Umbral Perceptions
Divination
Spellcraft DC: 17
Range: Personal or touch
Target: You or creature touched
Duration: 24 hours

Epic Mysteries using this seed grant you darkvision out to 60 feet and gain low-light vision. For every 10 feet by which the range of your darkvision is extended, increase the spellcraft DC by +1. Increase the spellcraft DC by +2 to gain superior low-light vision. You can see invisible creatures if you increase the spellcraft DC by +5 and ethereal creatures by increasing the spellcraft DC by an additional +5.
Alternately, you can use this seed to take away the senses (sight, smell, hearing, taste, or touch) of a creature touched. For each sense beyond the first to be taken away, increase the spellcraft DC by +2. This use of the seed is a necromancy effect

Seed: Unasked Questions
Divination
Spellcraft DC: 18
Range: Personal
Duration: Instantaneous

Mysteries using this seed allow you to learn an answer to a question about the future with 90% accuracy. This seed gazes 30 minutes into the future. For every further 30 minutes it is made to see into the future, increase the spellcraft DC by x2. Only one word answers are given to the questions. For each question beyond the first to be answered, increase the spellcraft DC by +10. Only one epic mystery using this function can only be used each day.
Alternately, you can learn what plane of existence one object or person is on. By increasing the spellcraft DC by +20, you can pinpoint the location of that person or object. You can locate multiple people and/or objects by increasing the spellcraft DC by +4 for each target beyond the first.

Unnatural Resilience
Abjuration
Spellcraft DC: 15
Range: Touch
Target: Creature touched
Duration: 10 hours

Mysteries utilizing the resilience seed grant the target of this seed 20 temporary hit points. For every 5 extra temporary hit points that you wish to grant the target, increase the spellcraft DC by +2.
The Resilience seed can also be used to grant damage reduction 1/magic. For each additional point of damage reduction, increase the spellcraft DC by +2. To increase the damage reduction value to epic, increase the spellcraft DC by +12.
The Resilience seed can also be used to grant spell resistance 10. For each additional point of spell resistance, increase the spellcraft DC by +2.
The base spellcraft dc of this seed is 18 if it is used to grant fast healing 2. For every additional point of fast healing to be granted, increase the spellcraft DC by +2. To change this fast healing to an equal amount of regeneration (passed by two types of energy of your choice as you cast the mystery), increase the spellcraft DC by +6. This use is a conjuration (healing) effect.

Warped Form
Transmutation
Spellcraft DC: 15
Range: 200 ft.
Target: 1 creature
Duration: Permanent

An epic mystery using this seed grants the target a new movement speed. If the movement chosen is flight, it has average maneuverability. For each movement speed granted beyond the first, increase the spellcraft DC by +4. In addition, they are granted a 50% chance to negate any extra damage from a sneak attack or critical hit scored against them. For every additional 5% chance, increase the spellcraft DC by +1. Lastly, the target takes a –1 penalty to charisma while in sunlight. For each additional –1 penalty, increase the spellcraft DC by +2.
Alternately, this seed can be used to disguise or change the type of a creature. If used to provide a disguise, the target gets a +20 bonus on disguise checks. If used to change creature types, the target retains any racial benefits, but replaces the traits of their old type with the traits of their new type.
 

Realms of Chaos

First Post
Behind The Curtain:

Shadow Immersion/Desires Manifest: Of all mysteries, these have been the hardest to introduce. So, allow me to explain myself. First of all, with shadow immersion, the problem that it is forcibly “prepared” each day. Since its creation, I’ve changed its cost from instant death to a large backlash.
As far as Desires Manifest, yes, I am making it pretty hard to use. The thing is, a wish cannot come cheap to a class that is balanced by its numerical lack of “spells”. Furthermore, no mystery to date has an XP cost (a trend I am unwilling to change), making the ability to imitate mysteries, create Items, or revive the dead a bit overpowering. In response, I enacted a fatal and unavoidable penalty. A harsh price but one that many will pay nonetheless

The Shadow Exclusivity Error: With most magic systems, the basic trend is that there is some feat or ability allowing others to emulate their abilities (to a certain extent) but the prestige classes are limited to those utilizing that system. Shadow Magic, for whatever which reason, ran completely contrary to this, allowing no outside access to mysteries outside of the Shadowsmith. On the other hand, their prestige classes are more open than others, especially to users of “traditional shadow magic” (spellcasters using shadow spells).
This combination, while allowing for a gentle easing into shadow magic, both robs it of some exclusivity and isolates it as a class. Through a combination of racial substitution levels, alternate class abilities, and more exclusive prestige classes, I attempt to fix this problem. Don’t worry, the flavor of the class has not been harmed. If anything, a new level of flavor has been added. With alternate class abilities, there are more ways to introduce shadow magic into gameplay, some of which flow more smoothly. With racial substitution levels, the class seems to naturally fit into the world, allowing it to develop a niche. With more exclusive prestige classes, you have new ground to explore once the initial shock and novelty of shadowcasting wears off.
Once again, I have solved a problem, not through rules tweaking, but by the addition of new material.

Overlap: I feel as though there is a much smaller and (ImO) less severe error that I should point out. In the Tome of Magic, and in the later web enhancement (to cityscape, not tome of magic), I notice that no two paths seemed to share a theme. In the process of making new mysteries, however, this is almost impossible, for how would I unite old favorites like freedom of movement-overland flight-find the path, for example, without trampling upon the flavor of ebon roads. Making 20 new paths, it was incredibly hard to keep each path separate and there is some overlap. If you think I should rearrange the mysteries into different paths to isolate each path’s uniqueness, let me know and give me some ideas. Another unique step that I did was flavoring over some divine spells into mysteries. With my addition of the “divine” cultist base class, it seemed like a logical step.

Abyssym: Overpowered?
All warlock fans out there probably noticed the Abyssym. This prestige class looks amazing. Full shadowcasting and invocation progression, the ability to apply metashadow feats to your eldritch blast, and several small effects tacked onto both your mysteries and eldritch blasts. From many perspectives, this may be the best thing to happen to the warlock since the hellfire warlock (despite a bit of lack in eldritch blast progression, which can be made up for by said prestige class). The thing is, the class was made to look amazing. Every class deserves a truly awesome option. Try comparing this to the Planar Shepherd, Master of Many Forms, Abjurant Champion, Jade Pheonix Master, Initiate of the Sevenfold Veil, Dweomer Keeper, Hulking Hurler and many, many others. This is meant to be a “high-grade”, power-gamer attention grabber, granting versatility to two classes renowned for their lack of versatility. Is it powerful? probably. Is it broken? Not quite.

Inspirations: Intentional and Otherwise.
Many of you out there may think that the cursed walker is a bit familiar. If you choose to associate it with an even darker version of the grisgol (MM 3), that is your business, but that was not my inspiration. Those of you who have the Dread Codex PDF file, however, may recognize the CR 12 Lector, another cursed-item hunting undead. This was my inspiration, although I turned much fluff into crunch.
Also, a few of you might think that my night stone creation was inspired by some (drow?) items used in Bolder’s Gate. Having never played the game myself, this is pure coincidence. I only just realized the parallel myself.
As far as deities, Dolus is the Greek god of trickery and Mutart is a combination of the Egyptian moon goddess (Mut) and the Amazon moon goddess (Artemis). A bit rough, but it works.

Complications
The Efficient Metashadow epic feat is probably the clunkiest thing that I have ever worded, although the meaning should come through. Also, I don’t know the formula for pricing constructs, and was thus unable to price the Shadow Ore golem.
 


Nifft

Penguin Herder
Something in this thread messes up Firefox! Too many sub-tables or something? I've never seen anything like this before, but it's nearly impossible for me to read. Sorry! :(

-- N
 

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