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Tome of Shadow (Shadow Magic Revitalization)
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<blockquote data-quote="Realms of Chaos" data-source="post: 3732421" data-attributes="member: 54946"><p><strong>Above Nature [Path Mastery]</strong></p><p>Your rampant abuse of nature has taught it not to mess with you.</p><p><strong>Prerequisites:</strong> Ability to cast the Rebellion of Nature mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Advice of Shadows:</strong></p><p>The shadows you surround yourself with impart useful advice.</p><p><strong>Prerequisites:</strong> Shadowcaster level 1</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Arcane Acknowledgement</strong></p><p>You have taken advantage of your arcane nature.</p><p><strong>Prerequisites:</strong> Shadowcaster level 1</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Arcane Veil [Path Mastery]</strong></p><p>You are protected from magical energies</p><p><strong>Prerequisites:</strong> ability to caste the Greater Shadows Fade mystery, Path Mastery</p><p><strong>Benefit: </strong>you gain Spell Resistance 11+class level.</p><p></p><p><strong>Astray in the Dark [Path Mastery]</strong></p><p>You can fight from further away than other suspect.</p><p><strong>Prerequisites:</strong> ability to cast the Umbral Fist mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Battlefield Blaster [Path Mastery]</strong></p><p>Your normal tactics of taking out huge armies at once has made you an expert at avoiding your own mysteries.</p><p><strong>Prerequisites:</strong> Ability to cast the Disastrous Orbs mystery, Path Mastery</p><p><strong>Benefit:</strong> You are immune to the effects of your own mysteries unless they specifically target you or you choose to waive this immunity.</p><p></p><p><strong>Blur of Shadows [Path Mastery]</strong></p><p>You cause the very ground to buckle and ripple.</p><p><strong>Prerequisites:</strong> ability to cast the Clinging Darkness mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Cloak and Dagger [Path Mastery]</strong></p><p>Your mastery of defense and retaliation has been honed.</p><p><strong>Prerequisites:</strong> ability to cast the Sharp Shadows mystery, Path Mastery</p><p><strong>Benefit:</strong> While wearing no armor, you gain a +2 dodge bonus to AC.</p><p>While unarmed, any foe striking you with a non-reach melee weapon takes 1 point of piercing damage.</p><p></p><p><strong>Complicate Casting [Metashadow]</strong></p><p>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.</p><p><strong>Benefit:</strong> 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:</p><p><em>Verbal Component:</em> 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.</p><p><em>Material Component:</em> 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.</p><p><em>XP cost:</em> If you pay 50 XP/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its save DC.</p><p><strong>Special:</strong> 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.</p><p><strong>Note:</strong> This feat can add components to spell-like and supernatural mysteries that such abilities do not normally have.</p><p></p><p><strong>Curtain of Shadow [Path Mastery]</strong></p><p>You are protected by a veil of shadows.</p><p><strong>Prerequisites:</strong> ability to cast the Unveil mystery, Path Mastery</p><p><strong>Benefit:</strong> You gain concealment in all conditions other than bright daylight.</p><p></p><p><strong>Dark Charm [Path Mastery]</strong></p><p>Your personality can end battles before they start.</p><p><strong>Prerequisites:</strong> ability to cast the Shadow’s Appeal mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Dark Concealment [Path Mastery]</strong></p><p>You can hide in the shadows you create.</p><p><strong>Prerequisites:</strong> ability to cast the Deadly Shade mystery, Path Mastery</p><p><strong>Benefit:</strong> while in an area of magical darkness, you become invisible.</p><p></p><p><strong>Dark Puppeteer [Path Mastery]</strong></p><p>You have a knack for controlling others</p><p><strong>Prerequisites:</strong> ability to cast the Shadow Surge mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Dark Trekker [Path Mastery]</strong></p><p>You can move in shadow without leaving openings.</p><p><strong>Prerequisites:</strong> ability to cast the Voyage into Shadow mystery, Path Mastery</p><p><strong>Benefit:</strong> While in shadowy illumination or darkness, you provoke no attacks of opportunity for movement.</p><p></p><p><strong>Delayed Mystery [Metashadow]</strong></p><p>You can put a short delay on your mysteries.</p><p><strong>Prerequisites:</strong> Any two metashadow feats</p><p><strong>Benefit:</strong> 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.</p><p><strong>Special:</strong> You can take this feat multiple times.</p><p></p><p><strong>Divine Acknowledgement</strong></p><p>You have taken advantage of your divine nature.</p><p><strong>Prerequisites:</strong> Cultist level 1</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Ebon Form [Path Mastery]</strong></p><p>Your form is heavily reinforced by shadow.</p><p><strong>Prerequisites:</strong> able to cast the Shadow Time mystery, Path Mastery</p><p><strong>Benefit:</strong> You gain the Timeless body class feature.</p><p>In addition, under any condition other than direct sunlight, you gain fast healing 2.</p><p></p><p><strong>Ebon Hand [Path Mastery]</strong></p><p>You have learned how to channel shadow through your hands.</p><p><strong>Prerequisites:</strong> ability to cast the Umbral Touch mystery, Path Mastery</p><p><strong>Benefit:</strong> When making touch attacks, your reach increases by 5 feet.</p><p>In addition, each successful touch attack you make deals 1 nonlethal damage to its target, in addition to any other effects delivered by touch.</p><p></p><p><strong>Ebon Pocket</strong></p><p>You have developed a small extradimensional space to store items in.</p><p><strong>Prerequisites:</strong> Shadowcaster level 1</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Embrace of Shadow [Path Mastery]</strong></p><p>Your power of shadows protects you from adverse effects.</p><p><strong>Prerequisites:</strong> ability to cast the Umbral Immunity mystery, Path Mastery</p><p><strong>Benefit:</strong> you add your charisma modifier on all saving throws.</p><p></p><p><strong>Ephemeral Palm [Path Mastery]</strong></p><p>You have focused the more baleful of shadow energies into your hands.</p><p><strong>Prerequisites:</strong> ability to cast the Invisible Pyre mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Escape Into Shadow</strong></p><p>Your reflexes allow you to escape from sticky situations.</p><p><strong>Prerequisites:</strong> Shadowcaster or cultist level 8, Unnatural Reflexes</p><p><strong>Benefit:</strong> Whenever you utilize your unnatural reflexes feat, you gain the evasion class feature for 1 round.</p><p></p><p><strong>Escaping Shade [Path Mastery]</strong></p><p>You can escape from the toughest of situations.</p><p><strong>Prerequisites:</strong> ability to cast the Black Labyrinth mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Esoteric Knowledge [Path Mastery]</strong></p><p>Your have learned much from your time in the shadows.</p><p><strong>Prerequisites:</strong> ability to cast the Afraid of the Dark mystery, Path Mastery</p><p><strong>Benefit:</strong> You gain all knowledge skills as class skills (this is not a supernatural ability).</p><p>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.</p><p></p><p><strong>Extra Mystery Use</strong></p><p>You have learned how to get more use out of mysteries.</p><p><strong>Benefit:</strong> 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.</p><p><strong>Special:</strong> This feat may be taken as a bonus shadowcaster feat.</p><p></p><p><strong>Eyes of Twilight [Path Mastery]</strong></p><p>You see everything around you.</p><p><strong>Prerequisites:</strong> ability to cast the Reflections of Things to Come mystery, Path Mastery</p><p><strong>Benefit:</strong> you gain blindsight out to 60 feet.</p><p></p><p><strong>Forceful Shadowcaster</strong></p><p>You force your mysteries with sheer force of personality.</p><p><strong>Prerequisite:</strong> Shadowcaster level 1</p><p><strong>Benefit:</strong> You add your Charisma bonus (if any) to your intelligence score for the purpose of determining the highest level mystery you can cast.</p><p><strong>Special:</strong> This feat can only be taken at 1st level.</p><p></p><p><strong>Forsaken Lore [Path Mastery]</strong></p><p>Your general knowledge has taught you much about your shadowy abilities.</p><p><strong>Prerequisites:</strong> ability to cast the Pry the Truth mystery, Path Mastery</p><p><strong>Benefit:</strong> you gain a +1 insight bonus to your caster level.</p><p></p><p><strong>Ghostly Mystery [Metashadow]</strong></p><p>Your mysteries intrude upon those in other dimensions.</p><p><strong>Prerequisites:</strong> Any other metashadow feat.</p><p><strong>Benefit:</strong> 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.</p><p><strong>Special:</strong> You can take this feat multiple times.</p><p></p><p><strong>Grasp of Shadow [Path Mastery]</strong></p><p>Shadow holds others who neglect to move around you soon find themselves trapped.</p><p><strong>Prerequisites:</strong> ability to cast the Consume Essence mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Guarded Mind [Path Mastery]</strong></p><p>The shadows you use as informants also protect your mind.</p><p><strong>Prerequisites:</strong> ability to cast the Spun into Myth mystery, Path Mastery</p><p><strong>Benefit:</strong> you are immune to intelligence, wisdom, and charisma ability damage and ability drain.</p><p></p><p><strong>Hollow Being [Path Mastery]</strong></p><p>You have emptied much of your own essence into the shadows</p><p><strong>Prerequisites:</strong> ability to cast the Without a Trace mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Impeding Mystery [Metashadow]</strong></p><p>You cause the area of a spell to impede movement.</p><p><strong>Prerequisites:</strong> Any two metamagic feats.</p><p><strong>Benefit:</strong> 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.</p><p><strong>Special:</strong> You can take this feat multiple times.</p><p></p><p><strong>Improved Metashadow Mastery</strong></p><p>Your ability to alter shadows is unparalleled.</p><p><strong>Prerequisites:</strong> access to 18 different paths, Master Dabbler, Metashadow Mastery</p><p><strong>Benefit:</strong> you may use any metashadow feats you possess at will.</p><p></p><p><strong>Insightful Shadowcaster</strong></p><p>Your perception of the world has lent you the power you need to change it.</p><p><strong>Prerequisites: </strong>Shadowcaster level 1, Wis 13</p><p><strong>Benefit:</strong> You add your Wisdom bonus (if any) to your effective caster level when casting mysteries.</p><p><strong>Special:</strong> This feat can only be taken at 1st level.</p><p></p><p><strong>Master Dabbler</strong></p><p>You can alter your mysteries to greater effect.</p><p><strong>Prerequisites:</strong> access to 6 different paths, any metashadow feat</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Master of Mysteries [Path Mastery]</strong></p><p>Your practice in pure shadow magic has lead to control over shadow magic in general.</p><p><strong>Prerequisites:</strong> ability to cast the Shadow Absorption mystery, Path Mastery</p><p><strong>Benefit:</strong> Whenever you reclaim your mysteries, choose one apprentice mystery. For the next 24 hours, you may use that apprentice mystery at will.</p><p></p><p><strong>Metashadow Mastery</strong></p><p>You can alter shadows in much greater amounts.</p><p><strong>Prerequisites:</strong> access to 12 different paths, Master Dabbler</p><p><strong>Benefit:</strong> you gain an extra daily use of all metashadow feats.</p><p></p><p><strong>Midnight Alchemist</strong></p><p>Your ability in alchemy is unmatched by those of normal magic.</p><p><strong>Prerequisites:</strong> Shadowcaster level 1</p><p><strong>Benefits:</strong> 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).</p><p>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.</p><p></p><p><strong>Morphic Form [Path Mastery]</strong></p><p>Your morphic form helps protect you from more dangerous blows.</p><p><strong>Prerequisites:</strong> ability to cast the Dark Transformation mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Night’s Guard [Path Mastery]</strong></p><p>Within the Darkness, none can harm you.</p><p><strong>Prerequisites:</strong> ability to cast the Dancing Shadows mystery, Path Mastery</p><p><strong>Benefit:</strong> While in shadowy illumination, you gain a +2 bonus on initiative checks and a +4 dodge bonus to AC.</p><p></p><p><strong>Nightmarish Master [Path Mastery]</strong></p><p>Your nightmares have inured you to any fear in the waking world.</p><p><strong>Prerequisites:</strong> ability to cast the Dark Will mystery, Path Mastery</p><p><strong>Benefit:</strong> you gain immunity to fear effects.</p><p></p><p><strong>Magebane Mystery [Metashadow]</strong></p><p>Your mysteries are detrimental to spellcasters.</p><p><strong>Benefit:</strong> 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.</p><p><strong>Special:</strong> You can take this feat multiple times.</p><p><strong>Special:</strong> The empower mystery and maximize mystery feats do not affect the variable aspect of this feat.</p><p></p><p><strong>Mystery Focus</strong></p><p>You can give a mystery a last moment boost</p><p><strong>Prerequisites:</strong> Access to one apprentice mystery.</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Path Mastery</strong></p><p>You have learned to stick with your mystical studies until full fruition.</p><p><strong>Prerequisites:</strong> ability to cast a 3rd, 6th, or 9th level mystery.</p><p><strong>Benefits:</strong> 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.</p><p><strong>Special:</strong> This Feat may be taken as a bonus shadowcaster feat.</p><p></p><p><strong>Path Versatility:</strong></p><p>You favor mysteries of equal power equally</p><p><strong>Prerequisite:</strong> Shadowcaster level 1</p><p><strong>Benefit:</strong> Whenever you gain another feat that boosts one apprentice path of mysteries, all apprentice paths are affected.</p><p><strong>Special:</strong> 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.</p><p></p><p><strong>Persistent Mystery [Metashadow]</strong></p><p>Your mysteries may last all day.</p><p><strong>Prerequisites:</strong> Any five metashadow feats.</p><p><strong>Benefits:</strong> 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.</p><p>Casting a persistent mystery is a full-round action.</p><p><strong>Special:</strong> 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.</p><p></p><p><strong>Phantom Assault [Path Mastery]</strong></p><p>Shadows seem to surround your foes, leaving them vulnerable.</p><p><strong>Prerequisites:</strong> ability to cast the Army of Shadow mystery, Path Mastery</p><p><strong>Benefit:</strong> all adjacent foes are considered flanked.</p><p>In addition, casting mysteries as spells does not provoke attacks of opportunity.</p><p>Lastly, you may use the aid another action as a swift action.</p><p></p><p><strong>Piercing Gaze [Path Mastery]</strong></p><p>You can see what others can’t.</p><p><strong>Prerequisites: </strong>ability to cast the Killing Shadows mystery, Path Mastery</p><p><strong>Benefit: </strong>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).</p><p></p><p><strong>Pull of the Grave [Path Mastery]</strong></p><p>You can pull others to their doom.</p><p><strong>Prerequisites:</strong> able to cast the Ephemeral Storm mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Quick Arrival [Path Mastery]</strong></p><p>Your ability to travel unhindered is unparalleled.</p><p><strong>Prerequisites:</strong> ability to cast the Awaited Destination mystery, Path Mastery</p><p><strong>Benefit:</strong> your speed is increased by 10 feet.</p><p>You may run for twice as long as normal before needing to make constitution checks.</p><p></p><p><strong>Retributive Mystery [Metashadow]</strong></p><p>You can prepare a mystery to be released in case of attack.</p><p><strong>Benefit:</strong> 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).</p><p><strong>Special:</strong> You can take this feat multiple times.</p><p></p><p><strong>Runebound Mystery [Metashadow]</strong></p><p>You can instill your mysteries in small runes.</p><p><strong>Benefit:</strong> 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.</p><p><strong>Special:</strong> You can take this feat multiple times.</p><p></p><p><strong>Scholarly Shadowcaster</strong></p><p>You have studied ways to increase a the virulence of a mystery</p><p><strong>Prerequisite:</strong> Shadowcaster level 1</p><p><strong>Benefit:</strong> You add your Intelligence bonus (if any) to your charisma score for the purpose of determining the dcs of mysteries you cast.</p><p><strong>Special:</strong> This feat can only be taken at 1st level.</p><p></p><p><strong>Shaded Mysteries</strong></p><p>Your mysteries gain extra power when cast from the shadows.</p><p><strong>Benefit:</strong> while in areas of shadowy illumination (but no brighter or dimmer), the caster level of your mysteries are increased by 1.</p><p>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.</p><p><strong>Special:</strong> This feat may be taken as a bonus shadowcaster feat.</p><p></p><p><strong>Shaded Supremacy [Path Mastery]</strong></p><p>Your power over shadow empowers you however you do so choose.</p><p><strong>Prerequisites: </strong>ability to cast the Desires Manifest Mystery, Path Mastery</p><p><strong>Benefit:</strong> you gain a +4 enhancement bonus to one ability score of your choice. As a swift action, you can switch the affected ability score.</p><p></p><p><strong>Shadow Master</strong></p><p>You are accomplished at using shadows.</p><p><strong>Prerequisites:</strong> Access to one apprentice mystery.</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Shadow Renewal [Path Mastery]</strong></p><p>You have learned to sustain yourself with the power of shadow.</p><p><strong>Prerequisites:</strong> ability to cast the Shadow Investiture mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Shadow Redundancy</strong></p><p>You have learned to expand your power while using a smaller selection of mysteries.</p><p><strong>Benefit:</strong>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.</p><p>In addition, one mystery learned twice now counts as the two mysteries that must be known to access a new level of mysteries.</p><p></p><p><strong>Shadow Reserve</strong></p><p>You can procure more power from shadows</p><p><strong>Prerequisite:</strong> Shadowcaster level 1</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Shadow Resilience</strong></p><p>You have learned how to call upon shadows for stamina</p><p><strong>Benefit:</strong> 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.</p><p>If you are a Cultist, add your wisdom modifier to the amount healed.</p><p><strong>Special:</strong> A Shadowcaster may take this as a bonus feat. This feat may be taken multiple times, its effects stack.</p><p></p><p><strong>Shadow Tome</strong></p><p>You have emulated the Wizard’s ability to record your spells.</p><p><strong>Prerequisites:</strong> Shadowcaster level 1, Liquid Night Fundamental</p><p><strong>Benefit:</strong> 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.</p><p>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.</p><p>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).</p><p><strong>Special:</strong> 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).</p><p></p><p><strong>Shadowstuff Mystery [Metashadow]</strong></p><p>By manipulating shadow’s fickle nature, you only harm those you intend to with your mysteries.</p><p><strong>Prerequisites:</strong> Any two metashadow feats.</p><p><strong>Benefit:</strong> 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.</p><p>Casting an shadowstuff mystery is a full-round action.</p><p><strong>Special:</strong> You can take this feat multiple times</p><p></p><p><strong>Shadowy Combatant:</strong></p><p>You are better trained for combat</p><p><strong>Prerequisites:</strong> Shadowcaster or Cultist level 1.</p><p><strong>Benefit:</strong> If you are a shadowcaster, you gain proficiency with light armor and one martial weapon of your choice.</p><p>If you are a cultist, you gain proficiency with medium armor and one exotic weapon of your choice.</p><p><strong>Special:</strong> This feat must be taken at 1st level.</p><p></p><p><strong>Shadowy Imitator [Path Mastery]</strong></p><p>You have learned the art of imitation from your command of shadows.</p><p><strong>Prerequisites:</strong> ability to cast the Greater Shadow Evocation mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Shady Magician [Path Mastery]</strong></p><p>You have learned to harness both mysteries and magic.</p><p><strong>Prerequisites:</strong> ability to cast the Flood of Shadows mystery, Path Mastery</p><p><strong>Benefit: </strong>You gain use magic device as a class skill (this is not a supernatural ability).</p><p>In addition, you don’t take a –4 penalty when your mysteries interact with spells.</p><p></p><p><strong>Shady Observer [Path Mastery]</strong></p><p>Your paranoia has kept you alive. Now, your shadow can help.</p><p><strong>Prerequisites:</strong> ability to cast the Contingent Shadow mystery, Path Mastery</p><p><strong>Benefit:</strong> you cannot be flanked. In addition, you automatically know whenever a divination spell detects or targets you.</p><p></p><p><strong>Shifting Shadows:</strong></p><p>You can shift your power as you wish</p><p><strong>Prerequisites:</strong> Shadowcaster level 5</p><p><strong>Benefit:</strong> 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.</p><p></p><p><strong>Sight of Shadows:</strong></p><p>The shadows around open your senses.</p><p><strong>Prerequisites:</strong> Umbral Sight class feature</p><p><strong>Benefit:</strong> 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.</p><p>Add search to your list of class skills.</p><p></p><p><strong>Signature Mystery</strong></p><p>The ease with which you utilize a given mystery is astounding.</p><p><strong>Prerequisites:</strong> Favored Mystery</p><p><strong>Benefit:</strong> Choose one mystery that you have taken the favored mystery feat for. That mystery gains a +1 bonus to its save DC.</p><p>By sacrificing a daily use of a higher-level mystery as a standard action, you gain an extra daily use of your Signature Mystery.</p><p><strong>Special:</strong> 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.</p><p></p><p><strong>Silent Speaker[Path Mastery]</strong></p><p>You can speak to others without noise or expression.</p><p><strong>Prerequisites: </strong>ability to cast the Curse of Silence mystery, Path Mastery</p><p><strong>Benefit:</strong> 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.</p><p>In addition, you gain bluff as a class skill (this is not a supernatural ability).</p><p></p><p><strong>Subduing Mystery [Metashadow]</strong></p><p>You can modify a mystery to keep your opponent alive.</p><p><strong>Benefit: Whenever you cast a mystery that deals energy damage, you may replace the energy damage with an equal amount of nonlethal damage.</strong></p><p><strong></strong></p><p><strong><strong>Subtle Voice [Path Mastery]</strong></strong></p><p><strong>You can communicate at a completely subconscious level.</strong></p><p><strong>Prerequisites: ability to cast the Flicker mystery, Path Mastery</strong></p><p><strong><strong>Benefit:</strong> You can communicate telepathically at a range of 5 feet and gain a +2 bonus on intimidate checks.</strong></p><p><strong></strong></p><p><strong><strong>Tainted Shadowcaster</strong></strong></p><p><strong>Your taint aids you in the manifestation of mysteries.</strong></p><p><strong><strong>Prerequisites:</strong> Shadowcaster level 1, Mild Taint</strong></p><p><strong><strong>Benefit:</strong> you gain an extra daily use of all apprentice mysteries known.</strong></p><p><strong>If you have moderate taint, you also gain an extra daily use of all initiate mysteries known.</strong></p><p><strong>If you have severe taint, you also gain an extra daily use of all master mysteries known.</strong></p><p><strong></strong></p><p><strong><strong>Twilight Ascendance [Path Mastery]</strong></strong></p><p><strong>You have ascended to a state of almost pure shadow.</strong></p><p><strong><strong>Prerequisites:</strong> ability to cast the Shadow Immersion mystery, Path Mastery</strong></p><p><strong><strong>Benefit:</strong> 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.</strong></p><p><strong></strong></p><p><strong><strong>Twilight Guard [Path Mastery]</strong></strong></p><p><strong>Your power of shadow serves to protect you.</strong></p><p><strong><strong>Prerequisites:</strong> ability to cast the Shadow Storm mystery, Path Mastery</strong></p><p><strong><strong>Benefit:</strong> The first 2/level points of elemental damage you suffer each day are ignored.</strong></p><p><strong></strong></p><p><strong><strong>Twilight Warper [Path Mastery]</strong></strong></p><p><strong>Your form has lost coherence, granting you certain benefits.</strong></p><p><strong><strong>Prerequisites</strong>: ability to cast the Twisted Summons mystery, Path Mastery</strong></p><p><strong><strong>Benefit:</strong> 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.</strong></p><p><strong></strong></p><p><strong><strong>Unending Journey [Path Mastery]</strong></strong></p><p><strong>Your ability to see the connections of darkness allows you to travel through them.</strong></p><p><strong><strong>Prerequisites:</strong> ability to cast the Immortal Shadow mystery, Path Mastery</strong></p><p><strong><strong>Benefit:</strong> as a full-round action, you can teleport anywhere within sight, so long as its distance away is within your movement rate.</strong></p><p><strong></strong></p><p><strong><strong>Unnatural Reflexes</strong></strong></p><p><strong>Shadows forewarn you of future dangers.</strong></p><p><strong><strong>Prerequisites:</strong> Shadowcaster or Cultist level 2</strong></p><p><strong><strong>Benefit:</strong> 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.</strong></p><p><strong></strong></p><p><strong><strong>Visage of Shadow [Path Mastery]</strong></strong></p><p><strong>Your power over the senses allows you certain privileges.</strong></p><p><strong><strong>Prerequisites:</strong> ability to cast the Faceless Shadow mystery, Path Mastery</strong></p><p><strong><strong>Benefit:</strong> you gain a +1 bonus on charisma-based skill checks and sentient creatures take a -1 penalty on wisdom based checks made against you.</strong></p><p><strong>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).</strong></p><p><strong></strong></p><p><strong><strong>Ward of Dusk [Path Mastery]</strong></strong></p><p><strong>The power of shadows that you command repel attacks away from you.</strong></p><p><strong><strong>Prerequisites:</strong> ability to cast the Dark Aura mystery, Path Mastery</strong></p><p><strong><strong>Benefit:</strong> 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.</strong></p><p><strong></strong></p><p><strong><strong>Warped Mystery [Metashadow]</strong></strong></p><p><strong>You can warp a spell to deal different types of damage.</strong></p><p><strong><strong>Prerequisites:</strong> Any other metamagic feat.</strong></p><p><strong><strong>Benefit:</strong> 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).</strong></p><p> <strong></strong></p><p><strong><strong>Widen Mystery [Metashadow]</strong></strong></p><p><strong>Your mysteries occur over a larger area.</strong></p><p><strong><strong>Benefit:</strong> 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%.</strong></p><p><strong><strong>Special:</strong> You can take this feat multiple times.</strong></p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732421, member: 54946"] [B]Above Nature [Path Mastery][/B] Your rampant abuse of nature has taught it not to mess with you. [B]Prerequisites:[/B] Ability to cast the Rebellion of Nature mystery, Path Mastery [B]Benefit:[/B] 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. [B]Advice of Shadows:[/B] The shadows you surround yourself with impart useful advice. [B]Prerequisites:[/B] Shadowcaster level 1 [B]Benefit:[/B] 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. [B]Arcane Acknowledgement[/B] You have taken advantage of your arcane nature. [B]Prerequisites:[/B] Shadowcaster level 1 [B]Benefit:[/B] 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. [B]Arcane Veil [Path Mastery][/B] You are protected from magical energies [B]Prerequisites:[/B] ability to caste the Greater Shadows Fade mystery, Path Mastery [B]Benefit: [/B]you gain Spell Resistance 11+class level. [B]Astray in the Dark [Path Mastery][/B] You can fight from further away than other suspect. [B]Prerequisites:[/B] ability to cast the Umbral Fist mystery, Path Mastery [B]Benefit:[/B] 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. [B]Battlefield Blaster [Path Mastery][/B] Your normal tactics of taking out huge armies at once has made you an expert at avoiding your own mysteries. [B]Prerequisites:[/B] Ability to cast the Disastrous Orbs mystery, Path Mastery [B]Benefit:[/B] You are immune to the effects of your own mysteries unless they specifically target you or you choose to waive this immunity. [B]Blur of Shadows [Path Mastery][/B] You cause the very ground to buckle and ripple. [B]Prerequisites:[/B] ability to cast the Clinging Darkness mystery, Path Mastery [B]Benefit:[/B] 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. [B]Cloak and Dagger [Path Mastery][/B] Your mastery of defense and retaliation has been honed. [B]Prerequisites:[/B] ability to cast the Sharp Shadows mystery, Path Mastery [B]Benefit:[/B] 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. [B]Complicate Casting [Metashadow][/B] 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. [B]Benefit:[/B] 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: [I]Verbal Component:[/I] 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. [I]Material Component:[/I] 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. [I]XP cost:[/I] If you pay 50 XP/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its save DC. [B]Special:[/B] 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. [B]Note:[/B] This feat can add components to spell-like and supernatural mysteries that such abilities do not normally have. [B]Curtain of Shadow [Path Mastery][/B] You are protected by a veil of shadows. [B]Prerequisites:[/B] ability to cast the Unveil mystery, Path Mastery [B]Benefit:[/B] You gain concealment in all conditions other than bright daylight. [B]Dark Charm [Path Mastery][/B] Your personality can end battles before they start. [B]Prerequisites:[/B] ability to cast the Shadow’s Appeal mystery, Path Mastery [B]Benefit:[/B] 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. [B]Dark Concealment [Path Mastery][/B] You can hide in the shadows you create. [B]Prerequisites:[/B] ability to cast the Deadly Shade mystery, Path Mastery [B]Benefit:[/B] while in an area of magical darkness, you become invisible. [B]Dark Puppeteer [Path Mastery][/B] You have a knack for controlling others [B]Prerequisites:[/B] ability to cast the Shadow Surge mystery, Path Mastery [B]Benefit:[/B] 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. [B]Dark Trekker [Path Mastery][/B] You can move in shadow without leaving openings. [B]Prerequisites:[/B] ability to cast the Voyage into Shadow mystery, Path Mastery [B]Benefit:[/B] While in shadowy illumination or darkness, you provoke no attacks of opportunity for movement. [B]Delayed Mystery [Metashadow][/B] You can put a short delay on your mysteries. [B]Prerequisites:[/B] Any two metashadow feats [B]Benefit:[/B] 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. [B]Special:[/B] You can take this feat multiple times. [B]Divine Acknowledgement[/B] You have taken advantage of your divine nature. [B]Prerequisites:[/B] Cultist level 1 [B]Benefit:[/B] 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. [B]Ebon Form [Path Mastery][/B] Your form is heavily reinforced by shadow. [B]Prerequisites:[/B] able to cast the Shadow Time mystery, Path Mastery [B]Benefit:[/B] You gain the Timeless body class feature. In addition, under any condition other than direct sunlight, you gain fast healing 2. [B]Ebon Hand [Path Mastery][/B] You have learned how to channel shadow through your hands. [B]Prerequisites:[/B] ability to cast the Umbral Touch mystery, Path Mastery [B]Benefit:[/B] 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. [B]Ebon Pocket[/B] You have developed a small extradimensional space to store items in. [B]Prerequisites:[/B] Shadowcaster level 1 [B]Benefit:[/B] 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. [B]Embrace of Shadow [Path Mastery][/B] Your power of shadows protects you from adverse effects. [B]Prerequisites:[/B] ability to cast the Umbral Immunity mystery, Path Mastery [B]Benefit:[/B] you add your charisma modifier on all saving throws. [B]Ephemeral Palm [Path Mastery][/B] You have focused the more baleful of shadow energies into your hands. [B]Prerequisites:[/B] ability to cast the Invisible Pyre mystery, Path Mastery [B]Benefit:[/B] 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. [B]Escape Into Shadow[/B] Your reflexes allow you to escape from sticky situations. [B]Prerequisites:[/B] Shadowcaster or cultist level 8, Unnatural Reflexes [B]Benefit:[/B] Whenever you utilize your unnatural reflexes feat, you gain the evasion class feature for 1 round. [B]Escaping Shade [Path Mastery][/B] You can escape from the toughest of situations. [B]Prerequisites:[/B] ability to cast the Black Labyrinth mystery, Path Mastery [B]Benefit:[/B] 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. [B]Esoteric Knowledge [Path Mastery][/B] Your have learned much from your time in the shadows. [B]Prerequisites:[/B] ability to cast the Afraid of the Dark mystery, Path Mastery [B]Benefit:[/B] 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. [B]Extra Mystery Use[/B] You have learned how to get more use out of mysteries. [B]Benefit:[/B] 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. [B]Special:[/B] This feat may be taken as a bonus shadowcaster feat. [B]Eyes of Twilight [Path Mastery][/B] You see everything around you. [B]Prerequisites:[/B] ability to cast the Reflections of Things to Come mystery, Path Mastery [B]Benefit:[/B] you gain blindsight out to 60 feet. [B]Forceful Shadowcaster[/B] You force your mysteries with sheer force of personality. [B]Prerequisite:[/B] Shadowcaster level 1 [B]Benefit:[/B] You add your Charisma bonus (if any) to your intelligence score for the purpose of determining the highest level mystery you can cast. [B]Special:[/B] This feat can only be taken at 1st level. [B]Forsaken Lore [Path Mastery][/B] Your general knowledge has taught you much about your shadowy abilities. [B]Prerequisites:[/B] ability to cast the Pry the Truth mystery, Path Mastery [B]Benefit:[/B] you gain a +1 insight bonus to your caster level. [B]Ghostly Mystery [Metashadow][/B] Your mysteries intrude upon those in other dimensions. [B]Prerequisites:[/B] Any other metashadow feat. [B]Benefit:[/B] 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. [B]Special:[/B] You can take this feat multiple times. [B]Grasp of Shadow [Path Mastery][/B] Shadow holds others who neglect to move around you soon find themselves trapped. [B]Prerequisites:[/B] ability to cast the Consume Essence mystery, Path Mastery [B]Benefit:[/B] 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. [B]Guarded Mind [Path Mastery][/B] The shadows you use as informants also protect your mind. [B]Prerequisites:[/B] ability to cast the Spun into Myth mystery, Path Mastery [B]Benefit:[/B] you are immune to intelligence, wisdom, and charisma ability damage and ability drain. [B]Hollow Being [Path Mastery][/B] You have emptied much of your own essence into the shadows [B]Prerequisites:[/B] ability to cast the Without a Trace mystery, Path Mastery [B]Benefit:[/B] 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. [B]Impeding Mystery [Metashadow][/B] You cause the area of a spell to impede movement. [B]Prerequisites:[/B] Any two metamagic feats. [B]Benefit:[/B] 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. [B]Special:[/B] You can take this feat multiple times. [B]Improved Metashadow Mastery[/B] Your ability to alter shadows is unparalleled. [B]Prerequisites:[/B] access to 18 different paths, Master Dabbler, Metashadow Mastery [B]Benefit:[/B] you may use any metashadow feats you possess at will. [B]Insightful Shadowcaster[/B] Your perception of the world has lent you the power you need to change it. [B]Prerequisites: [/B]Shadowcaster level 1, Wis 13 [B]Benefit:[/B] You add your Wisdom bonus (if any) to your effective caster level when casting mysteries. [B]Special:[/B] This feat can only be taken at 1st level. [B]Master Dabbler[/B] You can alter your mysteries to greater effect. [B]Prerequisites:[/B] access to 6 different paths, any metashadow feat [B]Benefit:[/B] 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. [B]Master of Mysteries [Path Mastery][/B] Your practice in pure shadow magic has lead to control over shadow magic in general. [B]Prerequisites:[/B] ability to cast the Shadow Absorption mystery, Path Mastery [B]Benefit:[/B] Whenever you reclaim your mysteries, choose one apprentice mystery. For the next 24 hours, you may use that apprentice mystery at will. [B]Metashadow Mastery[/B] You can alter shadows in much greater amounts. [B]Prerequisites:[/B] access to 12 different paths, Master Dabbler [B]Benefit:[/B] you gain an extra daily use of all metashadow feats. [B]Midnight Alchemist[/B] Your ability in alchemy is unmatched by those of normal magic. [B]Prerequisites:[/B] Shadowcaster level 1 [B]Benefits:[/B] 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. [B]Morphic Form [Path Mastery][/B] Your morphic form helps protect you from more dangerous blows. [B]Prerequisites:[/B] ability to cast the Dark Transformation mystery, Path Mastery [B]Benefit:[/B] 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. [B]Night’s Guard [Path Mastery][/B] Within the Darkness, none can harm you. [B]Prerequisites:[/B] ability to cast the Dancing Shadows mystery, Path Mastery [B]Benefit:[/B] While in shadowy illumination, you gain a +2 bonus on initiative checks and a +4 dodge bonus to AC. [B]Nightmarish Master [Path Mastery][/B] Your nightmares have inured you to any fear in the waking world. [B]Prerequisites:[/B] ability to cast the Dark Will mystery, Path Mastery [B]Benefit:[/B] you gain immunity to fear effects. [B]Magebane Mystery [Metashadow][/B] Your mysteries are detrimental to spellcasters. [B]Benefit:[/B] 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. [B]Special:[/B] You can take this feat multiple times. [B]Special:[/B] The empower mystery and maximize mystery feats do not affect the variable aspect of this feat. [B]Mystery Focus[/B] You can give a mystery a last moment boost [B]Prerequisites:[/B] Access to one apprentice mystery. [B]Benefit:[/B] 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. [B]Path Mastery[/B] You have learned to stick with your mystical studies until full fruition. [B]Prerequisites:[/B] ability to cast a 3rd, 6th, or 9th level mystery. [B]Benefits:[/B] 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. [B]Special:[/B] This Feat may be taken as a bonus shadowcaster feat. [B]Path Versatility:[/B] You favor mysteries of equal power equally [B]Prerequisite:[/B] Shadowcaster level 1 [B]Benefit:[/B] Whenever you gain another feat that boosts one apprentice path of mysteries, all apprentice paths are affected. [B]Special:[/B] 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. [B]Persistent Mystery [Metashadow][/B] Your mysteries may last all day. [B]Prerequisites:[/B] Any five metashadow feats. [B]Benefits:[/B] 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. [B]Special:[/B] 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. [B]Phantom Assault [Path Mastery][/B] Shadows seem to surround your foes, leaving them vulnerable. [B]Prerequisites:[/B] ability to cast the Army of Shadow mystery, Path Mastery [B]Benefit:[/B] 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. [B]Piercing Gaze [Path Mastery][/B] You can see what others can’t. [B]Prerequisites: [/B]ability to cast the Killing Shadows mystery, Path Mastery [B]Benefit: [/B]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). [B]Pull of the Grave [Path Mastery][/B] You can pull others to their doom. [B]Prerequisites:[/B] able to cast the Ephemeral Storm mystery, Path Mastery [B]Benefit:[/B] 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. [B]Quick Arrival [Path Mastery][/B] Your ability to travel unhindered is unparalleled. [B]Prerequisites:[/B] ability to cast the Awaited Destination mystery, Path Mastery [B]Benefit:[/B] your speed is increased by 10 feet. You may run for twice as long as normal before needing to make constitution checks. [B]Retributive Mystery [Metashadow][/B] You can prepare a mystery to be released in case of attack. [B]Benefit:[/B] 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). [B]Special:[/B] You can take this feat multiple times. [B]Runebound Mystery [Metashadow][/B] You can instill your mysteries in small runes. [B]Benefit:[/B] 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. [B]Special:[/B] You can take this feat multiple times. [B]Scholarly Shadowcaster[/B] You have studied ways to increase a the virulence of a mystery [B]Prerequisite:[/B] Shadowcaster level 1 [B]Benefit:[/B] You add your Intelligence bonus (if any) to your charisma score for the purpose of determining the dcs of mysteries you cast. [B]Special:[/B] This feat can only be taken at 1st level. [B]Shaded Mysteries[/B] Your mysteries gain extra power when cast from the shadows. [B]Benefit:[/B] 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. [B]Special:[/B] This feat may be taken as a bonus shadowcaster feat. [B]Shaded Supremacy [Path Mastery][/B] Your power over shadow empowers you however you do so choose. [B]Prerequisites: [/B]ability to cast the Desires Manifest Mystery, Path Mastery [B]Benefit:[/B] you gain a +4 enhancement bonus to one ability score of your choice. As a swift action, you can switch the affected ability score. [B]Shadow Master[/B] You are accomplished at using shadows. [B]Prerequisites:[/B] Access to one apprentice mystery. [B]Benefit:[/B] 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. [B]Shadow Renewal [Path Mastery][/B] You have learned to sustain yourself with the power of shadow. [B]Prerequisites:[/B] ability to cast the Shadow Investiture mystery, Path Mastery [B]Benefit:[/B] 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. [B]Shadow Redundancy[/B] You have learned to expand your power while using a smaller selection of mysteries. [B]Benefit:[/B]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. [B]Shadow Reserve[/B] You can procure more power from shadows [B]Prerequisite:[/B] Shadowcaster level 1 [B]Benefit:[/B] 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. [B]Shadow Resilience[/B] You have learned how to call upon shadows for stamina [B]Benefit:[/B] 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. [B]Special:[/B] A Shadowcaster may take this as a bonus feat. This feat may be taken multiple times, its effects stack. [B]Shadow Tome[/B] You have emulated the Wizard’s ability to record your spells. [B]Prerequisites:[/B] Shadowcaster level 1, Liquid Night Fundamental [B]Benefit:[/B] 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). [B]Special:[/B] 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). [B]Shadowstuff Mystery [Metashadow][/B] By manipulating shadow’s fickle nature, you only harm those you intend to with your mysteries. [B]Prerequisites:[/B] Any two metashadow feats. [B]Benefit:[/B] 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. [B]Special:[/B] You can take this feat multiple times [B]Shadowy Combatant:[/B] You are better trained for combat [B]Prerequisites:[/B] Shadowcaster or Cultist level 1. [B]Benefit:[/B] 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. [B]Special:[/B] This feat must be taken at 1st level. [B]Shadowy Imitator [Path Mastery][/B] You have learned the art of imitation from your command of shadows. [B]Prerequisites:[/B] ability to cast the Greater Shadow Evocation mystery, Path Mastery [B]Benefit:[/B] 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. [B]Shady Magician [Path Mastery][/B] You have learned to harness both mysteries and magic. [B]Prerequisites:[/B] ability to cast the Flood of Shadows mystery, Path Mastery [B]Benefit: [/B]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. [B]Shady Observer [Path Mastery][/B] Your paranoia has kept you alive. Now, your shadow can help. [B]Prerequisites:[/B] ability to cast the Contingent Shadow mystery, Path Mastery [B]Benefit:[/B] you cannot be flanked. In addition, you automatically know whenever a divination spell detects or targets you. [B]Shifting Shadows:[/B] You can shift your power as you wish [B]Prerequisites:[/B] Shadowcaster level 5 [B]Benefit:[/B] 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. [B]Sight of Shadows:[/B] The shadows around open your senses. [B]Prerequisites:[/B] Umbral Sight class feature [B]Benefit:[/B] 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. [B]Signature Mystery[/B] The ease with which you utilize a given mystery is astounding. [B]Prerequisites:[/B] Favored Mystery [B]Benefit:[/B] 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. [B]Special:[/B] 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. [B]Silent Speaker[Path Mastery][/B] You can speak to others without noise or expression. [B]Prerequisites: [/B]ability to cast the Curse of Silence mystery, Path Mastery [B]Benefit:[/B] 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). [B]Subduing Mystery [Metashadow][/B] You can modify a mystery to keep your opponent alive. [B]Benefit: Whenever you cast a mystery that deals energy damage, you may replace the energy damage with an equal amount of nonlethal damage. [B]Subtle Voice [Path Mastery][/B] You can communicate at a completely subconscious level. Prerequisites: ability to cast the Flicker mystery, Path Mastery [B]Benefit:[/B] You can communicate telepathically at a range of 5 feet and gain a +2 bonus on intimidate checks. [B]Tainted Shadowcaster[/B] Your taint aids you in the manifestation of mysteries. [B]Prerequisites:[/B] Shadowcaster level 1, Mild Taint [B]Benefit:[/B] 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. [B]Twilight Ascendance [Path Mastery][/B] You have ascended to a state of almost pure shadow. [B]Prerequisites:[/B] ability to cast the Shadow Immersion mystery, Path Mastery [B]Benefit:[/B] 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. [B]Twilight Guard [Path Mastery][/B] Your power of shadow serves to protect you. [B]Prerequisites:[/B] ability to cast the Shadow Storm mystery, Path Mastery [B]Benefit:[/B] The first 2/level points of elemental damage you suffer each day are ignored. [B]Twilight Warper [Path Mastery][/B] Your form has lost coherence, granting you certain benefits. [B]Prerequisites[/B]: ability to cast the Twisted Summons mystery, Path Mastery [B]Benefit:[/B] 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. [B]Unending Journey [Path Mastery][/B] Your ability to see the connections of darkness allows you to travel through them. [B]Prerequisites:[/B] ability to cast the Immortal Shadow mystery, Path Mastery [B]Benefit:[/B] as a full-round action, you can teleport anywhere within sight, so long as its distance away is within your movement rate. [B]Unnatural Reflexes[/B] Shadows forewarn you of future dangers. [B]Prerequisites:[/B] Shadowcaster or Cultist level 2 [B]Benefit:[/B] 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. [B]Visage of Shadow [Path Mastery][/B] Your power over the senses allows you certain privileges. [B]Prerequisites:[/B] ability to cast the Faceless Shadow mystery, Path Mastery [B]Benefit:[/B] 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). [B]Ward of Dusk [Path Mastery][/B] The power of shadows that you command repel attacks away from you. [B]Prerequisites:[/B] ability to cast the Dark Aura mystery, Path Mastery [B]Benefit:[/B] 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. [B]Warped Mystery [Metashadow][/B] You can warp a spell to deal different types of damage. [B]Prerequisites:[/B] Any other metamagic feat. [B]Benefit:[/B] 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). [B]Widen Mystery [Metashadow][/B] Your mysteries occur over a larger area. [B]Benefit:[/B] 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%. [B]Special:[/B] You can take this feat multiple times.[/B] [/QUOTE]
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Tome of Shadow (Shadow Magic Revitalization)
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