Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tome of Shadow (Shadow Magic Revitalization)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Realms of Chaos" data-source="post: 3732474" data-attributes="member: 54946"><p><strong>Ancient Fire</strong></p><p>Evocation [Fire]</p><p><strong>Spellcraft DC:</strong> 57</p><p><strong>Range:</strong> 250 ft.</p><p>Area: 60 ft.-radius emanation</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex Half and Fortitude Negates</p><p><strong>To Develop:</strong>: 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).</p><p></p><p>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.</p><p></p><p><strong>Armor of Fear</strong></p><p>Enchantment (Fear) [Mind-affecting]</p><p><strong>Spellcraft DC:</strong> 35</p><p><strong>Range:</strong> Personal</p><p><strong>Duration:</strong> until discharged</p><p><strong>Saving Throw:</strong> Will Partial</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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).</p><p></p><p><strong>Blot Out the Sun</strong></p><p>Evocation [Darkness]</p><p><strong>Spellcraft DC:</strong> 67</p><p><strong>Range:</strong> 0 ft.</p><p>Area: 500 ft.-radius area</p><p><strong>Duration:</strong> 1 hour</p><p><strong>Saving Throw:</strong> None</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Dark Simulacrum </strong></p><p>Conjuration (creation)</p><p><strong>Spellcraft DC:</strong> 50</p><p><strong>Range:</strong> 50 ft.</p><p>Effect: 1 fabricated double</p><p><strong>Duration:</strong> 40 rounds</p><p><strong>Saving Throw:</strong> None</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Dark Simulacrum, Improved</strong></p><p>Conjuration (creation)</p><p><strong>Spellcraft DC:</strong> 250</p><p><strong>Range:</strong> 50 ft.</p><p>Effect: 1 fabricated double</p><p><strong>Duration:</strong> permanent</p><p><strong>Saving Throw:</strong> None</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Eternal Watcher</strong></p><p>Transmutation</p><p><strong>Spellcraft DC:</strong> 210</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> 1 living creature</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> Fortitude Negates</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Forest of Self</strong></p><p>Illusion (Figment)</p><p><strong>Spellcraft DC:</strong> 55</p><p><strong>Range:</strong> 6,000 feet</p><p>Effect: Illusory doubles of mystery-user</p><p><strong>Duration:</strong> 20 hours</p><p><strong>Saving Throw:</strong> None</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Frozen Gate</strong></p><p>Evocation (Teleporation) [Cold]</p><p><strong>Spellcraft DC:</strong> 39</p><p><strong>Range:</strong> 250 feet.</p><p>Area: 60 ft.-radius emanation</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex Half and Will Negates</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Into the Ground</strong></p><p>Conjuration (Teleportation)</p><p><strong>Spellcraft DC:</strong> 38</p><p><strong>Range:</strong> 100 ft.</p><p><strong>Target:</strong> 1 creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex negates</p><p><strong>To Develop:</strong>: 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).</p><p></p><p>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.</p><p></p><p><strong>Mark of Shadow</strong></p><p>Divination</p><p><strong>Spellcraft DC:</strong> 72</p><p><strong>Range:</strong> Touch</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> None</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Shadow Thrall</strong></p><p>Enchantment (Compulsion</p><p><strong>Spellcraft DC:</strong> 111</p><p><strong>Range:</strong> 50 feet</p><p><strong>Target:</strong> One Living Creature</p><p><strong>Duration:</strong> Permanent </p><p><strong>Saving Throw:</strong> None</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Shattering Shadows</strong></p><p>Evocation</p><p><strong>Spellcraft DC:</strong> 34</p><p><strong>Range:</strong> 25 feet</p><p><strong>Target:</strong> 1 item</p><p><strong>Duration:</strong> 1d4 rounds or instantaneous</p><p><strong>Saving Throw:</strong> Fortitude partial</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p>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.</p><p></p><p><strong>Siphon Life</strong></p><p>Transmutation</p><p><strong>Spellcraft DC:</strong> 64</p><p><strong>Range:</strong> Touch and Personal</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> None</p><p><strong>To Develop:</strong>: 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).</p><p></p><p>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. </p><p></p><p><strong>Sudden Rejuvenation</strong></p><p>Abjuration</p><p><strong>Spellcraft DC:</strong> 62</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Permanent until discharged</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p><p></p><p><strong>Walking Contagion</strong></p><p>Necromancy</p><p><strong>Spellcraft DC:</strong> 44</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> 1 living creature</p><p><strong>Duration:</strong> 28 days, and then permanent until cured</p><p><strong>Saving Throw:</strong> Fortitude Negates</p><p><strong>To Develop:</strong>: 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)</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732474, member: 54946"] [B]Ancient Fire[/B] Evocation [Fire] [B]Spellcraft DC:[/B] 57 [B]Range:[/B] 250 ft. Area: 60 ft.-radius emanation [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex Half and Fortitude Negates [B]To Develop:[/B]: 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. [B]Armor of Fear[/B] Enchantment (Fear) [Mind-affecting] [B]Spellcraft DC:[/B] 35 [B]Range:[/B] Personal [B]Duration:[/B] until discharged [B]Saving Throw:[/B] Will Partial [B]To Develop:[/B]: 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). [B]Blot Out the Sun[/B] Evocation [Darkness] [B]Spellcraft DC:[/B] 67 [B]Range:[/B] 0 ft. Area: 500 ft.-radius area [B]Duration:[/B] 1 hour [B]Saving Throw:[/B] None [B]To Develop:[/B]: 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. [B]Dark Simulacrum [/B] Conjuration (creation) [B]Spellcraft DC:[/B] 50 [B]Range:[/B] 50 ft. Effect: 1 fabricated double [B]Duration:[/B] 40 rounds [B]Saving Throw:[/B] None [B]To Develop:[/B]: 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. [B]Dark Simulacrum, Improved[/B] Conjuration (creation) [B]Spellcraft DC:[/B] 250 [B]Range:[/B] 50 ft. Effect: 1 fabricated double [B]Duration:[/B] permanent [B]Saving Throw:[/B] None [B]To Develop:[/B]: 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. [B]Eternal Watcher[/B] Transmutation [B]Spellcraft DC:[/B] 210 [B]Range:[/B] Touch [B]Target:[/B] 1 living creature [B]Duration:[/B] Permanent [B]Saving Throw:[/B] Fortitude Negates [B]To Develop:[/B]: 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. [B]Forest of Self[/B] Illusion (Figment) [B]Spellcraft DC:[/B] 55 [B]Range:[/B] 6,000 feet Effect: Illusory doubles of mystery-user [B]Duration:[/B] 20 hours [B]Saving Throw:[/B] None [B]To Develop:[/B]: 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. [B]Frozen Gate[/B] Evocation (Teleporation) [Cold] [B]Spellcraft DC:[/B] 39 [B]Range:[/B] 250 feet. Area: 60 ft.-radius emanation [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex Half and Will Negates [B]To Develop:[/B]: 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. [B]Into the Ground[/B] Conjuration (Teleportation) [B]Spellcraft DC:[/B] 38 [B]Range:[/B] 100 ft. [B]Target:[/B] 1 creature [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex negates [B]To Develop:[/B]: 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. [B]Mark of Shadow[/B] Divination [B]Spellcraft DC:[/B] 72 [B]Range:[/B] Touch [B]Duration:[/B] Permanent [B]Saving Throw:[/B] None [B]To Develop:[/B]: 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. [B]Shadow Thrall[/B] Enchantment (Compulsion [B]Spellcraft DC:[/B] 111 [B]Range:[/B] 50 feet [B]Target:[/B] One Living Creature [B]Duration:[/B] Permanent [B]Saving Throw:[/B] None [B]To Develop:[/B]: 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. [B]Shattering Shadows[/B] Evocation [B]Spellcraft DC:[/B] 34 [B]Range:[/B] 25 feet [B]Target:[/B] 1 item [B]Duration:[/B] 1d4 rounds or instantaneous [B]Saving Throw:[/B] Fortitude partial [B]To Develop:[/B]: 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. [B]Siphon Life[/B] Transmutation [B]Spellcraft DC:[/B] 64 [B]Range:[/B] Touch and Personal [B]Duration:[/B] Permanent [B]Saving Throw:[/B] None [B]To Develop:[/B]: 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. [B]Sudden Rejuvenation[/B] Abjuration [B]Spellcraft DC:[/B] 62 [B]Range:[/B] Personal [B]Target:[/B] You [B]Duration:[/B] Permanent until discharged [B]To Develop:[/B]: 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. [B]Walking Contagion[/B] Necromancy [B]Spellcraft DC:[/B] 44 [B]Range:[/B] Touch [B]Target:[/B] 1 living creature [B]Duration:[/B] 28 days, and then permanent until cured [B]Saving Throw:[/B] Fortitude Negates [B]To Develop:[/B]: 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tome of Shadow (Shadow Magic Revitalization)
Top