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<blockquote data-quote="Realms of Chaos" data-source="post: 3732481" data-attributes="member: 54946"><p><strong><u><span style="font-size: 22px">Epic Mystery Seeds</span></u></strong></p><p></p><p><strong>Seed: Bended Time</strong></p><p>Transmutation</p><p><strong>Spellcraft DC:</strong> 13</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature Touched</p><p><strong>Duration:</strong> 10 minutes; permanent for age adjustment</p><p><strong>Saving Throw:</strong> None</p><p></p><p>The target of this seed gains an extra move action on each of their turns. If you increase the spellcraft DC by +5, the target gains an extra standard action on each of their turns. If you increase the spellcraft DC by +15, the target gains an extra full-round action on each of their turns. By increasing the spellcraft DC by +50, you speed up the target so much that the world appears to freeze, following all normal limitations of the timestop spell.</p><p>As a special use of this seed, you may add or subtract one year to the target’s age category. You may grant or deny them additional years by increasing the spellcraft DC by +1 per year. Incremental adjustments to a creature’s age category overlap. These added or subtracted years also apply to each later age category.</p><p></p><p><strong>Seed: Cursed Shade</strong></p><p>Necromancy</p><p><strong>Spellcraft DC:</strong> 12</p><p><strong>Range:</strong> 400 ft.</p><p><strong>Target:</strong> 1 living creature</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> Will negates</p><p></p><p>An epic mystery made using the Cursed Shade seed imposes a –2 penalty on all attack rolls, skill checks, and saving throws made by the target. For each additional –1 penalty applied to these areas, increase the spellcraft DC by +1. For each –1 penalty applied to an ability score, increase the spellcraft DC by +1, or by +2 for each –1 penalty applied to their constitution score. No ability score can be lowered to 0 in this way. For each –1 penalty applied to their AC, increase the spellcraft DC by +2.</p><p>This seed can also be used to infect the target with a mundane disease. To use a supernatural dc, increase the spellcraft DC by +4. To infect the target with multiple diseases, increase the spellcraft DC by +2 per mundane disease and +4 per supernatural disease beyond the first. To render the target able to infect others through physical contact, increase the spellcraft DC by +1 per day they are able to infect others. If using this option, you may increase the spellcraft DC by an additional +4 to render the target immune to their diseases as long as they are infectious. In addition, while so carrying the disease, they cannot be cured of it.</p><p></p><p><strong>Seed: Dark Empowerment</strong></p><p>Transmutation</p><p><strong>Spellcraft DC:</strong> 12</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration:</strong> 20 hours</p><p></p><p>Mysteries using the Dark Empowerment seed grant the target the dark template. By increasing the spellcraft dc by +10, the target instead inherits the shadow template. In addition, you can provide a +1 enhancement bonus to any skill check, any saving throw, attack and damage rolls, natural armor, or any ability score by increasing the spellcraft DC by +2 per point of enhancement bonus (multiple enhancement bonuses from this source stack with each other).</p><p></p><p><strong>Seed: Dark Inhibition</strong></p><p>Transmutation</p><p><strong>Spellcraft DC:</strong> 19</p><p><strong>Range:</strong> 100 ft.</p><p><strong>Area or Target:</strong> 40 foot-radius emanation or object or creature</p><p><strong>Duration:</strong> 40 minutes</p><p><strong>Saving Throw:</strong> Reflex partial</p><p></p><p>If an epic spell using this seed is used to make an emanation, everyone within its area must make a reflex save each round or become immobilized. You can slow down the speed of anyone within the area by increasing the spellcraft DC by +2 for every 5 feet by which you want to slow down your targets (you can lower the speed of others down to a minimum of 5 feet). In addition, no spells of up to 1st level can be cast within the emanation. For each additional level of spells to be excluded, increase the spellcraft DC by +15.</p><p>If cast onto an object, its shadow roots it in place, taking a DC 25 strength check to move. For every +1 bonus to this strength check DC, increase the spellcraft DC by +1. In addition, the objects weight is multiplied by ten. Lastly, all armored creatures within a 40-foot radius of the object have their armor check penalties increased by an additional –4. For each –1 increment that this penalty is increased, increase the spellcraft DC by +2.</p><p>If cast onto a creature, its shadow moves sluggishly, anchoring down its body as well. All of the creature’s movement speeds are halved, and any fly speed they may have has its maneuverability lessened by 1 degree. By increasing the spellcraft DC by +4, the target cannot run or charge. In addition, the target has a 5% chance each round of not acting, as if paralyzed. For every +2 increase to the spellcraft DC, up to a maximum of a 70% chance.</p><p></p><p><strong>Seed: Deceptive Shadows</strong></p><p>Illusion (figment)</p><p><strong>Spellcraft DC:</strong> 11</p><p><strong>Range:</strong> 6,000 ft.</p><p>Effect: Visual figment that can extend for up to twenty 30-ft. cubes.</p><p><strong>Duration:</strong> 20 hours</p><p><strong>Saving Throw:</strong> Will disbelief (if interacted with)</p><p></p><p>This seed creates a visual illusion of an object, creature, or force. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the spellcraft DC by +2 per extra aspect (they cannot deal damage, however). If all of these aspects are added, the target does not gain a will save to disbelieve the illusion. For each image to be created beyond the first, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the mystery-user, increase the spellcraft DC by +7. The illusion follows the script without any needed concentration. For an illusion that makes an area appear to be something other than it is, increase the spellcraft DC by +4. To allow yourself to cast mysteries from an illusion, increase the spellcraft DC by +10.</p><p></p><p><strong>Seed: Ebon Command</strong></p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p><strong>Spellcraft DC:</strong> 15</p><p><strong>Range:</strong> 50 feet</p><p><strong>Target:</strong> One living creature or one or more objects</p><p><strong>Duration:</strong> 10 minutes</p><p><strong>Saving Throw:</strong> Will negates</p><p></p><p>One living target is compelled to follow a course of activity, which must be worded to sound reasonable. Asking the creatures to do an obviously harmful or unreasonable act negates the effect unless you increase the spellcraft DC by +10. This compelled course of activity can continue for the entire duration. If they finish the compelled activity in a shorter amount of time, the mystery ends when the subject finishes what they were asked to do.</p><p>Alternately, one small inanimate object within range can be animated (as animate objects). For each size category larger than small of the animated object, the spellcraft DC is increased by +2. For each object beyond the first to be animated, the spellcraft DC is increased by +4, +2 for each size category it is larger than small. If used in this way, the seed has the transmutation school and no subschools or descriptors.</p><p></p><p><strong>Seed: Fear of Shadows</strong></p><p>Enchantment (compulsion) [Fear, Mind-Affecting]</p><p><strong>Spellcraft DC:</strong> 10</p><p><strong>Range:</strong> 300 ft.</p><p><strong>Target:</strong> 1 living creature</p><p><strong>Duration:</strong> 20 minutes</p><p><strong>Saving Throw:</strong> Will negates</p><p></p><p>An epic mystery created using the Fear of Shadows seed causes the target to become shaken. To make the target become Frightened, increase the spellcraft DC by +4. To make the target become Panicked, increase the spellcraft DC by +6. To make the target cower where they stand, increase the spellcraft DC by +8, To make the target die of fright on a failure and become shaken on a success, increase the spellcraft DC by +10. To allow this to affect foes normally immune to Fear or Mind-Affecting effects, increase the spellcraft DC by +10. To allow this to affect nonliving creatures, increase the spellcraft DC by an additional +5.</p><p></p><p><strong>Seed: Hidden in Shadows</strong></p><p>Illusion (glamer)</p><p><strong>Spellcraft DC:</strong> 10</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature Touched</p><p><strong>Duration:</strong> 24 hours</p><p></p><p>The target of a mystery using this seed gains a +10 bonus on hide checks. Bluff checks, Disguise checks, Escape Artist checks, Move Silently checks, Sleight of Hand checks may also be made to receive this bonus by increasing the spellcraft Dc by +2 per skill check. For each point by which the bonus is to be increased, increase the spellcraft DC by +1.</p><p>By increasing the spellcraft DC by +10, the target becomes invisible. They lose this invisibility the first time that they take an offensive action unless the spellcraft DC is increased by an additional +5.</p><p>By increasing the spellcraft DC by +10, the target becomes immune to all divination effects.</p><p></p><p><strong>Seed: Pulled from Darkness</strong></p><p>Illusion (Shadow)</p><p><strong>Spellcraft DC:</strong> 20</p><p><strong>Range:</strong> 50 ft.</p><p>Effect: one fabricated item or creature</p><p><strong>Duration:</strong> 40 rounds</p><p><strong>Saving Throw:</strong> None</p><p></p><p>Epic mysteries formed from this seed allow its mystery-user to pull a small creature or item out of nowhere. If used to create matter, it creates up to 1,000 cubic feet of matter. For every additional 500 cubic feet to be created, increase the spellcraft DC by +4. This matter may seem valuable but receives none of the special (or magical) qualities of what it imitates and has half the normal hardness and hit points. By increasing the spellcraft DC by +4, the special (but not magical) qualities of imitated items are carried over. In addition, the matter gains a +1 bonus to its hardness and 5 extra hit points for every +1 bonus that you apply to the seed’s spellcraft DC.</p><p>When used to create creatures, it creates any creature with a CR of 5 or less, and grants them the dark template. In addition, they have only 50% of the normal hit points for that creature and deal only 50% of the normal damage for that creature. You can increase both of these statistics (up to 100%) by increasing the spellcraft DC by +5 per +10% bonus. For every +1 bonus to the creature’s CR, increase the spellcraft DC by +1. For each creature of the same CR to be summoned beyond the first, multiply the spellcraft DC by x2.</p><p></p><p><strong>Seed: Rot of Shadows</strong></p><p>Evocation</p><p><strong>Spellcraft DC:</strong> 15</p><p><strong>Range:</strong> 25 ft.</p><p><strong>Target:</strong> 1 object or 1 creature</p><p><strong>Duration:</strong> Instantaneous or permanent</p><p><strong>Saving Throw:</strong> Fortitude negates</p><p></p><p>You destroy one object small or smaller object. To use this seed on medium or larger objects, increase the spellcraft DC by +6 per size category larger than small. To completely destroy an object and leave no trace, increase the spellcraft DC by +8.</p><p>The base spellcraft DC of this seed is 19 if used to stop a creature from receiving healing (both natural and magical) from any nonmagical source. For every +4 by which you increase the seed’s spellcraft DC, you inflict one permanent negative level onto your opponent, which never results in actual level loss. This use is treated as a necromancy effect.</p><p></p><p><strong>Seed: Seething Darkness</strong></p><p>Evocation [Darkness]</p><p><strong>Spellcraft DC:</strong> 14</p><p><strong>Range:</strong> 0 feet</p><p>Area: 20-foot radius</p><p><strong>Duration:</strong> 30 minutes</p><p></p><p>You bring a 20-foot area of darkness into existence and dispel all light effects within that radius. Darkvision sees through this darkness normally. You can render this Darkvision useless in this darkness by increasing the spellcraft DC by +4 and you can render all sight through the darkness useless by increasing the spellcraft DC by +8. You can allow individuals to see through it as if it were not there by increasing the spellcraft DC by +2 per individual. You can exclusively effect targets of certain alignments or races by increasing the spellcraft DC by +6 per such distinguishment.</p><p>The base spellcraft DC of this seed is 12 if it is used to create an area of shadowy illumination. You can give one or more individuals (per casting) concealment in this area by increasing the spellcraft DC by +2 per individual. In addition, you can grant a +1 bonus to caster level on Illusion spells, spells with the shadow subschool, spells with the darkness descriptor, or all mysteries by increasing the spellcraft DC by +2 for each to receive the bonus. In addition, you can negate the effects of any non-epic effect with the light or darkness descriptor within the area by increasing the spellcraft DC by +4.</p><p></p><p><strong>Seed: Shade Unraveled</strong></p><p>Abjuration</p><p><strong>Spellcraft DC:</strong> 15</p><p>Area: 20 foot-radius emanation, centered on you</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None or Will negates</p><p></p><p>This seed allows you to make a dispel check each round against all magic objects, and ongoing spells within the area of this emanation each round. For each magic aura to be ignored, increase the spellcraft DC by +2. Otherwise, make a dispel check (1d20+11 against a DC of 11 + target spell’s caster level) against every magic item and ongoing spell effect within the emanation’s area. For each additional +1 on the dispel checks, increase the Spellcraft DC by +1. Spell effects end and magic items cease to function for 1d4 rounds. This seed can end spells not normally subject to shadow’s fade. Any interdimensional interface is closed for 1d4 rounds. Even artifacts are subject to this seed. As another use of this seed, you can banish extraplanar creatures within the emanation back from whence they came, requiring them to make will saves or else return back to their home plane. For every +2 bonus to the spellcraft DC, they cannot return to the plane of existence from which they were banished for 1 day.</p><p></p><p><strong>Seed: Shadow’s Escape</strong></p><p>Conjuration (Teleportation)</p><p><strong>Spellcraft DC:</strong> 20</p><p><strong>Range:</strong> 100 ft.</p><p><strong>Target:</strong> 1 creature and up to 500 lbs. of nonliving matter touched by that creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None or Will Negates</p><p></p><p>This seed allows for the formation of epic mysteries that transport targets through conduits of shadow. You can transport the creature to any destination regardless of distance. For travel to the plane of shadows, increase the spellcraft DC by +2. For travel to other planes, increase the spellcraft DC by +4. For each 20 pounds in objects beyond the base 500 pounds, increase the spellcraft DC by +1. To effect objects exclusively, increase the spellcraft DC by +2. The mystery-user need not have actually seen the place to send the target. They instead transport the target to a precise location, as long as it is unoccupied. By increasing the spellcraft DC by +4, the mystery-user may instead indicate a more vague locale (such as pub, plane of shadow, or castle) and have the target teleported to the nearest such location, so long as they appear in an unoccupied space.</p><p></p><p><strong>Seed: Terrible Frost</strong></p><p>Evocation [Cold]</p><p><strong>Spellcraft DC:</strong> 15</p><p><strong>Range:</strong> 250 ft.</p><p>Area: 60 foot-radius emanation or 1 mile/level-radius</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex Half</p><p></p><p>This seed creates an area of incredible cold, dealing 10d6 cold damage, or half that with a successful reflex save. For each additional 1d6 cold damage dealt, increase the spellcraft DC by +2. For each, identically-sized (and identically-damaging) emanation beyond the first to be created, increase the spellcraft DC by +10. To change the cold damage into another energy type (changing the descriptor of the seed appropriately), increase the spellcraft DC by +5. </p><p>The base spellcraft DC of this seed is 20 if it is used to lower the temperature within a 1 mile/level-radius by 1 band. For each additional temperature band to be lowered, increase the spellcraft dc by +4.</p><p></p><p><strong>Umbral Perceptions</strong></p><p>Divination</p><p><strong>Spellcraft DC:</strong> 17</p><p><strong>Range:</strong> Personal or touch</p><p><strong>Target:</strong> You or creature touched</p><p><strong>Duration:</strong> 24 hours</p><p></p><p>Epic Mysteries using this seed grant you darkvision out to 60 feet and gain low-light vision. For every 10 feet by which the range of your darkvision is extended, increase the spellcraft DC by +1. Increase the spellcraft DC by +2 to gain superior low-light vision. You can see invisible creatures if you increase the spellcraft DC by +5 and ethereal creatures by increasing the spellcraft DC by an additional +5.</p><p>Alternately, you can use this seed to take away the senses (sight, smell, hearing, taste, or touch) of a creature touched. For each sense beyond the first to be taken away, increase the spellcraft DC by +2. This use of the seed is a necromancy effect</p><p></p><p><strong>Seed: Unasked Questions</strong></p><p>Divination</p><p><strong>Spellcraft DC:</strong> 18</p><p><strong>Range:</strong> Personal</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>Mysteries using this seed allow you to learn an answer to a question about the future with 90% accuracy. This seed gazes 30 minutes into the future. For every further 30 minutes it is made to see into the future, increase the spellcraft DC by x2. Only one word answers are given to the questions. For each question beyond the first to be answered, increase the spellcraft DC by +10. Only one epic mystery using this function can only be used each day.</p><p>Alternately, you can learn what plane of existence one object or person is on. By increasing the spellcraft DC by +20, you can pinpoint the location of that person or object. You can locate multiple people and/or objects by increasing the spellcraft DC by +4 for each target beyond the first.</p><p></p><p><strong>Unnatural Resilience</strong></p><p>Abjuration</p><p><strong>Spellcraft DC:</strong> 15</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration:</strong> 10 hours</p><p></p><p>Mysteries utilizing the resilience seed grant the target of this seed 20 temporary hit points. For every 5 extra temporary hit points that you wish to grant the target, increase the spellcraft DC by +2.</p><p>The Resilience seed can also be used to grant damage reduction 1/magic. For each additional point of damage reduction, increase the spellcraft DC by +2. To increase the damage reduction value to epic, increase the spellcraft DC by +12. </p><p>The Resilience seed can also be used to grant spell resistance 10. For each additional point of spell resistance, increase the spellcraft DC by +2.</p><p>The base spellcraft dc of this seed is 18 if it is used to grant fast healing 2. For every additional point of fast healing to be granted, increase the spellcraft DC by +2. To change this fast healing to an equal amount of regeneration (passed by two types of energy of your choice as you cast the mystery), increase the spellcraft DC by +6. This use is a conjuration (healing) effect.</p><p></p><p><strong>Warped Form</strong></p><p>Transmutation</p><p><strong>Spellcraft DC:</strong> 15</p><p><strong>Range:</strong> 200 ft.</p><p><strong>Target:</strong> 1 creature</p><p><strong>Duration:</strong> Permanent</p><p></p><p>An epic mystery using this seed grants the target a new movement speed. If the movement chosen is flight, it has average maneuverability. For each movement speed granted beyond the first, increase the spellcraft DC by +4. In addition, they are granted a 50% chance to negate any extra damage from a sneak attack or critical hit scored against them. For every additional 5% chance, increase the spellcraft DC by +1. Lastly, the target takes a –1 penalty to charisma while in sunlight. For each additional –1 penalty, increase the spellcraft DC by +2.</p><p>Alternately, this seed can be used to disguise or change the type of a creature. If used to provide a disguise, the target gets a +20 bonus on disguise checks. If used to change creature types, the target retains any racial benefits, but replaces the traits of their old type with the traits of their new type.</p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732481, member: 54946"] [B][U][SIZE="6"]Epic Mystery Seeds[/SIZE][/U][/B] [B]Seed: Bended Time[/B] Transmutation [B]Spellcraft DC:[/B] 13 [B]Range:[/B] Touch [B]Target:[/B] Creature Touched [B]Duration:[/B] 10 minutes; permanent for age adjustment [B]Saving Throw:[/B] None The target of this seed gains an extra move action on each of their turns. If you increase the spellcraft DC by +5, the target gains an extra standard action on each of their turns. If you increase the spellcraft DC by +15, the target gains an extra full-round action on each of their turns. By increasing the spellcraft DC by +50, you speed up the target so much that the world appears to freeze, following all normal limitations of the timestop spell. As a special use of this seed, you may add or subtract one year to the target’s age category. You may grant or deny them additional years by increasing the spellcraft DC by +1 per year. Incremental adjustments to a creature’s age category overlap. These added or subtracted years also apply to each later age category. [B]Seed: Cursed Shade[/B] Necromancy [B]Spellcraft DC:[/B] 12 [B]Range:[/B] 400 ft. [B]Target:[/B] 1 living creature [B]Duration:[/B] Permanent [B]Saving Throw:[/B] Will negates An epic mystery made using the Cursed Shade seed imposes a –2 penalty on all attack rolls, skill checks, and saving throws made by the target. For each additional –1 penalty applied to these areas, increase the spellcraft DC by +1. For each –1 penalty applied to an ability score, increase the spellcraft DC by +1, or by +2 for each –1 penalty applied to their constitution score. No ability score can be lowered to 0 in this way. For each –1 penalty applied to their AC, increase the spellcraft DC by +2. This seed can also be used to infect the target with a mundane disease. To use a supernatural dc, increase the spellcraft DC by +4. To infect the target with multiple diseases, increase the spellcraft DC by +2 per mundane disease and +4 per supernatural disease beyond the first. To render the target able to infect others through physical contact, increase the spellcraft DC by +1 per day they are able to infect others. If using this option, you may increase the spellcraft DC by an additional +4 to render the target immune to their diseases as long as they are infectious. In addition, while so carrying the disease, they cannot be cured of it. [B]Seed: Dark Empowerment[/B] Transmutation [B]Spellcraft DC:[/B] 12 [B]Range:[/B] Touch [B]Target:[/B] Creature touched [B]Duration:[/B] 20 hours Mysteries using the Dark Empowerment seed grant the target the dark template. By increasing the spellcraft dc by +10, the target instead inherits the shadow template. In addition, you can provide a +1 enhancement bonus to any skill check, any saving throw, attack and damage rolls, natural armor, or any ability score by increasing the spellcraft DC by +2 per point of enhancement bonus (multiple enhancement bonuses from this source stack with each other). [B]Seed: Dark Inhibition[/B] Transmutation [B]Spellcraft DC:[/B] 19 [B]Range:[/B] 100 ft. [B]Area or Target:[/B] 40 foot-radius emanation or object or creature [B]Duration:[/B] 40 minutes [B]Saving Throw:[/B] Reflex partial If an epic spell using this seed is used to make an emanation, everyone within its area must make a reflex save each round or become immobilized. You can slow down the speed of anyone within the area by increasing the spellcraft DC by +2 for every 5 feet by which you want to slow down your targets (you can lower the speed of others down to a minimum of 5 feet). In addition, no spells of up to 1st level can be cast within the emanation. For each additional level of spells to be excluded, increase the spellcraft DC by +15. If cast onto an object, its shadow roots it in place, taking a DC 25 strength check to move. For every +1 bonus to this strength check DC, increase the spellcraft DC by +1. In addition, the objects weight is multiplied by ten. Lastly, all armored creatures within a 40-foot radius of the object have their armor check penalties increased by an additional –4. For each –1 increment that this penalty is increased, increase the spellcraft DC by +2. If cast onto a creature, its shadow moves sluggishly, anchoring down its body as well. All of the creature’s movement speeds are halved, and any fly speed they may have has its maneuverability lessened by 1 degree. By increasing the spellcraft DC by +4, the target cannot run or charge. In addition, the target has a 5% chance each round of not acting, as if paralyzed. For every +2 increase to the spellcraft DC, up to a maximum of a 70% chance. [B]Seed: Deceptive Shadows[/B] Illusion (figment) [B]Spellcraft DC:[/B] 11 [B]Range:[/B] 6,000 ft. Effect: Visual figment that can extend for up to twenty 30-ft. cubes. [B]Duration:[/B] 20 hours [B]Saving Throw:[/B] Will disbelief (if interacted with) This seed creates a visual illusion of an object, creature, or force. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the spellcraft DC by +2 per extra aspect (they cannot deal damage, however). If all of these aspects are added, the target does not gain a will save to disbelieve the illusion. For each image to be created beyond the first, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the mystery-user, increase the spellcraft DC by +7. The illusion follows the script without any needed concentration. For an illusion that makes an area appear to be something other than it is, increase the spellcraft DC by +4. To allow yourself to cast mysteries from an illusion, increase the spellcraft DC by +10. [B]Seed: Ebon Command[/B] Enchantment (Compulsion) [Mind-Affecting] [B]Spellcraft DC:[/B] 15 [B]Range:[/B] 50 feet [B]Target:[/B] One living creature or one or more objects [B]Duration:[/B] 10 minutes [B]Saving Throw:[/B] Will negates One living target is compelled to follow a course of activity, which must be worded to sound reasonable. Asking the creatures to do an obviously harmful or unreasonable act negates the effect unless you increase the spellcraft DC by +10. This compelled course of activity can continue for the entire duration. If they finish the compelled activity in a shorter amount of time, the mystery ends when the subject finishes what they were asked to do. Alternately, one small inanimate object within range can be animated (as animate objects). For each size category larger than small of the animated object, the spellcraft DC is increased by +2. For each object beyond the first to be animated, the spellcraft DC is increased by +4, +2 for each size category it is larger than small. If used in this way, the seed has the transmutation school and no subschools or descriptors. [B]Seed: Fear of Shadows[/B] Enchantment (compulsion) [Fear, Mind-Affecting] [B]Spellcraft DC:[/B] 10 [B]Range:[/B] 300 ft. [B]Target:[/B] 1 living creature [B]Duration:[/B] 20 minutes [B]Saving Throw:[/B] Will negates An epic mystery created using the Fear of Shadows seed causes the target to become shaken. To make the target become Frightened, increase the spellcraft DC by +4. To make the target become Panicked, increase the spellcraft DC by +6. To make the target cower where they stand, increase the spellcraft DC by +8, To make the target die of fright on a failure and become shaken on a success, increase the spellcraft DC by +10. To allow this to affect foes normally immune to Fear or Mind-Affecting effects, increase the spellcraft DC by +10. To allow this to affect nonliving creatures, increase the spellcraft DC by an additional +5. [B]Seed: Hidden in Shadows[/B] Illusion (glamer) [B]Spellcraft DC:[/B] 10 [B]Range:[/B] Touch [B]Target:[/B] Creature Touched [B]Duration:[/B] 24 hours The target of a mystery using this seed gains a +10 bonus on hide checks. Bluff checks, Disguise checks, Escape Artist checks, Move Silently checks, Sleight of Hand checks may also be made to receive this bonus by increasing the spellcraft Dc by +2 per skill check. For each point by which the bonus is to be increased, increase the spellcraft DC by +1. By increasing the spellcraft DC by +10, the target becomes invisible. They lose this invisibility the first time that they take an offensive action unless the spellcraft DC is increased by an additional +5. By increasing the spellcraft DC by +10, the target becomes immune to all divination effects. [B]Seed: Pulled from Darkness[/B] Illusion (Shadow) [B]Spellcraft DC:[/B] 20 [B]Range:[/B] 50 ft. Effect: one fabricated item or creature [B]Duration:[/B] 40 rounds [B]Saving Throw:[/B] None Epic mysteries formed from this seed allow its mystery-user to pull a small creature or item out of nowhere. If used to create matter, it creates up to 1,000 cubic feet of matter. For every additional 500 cubic feet to be created, increase the spellcraft DC by +4. This matter may seem valuable but receives none of the special (or magical) qualities of what it imitates and has half the normal hardness and hit points. By increasing the spellcraft DC by +4, the special (but not magical) qualities of imitated items are carried over. In addition, the matter gains a +1 bonus to its hardness and 5 extra hit points for every +1 bonus that you apply to the seed’s spellcraft DC. When used to create creatures, it creates any creature with a CR of 5 or less, and grants them the dark template. In addition, they have only 50% of the normal hit points for that creature and deal only 50% of the normal damage for that creature. You can increase both of these statistics (up to 100%) by increasing the spellcraft DC by +5 per +10% bonus. For every +1 bonus to the creature’s CR, increase the spellcraft DC by +1. For each creature of the same CR to be summoned beyond the first, multiply the spellcraft DC by x2. [B]Seed: Rot of Shadows[/B] Evocation [B]Spellcraft DC:[/B] 15 [B]Range:[/B] 25 ft. [B]Target:[/B] 1 object or 1 creature [B]Duration:[/B] Instantaneous or permanent [B]Saving Throw:[/B] Fortitude negates You destroy one object small or smaller object. To use this seed on medium or larger objects, increase the spellcraft DC by +6 per size category larger than small. To completely destroy an object and leave no trace, increase the spellcraft DC by +8. The base spellcraft DC of this seed is 19 if used to stop a creature from receiving healing (both natural and magical) from any nonmagical source. For every +4 by which you increase the seed’s spellcraft DC, you inflict one permanent negative level onto your opponent, which never results in actual level loss. This use is treated as a necromancy effect. [B]Seed: Seething Darkness[/B] Evocation [Darkness] [B]Spellcraft DC:[/B] 14 [B]Range:[/B] 0 feet Area: 20-foot radius [B]Duration:[/B] 30 minutes You bring a 20-foot area of darkness into existence and dispel all light effects within that radius. Darkvision sees through this darkness normally. You can render this Darkvision useless in this darkness by increasing the spellcraft DC by +4 and you can render all sight through the darkness useless by increasing the spellcraft DC by +8. You can allow individuals to see through it as if it were not there by increasing the spellcraft DC by +2 per individual. You can exclusively effect targets of certain alignments or races by increasing the spellcraft DC by +6 per such distinguishment. The base spellcraft DC of this seed is 12 if it is used to create an area of shadowy illumination. You can give one or more individuals (per casting) concealment in this area by increasing the spellcraft DC by +2 per individual. In addition, you can grant a +1 bonus to caster level on Illusion spells, spells with the shadow subschool, spells with the darkness descriptor, or all mysteries by increasing the spellcraft DC by +2 for each to receive the bonus. In addition, you can negate the effects of any non-epic effect with the light or darkness descriptor within the area by increasing the spellcraft DC by +4. [B]Seed: Shade Unraveled[/B] Abjuration [B]Spellcraft DC:[/B] 15 Area: 20 foot-radius emanation, centered on you [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None or Will negates This seed allows you to make a dispel check each round against all magic objects, and ongoing spells within the area of this emanation each round. For each magic aura to be ignored, increase the spellcraft DC by +2. Otherwise, make a dispel check (1d20+11 against a DC of 11 + target spell’s caster level) against every magic item and ongoing spell effect within the emanation’s area. For each additional +1 on the dispel checks, increase the Spellcraft DC by +1. Spell effects end and magic items cease to function for 1d4 rounds. This seed can end spells not normally subject to shadow’s fade. Any interdimensional interface is closed for 1d4 rounds. Even artifacts are subject to this seed. As another use of this seed, you can banish extraplanar creatures within the emanation back from whence they came, requiring them to make will saves or else return back to their home plane. For every +2 bonus to the spellcraft DC, they cannot return to the plane of existence from which they were banished for 1 day. [B]Seed: Shadow’s Escape[/B] Conjuration (Teleportation) [B]Spellcraft DC:[/B] 20 [B]Range:[/B] 100 ft. [B]Target:[/B] 1 creature and up to 500 lbs. of nonliving matter touched by that creature [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None or Will Negates This seed allows for the formation of epic mysteries that transport targets through conduits of shadow. You can transport the creature to any destination regardless of distance. For travel to the plane of shadows, increase the spellcraft DC by +2. For travel to other planes, increase the spellcraft DC by +4. For each 20 pounds in objects beyond the base 500 pounds, increase the spellcraft DC by +1. To effect objects exclusively, increase the spellcraft DC by +2. The mystery-user need not have actually seen the place to send the target. They instead transport the target to a precise location, as long as it is unoccupied. By increasing the spellcraft DC by +4, the mystery-user may instead indicate a more vague locale (such as pub, plane of shadow, or castle) and have the target teleported to the nearest such location, so long as they appear in an unoccupied space. [B]Seed: Terrible Frost[/B] Evocation [Cold] [B]Spellcraft DC:[/B] 15 [B]Range:[/B] 250 ft. Area: 60 foot-radius emanation or 1 mile/level-radius [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex Half This seed creates an area of incredible cold, dealing 10d6 cold damage, or half that with a successful reflex save. For each additional 1d6 cold damage dealt, increase the spellcraft DC by +2. For each, identically-sized (and identically-damaging) emanation beyond the first to be created, increase the spellcraft DC by +10. To change the cold damage into another energy type (changing the descriptor of the seed appropriately), increase the spellcraft DC by +5. The base spellcraft DC of this seed is 20 if it is used to lower the temperature within a 1 mile/level-radius by 1 band. For each additional temperature band to be lowered, increase the spellcraft dc by +4. [B]Umbral Perceptions[/B] Divination [B]Spellcraft DC:[/B] 17 [B]Range:[/B] Personal or touch [B]Target:[/B] You or creature touched [B]Duration:[/B] 24 hours Epic Mysteries using this seed grant you darkvision out to 60 feet and gain low-light vision. For every 10 feet by which the range of your darkvision is extended, increase the spellcraft DC by +1. Increase the spellcraft DC by +2 to gain superior low-light vision. You can see invisible creatures if you increase the spellcraft DC by +5 and ethereal creatures by increasing the spellcraft DC by an additional +5. Alternately, you can use this seed to take away the senses (sight, smell, hearing, taste, or touch) of a creature touched. For each sense beyond the first to be taken away, increase the spellcraft DC by +2. This use of the seed is a necromancy effect [B]Seed: Unasked Questions[/B] Divination [B]Spellcraft DC:[/B] 18 [B]Range:[/B] Personal [B]Duration:[/B] Instantaneous Mysteries using this seed allow you to learn an answer to a question about the future with 90% accuracy. This seed gazes 30 minutes into the future. For every further 30 minutes it is made to see into the future, increase the spellcraft DC by x2. Only one word answers are given to the questions. For each question beyond the first to be answered, increase the spellcraft DC by +10. Only one epic mystery using this function can only be used each day. Alternately, you can learn what plane of existence one object or person is on. By increasing the spellcraft DC by +20, you can pinpoint the location of that person or object. You can locate multiple people and/or objects by increasing the spellcraft DC by +4 for each target beyond the first. [B]Unnatural Resilience[/B] Abjuration [B]Spellcraft DC:[/B] 15 [B]Range:[/B] Touch [B]Target:[/B] Creature touched [B]Duration:[/B] 10 hours Mysteries utilizing the resilience seed grant the target of this seed 20 temporary hit points. For every 5 extra temporary hit points that you wish to grant the target, increase the spellcraft DC by +2. The Resilience seed can also be used to grant damage reduction 1/magic. For each additional point of damage reduction, increase the spellcraft DC by +2. To increase the damage reduction value to epic, increase the spellcraft DC by +12. The Resilience seed can also be used to grant spell resistance 10. For each additional point of spell resistance, increase the spellcraft DC by +2. The base spellcraft dc of this seed is 18 if it is used to grant fast healing 2. For every additional point of fast healing to be granted, increase the spellcraft DC by +2. To change this fast healing to an equal amount of regeneration (passed by two types of energy of your choice as you cast the mystery), increase the spellcraft DC by +6. This use is a conjuration (healing) effect. [B]Warped Form[/B] Transmutation [B]Spellcraft DC:[/B] 15 [B]Range:[/B] 200 ft. [B]Target:[/B] 1 creature [B]Duration:[/B] Permanent An epic mystery using this seed grants the target a new movement speed. If the movement chosen is flight, it has average maneuverability. For each movement speed granted beyond the first, increase the spellcraft DC by +4. In addition, they are granted a 50% chance to negate any extra damage from a sneak attack or critical hit scored against them. For every additional 5% chance, increase the spellcraft DC by +1. Lastly, the target takes a –1 penalty to charisma while in sunlight. For each additional –1 penalty, increase the spellcraft DC by +2. Alternately, this seed can be used to disguise or change the type of a creature. If used to provide a disguise, the target gets a +20 bonus on disguise checks. If used to change creature types, the target retains any racial benefits, but replaces the traits of their old type with the traits of their new type. [/QUOTE]
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Tome of Shadow (Shadow Magic Revitalization)
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