Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Shadowcraft Mage Handbook (NineInchNail)
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="Endarire" data-source="post: 6744309" data-attributes="member: 11592"><p><strong>Originally posted by NineInchNall:</strong></p><p></p><p><span style="color: red"><strong>Last Update: March 18, 2015</strong></span></p><p> </p><p style="text-align: center"><strong>[SIZE=large]<span style="color: DarkSlateGray">Shadowcraft Mage</span> Handbook[/SIZE]</strong></p> <p style="text-align: center">[SIZE=small]<em>A summary of concepts and tricks used to create the Killer Gnome, originally brought to light by Snow Savant. Further credit goes to Michael Tree, Garjon, and Zweanslord for their discoveries of the Heighten Spell, Earth Spell, and Arcane Disciple techniques. The original build can be found here(x). The Killer Gnome has come a long way since Snow first posted her build, and that thread is essentially a log of the character’s evolution from merely solid to freakin' awesome.</em>[/SIZE]</p><p></p><p><span style="font-size: 15px"><em><strong>Introduction</strong></em></span></p><p></p><p><strong>Show</strong></p><p>[sblock]All spellcasters are faced with the same set of problems. They have access to a limited selection of spells throughout the course of any given day, necessitating a great deal of planning in order to maintain utility over several encounters. Further, a spellcaster can only increase the save DC of one school of spells at a time through feats like Spell Focus. The Killer Gnome build template is a way to mitigate these difficulties by allowing one school, and indeed one spell, to do the work of three schools. It will allow the character to cast many spells with a high save DC and will do so while maintaining versatility.</p><p> </p><p>The heart of the character is the third level ability of the Shadowcraft Mage prestige class from <em>Races of Stone</em>, so if you don’t have access to that book, then this character is not for you, although some of the tricks used may still be of interest. The class’s third level ability is called <strong>Shadow Illusion</strong>, and from it we will construct one of the most versatile spellcasters around.</p><p> </p><p></p><p></p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><em><strong>On the Proper Application of Shadow Illusion</strong></em></span></p><p><strong>Show</strong></p><p>[sblock]It is immediately obvious that Shadow Illusion is a powerful ability, as it allows a Wizard who has prepared an <em>image</em> spell to achieve either the spell’s original, completely illusory effect or alter it to create quasi-real mimicries of any Sorcerer/Wizard evocation, conjuration (creation), or conjuration (summoning) spell.</p><p> </p><p>Some subtle points to remember about these Shadow Illusions:</p><p></p><ul> <li data-xf-list-type="ul">Mimicked spells use only the components for the <em>shadow evocation/conjuration</em> spell.</li> <li data-xf-list-type="ul">Mimicked spells use the casting time of the <em>shadow evocation/conjuration</em> spell.</li> <li data-xf-list-type="ul">Mimicked spells all allow SR, regardless of whether the actual spell would. Note that instantaneous spells that create lasting effects (e.g. <em>wall of stone</em>) allow SR only at the moment of casting.</li> </ul><p></p><p>Even without optimization, the versatility gained from this ability is astounding, allowing an illusionist to prepare as many <em>image</em> spells as he cares to, thereby also preparing every spell of the appropriate levels from the mimicked schools. We can do better, though.</p><p> </p><p> </p><p>Shadow Illusion specifically depends not upon the <em>image</em> spell used, but instead upon the level of that spell. Therefore, if one of the <em>image</em> spells were to be level nine, we would be able to use it to mimic spells of level eight or lower. While at first glance, none of the spells listed is ninth level, perhaps we could change the level of one of those spells. The PHB itself gives us the tool that we need: Heighten Spell.</p><p> </p><p></p><p> </p><p>Note that Heighten Spell specifically states that “all effects dependent on spell level … are calculated according to the heightened level.” So we treat a <em>silent image</em> spell heightened to ninth level as a ninth level spell for Shadow Illusion, as capabilities of a Shadow Illusion are dependent upon spell level. We can now, using any <em>image</em> spell Heightened to ninth level, mimic any Sorcerer/Wizard evocation, conjuration (creation), and conjuration (summoning) spell of eighth level or lower. And at 90% quasireality to boot, 10% higher than <em>shades</em>.</p><p> </p><p>Heighten Spell is the second linchpin of the character. It should be included in every Killer Gnome build. With it a character need know only silent image in order to cast every Sorcerer/Wizard evocation, conjuration (creation), and conjuration (summoning) spell ever published. All spellcasters will derive great benefit from this: Sorcerers effectively break their spells known limits into tiny pieces, while Wizards can prepare as many images and come close to Sorcerer in terms of spontaneity.</p><p> </p><p>It rankles that we can’t mimic ninth level spells, though, doesn’t it? Wouldn’t it be wonderful to be able mimic <em>meteor swarm, summon elemental monolith, </em>or <em>detonate</em>? You’d think that there would have to be a way.</p><p> </p><p>There is, and its name is <strong>Earth Spell</strong>.</p><p> </p><p></p><p> </p><p>So if, for example, we were to heighten <em>silent image</em> to ninth level, Earth Spell would further increase that to tenth level, letting us mimic ninth level and lower spells at 100% quasireality.</p><p> </p><p>Earth Spell is the final piece of the puzzle that turns the Shadowcraft Mage into the Killer Gnome.</p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><strong><em>On the Selection of Feats</em></strong></span></p><p><strong>Show</strong></p><p>[sblock]There are quite a few feats that are provide special benefit to the Killer Gnome. These feats provide more benefit to him than to most other spellcasters. You should remember, however, that a Shadowcraft Mage is even more feat strapped than other characters, as four of his feats are set in stone from the beginning (Spell Focus [illusion], Earth Sense, Heighten Spell, and Earth Spell.) That leaves a Sorcerer-based character but three remaining feats.</p><p> </p><p>Choose wisely.</p><p> </p><p> </p><p><strong>Arcane Mastery</strong>: The ability to take 10 on caster level checks (even under stress - check the errata) is great for anyone who uses a large number of spells that allow SR. As all shadow illusions allow SR, this is obviously a good thing. With nothing else to boost caster level, a 20th level Shadowcraft Mage can automatically beat SR 30 with his spells; and Earth Spell makes even higher levels of SR meaningless.</p><p> </p><p><strong>Signature Spell</strong>: Signature Spell can be a boon to prepared casters like Wizards, as it allows them to load up with nothing but utility spells. By choosing <em>silent image</em> for the feat, the Wizard can then spontaneously convert any prepared spell into a heightened <em>silent image</em> and alter that spell with Shadow Illusion.</p><p> </p><p><strong>Greater Spell Focus (illusion)</strong>: You get more bang for your buck from illusions than anyone else. Your save DCs should be as high as possible, and every +1 helps, but this feat is pretty much just gravy, as it is only required for entrance into the Shadowcrafter PrC (see below).</p><p> </p><p><strong>Extend Spell</strong>: The quintessential buffing metamagic. There isn’t a better +1 SLA metamagic feat in the books. The fourth level Shadowcraft Mage specifically stacks with this feat, to boot, giving you durations that make your enemies cry. You're still likely better off just using metamagic rods, but the option is valid. Additionally, you can further stack this with the 5th level gnome Illusionist substitution level to get those durations to a total of TIMES EIGHT. (Yes, duration doublers stack the good way.)</p><p> </p><p><strong>Enhanced Shadow Reality</strong>: Adds 20% extra quasireality for all damage on your shadow illusions. The only difficulty is that the feat is from Dragon (#325), so getting access to it may be a trial. Remember, this is only for damage, but it does help you get to 100% quasi-reality with lower-level slots, freeing up higher-level slots for more impressive effects.</p><p> </p><p><strong>Shadow Weave Magic</strong>: As I mentioned before, spells’ save DCs are extraordinarily important for most Shadowcraft Mages, and another +1 can’t hurt. The important thing, however, is that it opens access to several other feats that can be gained through one level in Shadow Adept, and all of them synergize quite well with the class features of Shadowcraft Mage.</p><p> </p><p><strong>Arcane Thesis</strong>: Arcane Thesis has the potential to add significant power to the Shadowcraft Mage. The feat is normally somewhat restrictive, needing to be applied to a single spell. This is no drawback to the Shadowcraft Mage, whose bread and butter actually is one spell, <em>silent image</em>. A +2 bonus to caster level is always helpful for the increased duration, resistance to dispelling, and ability to punch through SR. The reduced metamagic cost, while specifically not applicable to Heighten Spell, applies to everything else. So load up on low cost (+1 and +0) metamagic feats via whatever method you want (I suggest Incantatrix) and blast away with silent, stilled, enlarged, widened, and doubly extended Shadow Illusion at no slot-level adjustment.</p><p> </p><p><strong>Metamagic School Focus</strong>: This feat allows one to apply any metamagic feat to a spell of the appropriate school at reduced cost thrice per day. So three times per day you can mimic a spell a level higher than normal, even past what Earth Spell alone would allow. Not a bad option, should you have the feats available. More controversially, some argue that the feat's 3/day lowering can all be applied to a single casting of a spell, allowing for accelerated access to mimicked effects and early PrC qualification.</p><p> </p><p><strong>Rapid Metamagic</strong>: For Sorcerer, Beguiler, and Bard ScMs this eliminates the casting time penalty of applying metamagic. A very good feat that has been too long in coming. It is also quite important for spontaneous casters who are not Sorcerers (who have an applicable alternative class feature in PHB2), allowing them to retain mobility in combat.</p><p> </p><p><strong>Melodic Casting</strong>: Every Bard-based ScM with a significant inspire courage bonus will want this feat. Don't even bother arguing with me. It's like Natural Spell for Bards, making it so they never have to choose between singing or casting.</p><p> </p><p><strong>Other Metamagic Feats</strong>: If you have the feats free and have Residual Magic (discussed below) you can get some massive power out of Twin Spell, Repeat Spell, and Energy Admixture. If you're an Incantatrix, you're of course picking up Persistent Spell, in which case you'll also want Invisible Spell -- because you <em>are</em> persisting <em>arcane spellsurge</em>, right?</p><p> </p><p><strong>Ability Focus</strong>: Ability Focus gives +2 to the DC of a chosen special attack. Now, even if you don't allow Ability Focus (spellcasting) – which is arguably legit – it's still kosher to choose Ability Focus for shadow illusion or <em>silent image,</em> and that's still +2 DC.</p><p></p><p><span style="font-size: 12px"><strong><em>Feats Deserving of Special Mention</em></strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]Below are three feats that have a profound effect upon a build. Each requires a certain degree of explanation.</p><p> </p><p><strong>Practical Metamagic (Heighten Spell)</strong>: Practical Metamagic reduces the spell level adjustment of the selected metamagic feat by one, to a minimum of +1. So this means that a <em>magic missile</em> heightened to third level occupies a second level slot.* Heightened to ninth, it occupies an eighth level slot. So we can mimic a spell of level X in a slot of level X, as long as X is less than nine. The limitation exists because Heighten Spell can only increase a spell’s level to a maximum of ninth.</p><p> </p><p>By way of this feat and Earth Spell, a Sorcerer can mimic spells of one level <em>higher</em> than the slot used (except for ninth level slots, which, as mentioned above, are unaffected by the Practical Metamagic adjustment). So he can cast a 100% real <em>meteor swarm</em> from an eighth level slot, and it will be treated as a tenth level spell for all purposes, including save DC.</p><p> </p><p>Dragon #325 has a feat similar to Practical Metamagic called Easy Metamagic. That feat can be acquired by any spellcaster, and it has the [metamagic] tag, so it can be had via a bonus feat. By using all three feats (Practical Metamagic, Easy Metamagic, Earth Spell), it is possible to mimic ninth level spells in seventh level slots.</p><p> </p><p>*[SIZE=small]Note that it is occasionally debated whether the use of Heighten Spell constitutes a spell slot adjustment, so a DM can be justified in not allowing Practical Metamagic or Easy Metamagic to work with Heighten Spell. You have been warned. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />[/SIZE]</p><p> </p><p><strong>Arcane Disciple (luck)</strong>: All right. You’ve managed to get your character to mimic ninth level spells, but you’re still chafing at something. You can only mimic all the spells from one and a half schools. How unfair is that? <em>Miracle</em> is an evocation spell. If only it were on the Sorcerer or Wizard spell lists, then we could mimic it and thereby mimic any spell of seventh level or lower. Well, it’s time to shatter the game and stomp on its remains, cackling in a little, gnomish soprano.</p><p> </p><p>(i) A spell is a wizard spell if-and-only-if it is on the Wizard spell list.</p><p>(ii) Arcane Disciple adds the spells on the selected domain list to "your class spell list."</p><p>(iii) For a Wizard character, "your class spell list" refers to the Wizard spell list.</p><p>(iv) By (ii) and (iii), Arcane Disciple (luck) makes it so certain spells are treated as on the Wizard spell list <em>for you</em>.</p><p>(v) By (i) and (iv) <em>miracle</em> becomes a wizard spell <em>for you</em>.</p><p> </p><p>The game is rife with effects that interact with lists in this fashion. For instance, some races treat certain weapons as martial rather than exotic. A weapon is martial if-and-only-if it appears on the list of martial weapons, but when a gnome Fighter gets "proficiency with all martial weapons", he/she gets proficiency with gnome hooked hammers.</p><p> </p><p>Simple enough. Now let's analyze what that means to the Shadowcraft Mage.</p><p> </p><p>When using a <em>shadow conjuration</em> or <em>shadow evocation</em> spell (or Shadow Illusion) to mimic a given spell, the mimicked spell is not actually cast. For example, a mimicked <em>summon monster</em> spell does not actually summon a monster; rather, you create a quasi-real illusion of the effect using material from the plane of shadow. Likewise, a mimicked <em>forcecage</em> does not actually cast the spell and neither does it evoke any real energy, instead forming an illusory cage of shadow stuff.</p><p> </p><p>Extending this to a mimicked <em>miracle</em>, we note that we are not actually calling for deific intercession - or, indeed, any divine intercession - we are simply creating a quasi-real illusion of the spell's effect from shadow stuff. So here's the thing: there is nothing preventing us from creating an illusion of <em>miracle's</em> greater effects through Shadow Illusion. The spell is capable of greater things than mimicking spells of lower than 9th level, and since what we are casting is not actually the spell, just an illusion of it, we are not limited by deity or alignment review.</p><p> </p><p>Spontaneously casting <em>miracle</em> is not in itself game breaking, even if it does grant enormous versatility. After all, a Favored Soul can do it by default. However, not being subject to deific review is kind of a big deal. Only choose this feat if you’re on very good terms with your DM, and he knows what’s in store, or if you're not going to use the "greater effects" option.</p><p> </p><p><strong>Residual Magic</strong>: One of the problems a spellcaster faces is his limited number of high-level spell slots. You have all sorts of fun blasting away with your eigth- and ninth-level slots, only to be left with piddling, low-level slots for the rest of the day. Residual Metamagic could be the answer to your prayers.</p><p> </p><p>How does it work? By casting a spell modified by a metamagic feat in one round, the feat's Lingering Metamagic effect can apply that metamagic feat to a spell in the next round, but with one benefit: the metamagic causes no adjustment to the level of the spell slot required to cast the spell.</p><p> </p><p>So in the case of the Killer Gnome, he casts a <em>silent image</em> heightened to tenth level in a ninth level slot. The next round he does the same thing, but this time that tenth level <em>silent image</em> occupies only a first (or cantrip, for certain illusionists) level slot! He could even load up on other metamagics the second round. These would, of course, adjust the level of the required spell slot as normal, but with eight levels of metamagic to play with, a lot of things are possible. How does a Twinned, Repeated <em>crushing fist of spite</em> sound to you, maybe further maximized via a metamagic rod? I thought so.</p><p> </p><p>But what if you don't have any cantrip slots left? Well, you can use the feat's Enduring Potency effect to get a heightened <em>silent image</em> out of a wand. Since it's treated as if being cast from your daily allotment for all purposes, it can be modified by lingering metamagic, or, if you are a spontaneous caster, metamagic in general.</p><p></p><p>[/sblock]</p><p><strong>Feats To Avoid</strong></p><p>[sblock] </p><p>Some feats just aren't worth the miniscule cost of the ink they're printed with. Worse yet for the beginner or the trusting, there are sections of supplements devoted to praising and recommending these feats. Don't fall into these traps.</p><p> </p><p><strong>Spell Penetration</strong>: Spell resistance is your bane. Statistically speaking, however, you get a much more significant benefit from Arcane Mastery.. If you have room in your build, toss in this feat and its greater version, but you're very likely not to have room after picking up feats that actually matter.</p><p> </p><p><strong>Reserve Feats</strong>: Yes, all reserve feats are bad. A spellcaster has better things to do with his time. The reserve feats don't have the power to be significant against strong enemies, and you might as well let the Fighter feel useful every now and then by letting him take on the mooks singlehandedly. Seriously, stay clear.</p><p> </p><p><strong>Heritage Feats</strong>: Seriously, who thought these things up? Two feats to get access to a couple first level SLAs per day? Laaaaaaaaaaaaaaaaaame.</p><p></p><p>[/sblock]</p><p>[/sblock]</p><p><span style="font-size: 15px"><em><strong>On the Acquisition of Prestige</strong></em></span></p><p><strong>Show</strong></p><p>[sblock] </p><p>There are a few PrCs that synergize well with the abilities of the Shadowcraft Mage. For every base class except the Beguiler, use of at least one of these PrCs is suggested.</p><p> </p><p> </p><p><strong>Incantatrix</strong></p><p>Feat Prereqs: Iron Will, any one metamagic feat.</p><p>Benefits: Aside from the always awesome Metamagic Effect, bonus feats, and slew of other class features, the tenth level Incantatrix ability lessens the spell level adjustments of metamagic feats. See Practical Metamagic in the feats section, above, for an explanation of the effect this can have. If you intend to stack metamagic feats, this is your go-to, if only for the four bonus feats. Just remember to pick up Iron Will from an otyugh hole legendary location (Complete Scoundrel) rather than burning a feat selection. The class also synergizes well with the Free Maximization trick discussed later in this guide.</p><p> </p><p><strong>Shadowcrafter</strong></p><p>Feat Prereqs: Spell Focus (illusion), Greater Spell Focus (illusion)</p><p>Benefits: +4 to overcome SR with shadow spells, +20% quasireality on <em>shadow conjurations/evocations</em>, and more. There isn’t much point in taking this class past level eight, however, so you should plan an exit strategy. Using this class it is possible to get 140% quasireal shadow illusions (160% with Enhanced Shadow Reality). The catch on this one is that high save DCs tend to counteract high quasireality percentages, as those percentages only apply to disbelieved spells.</p><p> </p><p><strong>Mage of the Arcane Order</strong></p><p>Feat Prereqs: Cooperative Metamagic, one other metamagic feat</p><p>Benefits: Two bonus metamagic feats, spellpool access. The spellpool access continues the versatility thing you’ve got going, adding access to any Sorcerer/Wizard spell in the PHB.</p><p> </p><p><strong>Shadow Adept</strong></p><p>Feat Prereqs: Shadow Weave Magic, any one metamagic feat</p><p>Benefits: As a one level dip, the class gives you three feats that add a good deal to your potence as an illusionist: Insidious Magic, Pernicious Magic, and Tenacious Magic. Since you were going to get a metamagic feat anyway (Heighten), and you're probably looking for as many DC boosters as possible anyway, this is almost certainly a great dip. If you're playing in Faerun, a dip in Shadow Adept gets you most of the benefit of Gnome Illusionist 10, saving you four dead levels.</p><p> </p><p><strong>Dweomerkeeper</strong></p><p>Feat Prereqs: Any item creation feat, any metamagic feat</p><p>Special: Must be able to cast divine spells and have the Magic domain.</p><p>Benefit: The important thing that we gain from DK is the mantle of spells. For those not playing in FR, this can serve as an able replacement for Signature Spell. Supernatural spell can either help us punch through SR with shadow illusions, or it can ignore material/XP components on spells like <em>limited wish</em> and <em>wish</em>. Which is just stupidly awesome.</p><p> </p><p><strong>Stoneblessed</strong>:</p><p>Benefit: This is for all of the non-gnomes that want to enter the Shadowcraft Mage Prc. The thrid level of Stoneblessed allows the character to count as a gnome for all purposes, including meeting racial prerequisites. So with three levels of Stoneblessed, a human could enter Shadowcraft Mage, provided that he can meet the ScM prereqs, of course. The problem with Stoneblessed is that it offers no spellcasting advancement, so it would be preferable to use the ScM spellcasting advancement to further a fast spellcasting PrC, such as Sublime Chord. The simplest and least optimized example of such would be Bard 7/Stoneblessed 3/Sublime Chord 5/Shadowcraft Mage 5.</p><p> </p><p><strong>Master Specialist</strong>:</p><p>Benefit: The Master Specialist class is a nice four level dip for Illusionists seeking to enter Incantatrix, as the prerequisites fit well with both that class and Incantatrix. The fourth level ability grants a +2 bonus to the save DC of any illusion spell you cast that has an entry of "Will (disbelief)", which is totally awesome, but the rest of the class is less than exciting. Try Illusionist 3/Master Specialist 4/Shadowcraft Mage 5/Incantatrix 8 for barrels of win.</p><p> </p><p><strong>Nightmare Spinner</strong>:</p><p>Benefit: The Nightmare Spinner provides a nice way to cap off a Shadowcraft Mage build. It doesn't provide any spellcasting advancement at level one, so it should be taken only after ninth level spells have been acquired. However, for that one lost caster level, you get an extra (illusion) spell slot of every level you can cast.</p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><em><strong>On the Base of the Killer Gnome's Power</strong></em></span></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p>There are three base classes that make good, standard entrances to Shadowcraft Mage. These are the Beguiler, Sorcerer, and the Wizard. Each has its pros and cons, yet each is a solid choice for the character.</p><p> </p><p> </p><p><span style="font-size: 15px"><strong>Beguiler</strong></span></p><p><strong>Pros</strong>: Spontaneous casting from a large and varied spell list of some of the most useful non-blasty spells out there. Automatic knowledge of all spells on the class spell list. A huge skill list and the skill points to make use of it, due to six base skill points per level and Int-based casting. You also get a bunch of useful and flavorful class features. Ignore ASF in light armor.</p><p> </p><p><strong>Cons</strong>: No transmutation spells, so no <em>polymorph</em>. As the class uses its own spell list, the Arcane Disciple cheese does not work. New spell levels on even class levels, as Sorcerer.</p><p> </p><p><strong>Overall</strong>: A Beguiler based Shadowcraft Mage will have the versatility that a normal Beguiler lacks, having the ability to directly damage his enemies, summon allies, and create many other effects that otherwise would be unavailable. Heightened <em>legion of sentinels</em> lets a Beguiler qualify without need of Advanced Learning.</p><p> </p><p> </p><p><span style="font-size: 15px"><strong>Sorcerer</strong></span></p><p><strong>Pros</strong>: Spontaneous casting from the Sorcerer/Wizard spell list. Can use Arcane Disciple (luck) to mimic <em>miracle</em>.</p><p> </p><p><strong>Cons</strong>: New spells on even levels. No class features to speak of. Few skill points.</p><p> </p><p><strong>Overall</strong>: A Sorcerer based Shadowcraft Mage sidesteps his small number of spells known, choosing to learn mostly spells that he cannot emulate via Shadow Illusion. Unlike other Sorcerers, he has the freedom to choose any spells he wants, even very situational, utility style spells as his spells known, since he knows that everything else he can do via silent image.</p><p> </p><p> </p><p><span style="font-size: 15px"><strong>Wizard</strong></span></p><p><strong>Pros</strong>: Int-based casting. Can use Arcane Disciple (luck) to mimic <em>miracle</em>. Can use the racial substitution levels from Races of Stone or the variant Illusionist features from Unearthed Arcana.</p><p> </p><p><strong>Cons</strong>: Prepped casting requires Signature Spell or Dweomerkeeper to make optimal use of Shadow Illusion.</p><p> </p><p><strong>Overall</strong>: Potentially the most powerful of all the Shadowcraft Mage bases, the Wizard’s array of options for customization allow for the combination of the many feats and class features. With Shadow Illusion, he enjoys situational flexibility comparable to that of the Sorcerer.</p><p> </p><p> </p><p>Other classes take a little more wrangling to become potent Shadowcraft Mages. These include such things as the Bard and the Cleric.</p><p> </p><p><span style="font-size: 15px"><strong>Bard</strong></span></p><p><strong>Pros</strong>: Light armor casting. Great skills. Bardic music. d6 HD.</p><p> </p><p><strong>Cons:</strong> Maxes out at 6th level spells. Arcane Disciple cheese does not work. Late entry into Shadowcraft Mage (no illusion (shadow) spells until 10th level). <span style="color: blue">Just grab either <em>dead end</em> or <em>dark way</em> from the <em>Spell Compendium</em>, and you can use one of the dirty tricks for early qualification.</span></p><p> </p><p><strong>Overall:</strong> A straight Bard/Shadowcraft Mage build provides the Bard character with a lot more versatility. To make the most of a Bard entry requires Sublime Chord. A Bard 7/Incantatrix 3/Sublime Chord 1/Shadowcraft Mage 5/Incantatrix 4-7 would work quite nicely.</p><p> </p><p> </p><p><span style="font-size: 15px"><strong>Cleric</strong></span></p><p><strong>Pros:</strong> You can make use of all the standard Cleric tricks like Divine Metamagic. D8 HD, armored casting, healing spells, ... Is there anything bad about being a Cleric with full access to the Wizard's best blasting spells?</p><p> </p><p><strong>Cons:</strong> Requires the use of a domain that grants <em>silent image</em>; e.g., Gnome or Illusion. Pretty much requires the use of Domain Spontaneity from PHB2 or Dweomerkeeper.</p><p> </p><p><strong>Overall:</strong> It's like being a Mystic Theurge, but with one pool of spell slots and without having any delayed progression. Walk around all day with persistent <em>greater consumptive field</em> and watch the caster level for your shadow illusions soar. Maybe go Dweomerkeeper and use <em>limited wish</em> and a reach metamagic rod to persist <em>owl's insight</em> via <em>limited wish</em> for a minimum +10 insight bonus to Wisdom. Go nuts.</p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><em><strong>On the Substitution of Levels and the Variation of Class Features</strong></em></span></p><p><strong>Show</strong></p><p>[sblock]Here are a few substitution levels and variants that are of potential benefit to a Shadowcraft Mage. I have only included the worthwhile options, as no one needs to see the poorer ones.</p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Substitution Levels</strong></span></p><p> </p><p><strong>Wizards:</strong></p><p></p><ul> <li data-xf-list-type="ul">Gnome Illusionist 1: You learn illusion spells earlier and get a bigger caster level boost from Earth Spell. What could be better?</li> <li data-xf-list-type="ul">Gnome Illusionist 5: Your illusions' durations are doubled. This explicitly stacks with Extend Spell, so it stacks with the ScM ability. Combining both and a rod of extend spell nets us x8 duration. That's nuts. N-V-T-S nuts.</li> <li data-xf-list-type="ul">Gnome Illusionist 10: <em>True seeing</em> and the like don't automatically penetrate your illusions, instead requiring the user to make an opposed caster level check. Versus our Earth Spell enhanced craziness? Bwa ha ha ha! This might actually be a reason to take 10 levels of Wizard.</li> </ul><p></p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Variant/Alternate Class Features</strong></span></p><p> </p><p> </p><p><strong>Sorcerers: </strong></p><p></p><ul> <li data-xf-list-type="ul">Metamagic Specialist: Sorcerers looking to make the most of the Shadowcraft Mage PrC would be well served to make use of the Metamagic Specialist variant from Player’s Handbook II. Your familiar would only be a liability without continued advancement, so you’re losing nothing, really, especially since you can get a familiar from a feat.</li> </ul><p></p><p> </p><p> </p><p> </p><p><strong>Wizards: </strong></p><p></p><ul> <li data-xf-list-type="ul">Chains of Disbelief: [replaces familiar] Anything that makes it harder for your enemies to detect your illusions is a good thing. Definitely a good trade off for a familiar.</li> <li data-xf-list-type="ul">Illusion Mastery: [replaces bonus spells from specialization] The Illusion Mastery variant dramatically increases the character’s spells known and reduces his dependence on his spell book. Furthermore, it provides us with the necessary requirements for Signature Spell. This is probably a good trade off.</li> <li data-xf-list-type="ul">Focused Specialist: This feature is just <em>full</em> of fun and joy ... and joyness... You give up an extra school of magic and one generalist spell slot per spell level to get two extra illusion slots. For the WIN.</li> <li data-xf-list-type="ul">School Mastery: [replaces familiar] This alternate class feature from Dragon 357 may suck for everyone else, but it's the bee's knees for illusion. +1 caster level for illusion spells and an extra 10% quasireality for all your illusion (shadow) spells. This for the low, low price of your familiar? Sold. This is my new favorite ACF.</li> </ul><p></p><p> </p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><strong><em>On the Aggregate of What Has Come Before</em></strong></span></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p>Now let’s take a look at a few sample builds, each making use of all five levels of Shadowcraft Mage and the Earth Spell feat. Please feel free to suggest more, as all of these are simply templates to be personalized.</p><p> </p><p> </p><p><strong>The Iconic Shadowcraft Illusionist</strong>: Illusionist 5/Shadow Adept 1/Shadowcrafter 9/Shadowcraft Mage 5.</p><p></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p>[UNKNOWN=pre]: Level Class Level Feat(s) 1 Gnome Illusionist 1 Spell Focus (illusion), (chains of disbelief, illusion mastery) 2 Illusionist 2 3 Illusionist 3 Shadow Weave Magic 4 Illusionist 4 5 Illusionist 5 Heighten Spell 6 Shadow Adept 1 Greater Spell Focus (illusion) 7 Shadowcrafter 1 8 Shadowcraft Mage 1 9 Shadowcraft Mage 2 Signature Spell (silent image) 10 Shadowcraft Mage 3 11 Shadowcraft Mage 4 12 Shadowcraft Mage 5 Earth Sense 13 Shadowcrafter 2 14 Shadowcrafter 3 15 Shadowcrafter 4 Earth Spell 16 Shadowcrafter 5 17 Shadowcrafter 6 18 Shadowcrafter 7 Arcane Disciple (luck) 19 Shadowcrafter 8 20 Shadowcrafter 9</p><p> </p><p> </p><p>This character gets a total of +40% to the quasireality of his illusions, +4 shadow spell penetration, +4 illusion spell DC, and all sorts of other goodies. He also gets three bonus feats from Shadow Adept 1, all of which make his spells incredibly hard to defeat. His Illusion Mastery ability means that he is still mostly fine even when without his spellbook, as every illusion spell he knows is automatically considered mastered.</p><p></p><p>[/sblock] </p><p> </p><p><strong>The Hidden Gnome</strong>: Beguiler 14/Mindbender 1/Shadowcraft Mage 5</p><p></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p>[UNKNOWN=pre]: Level Class Level Feat(s) 1 Beguiler 1 Spell Focus (illusion) 2 Beguiler 2 3 Beguiler 3 Heighten Spell 4 Beguiler 4 5 Beguiler 5 (Silent Spell) 6 Mindbender 1 Mindsight 7 Beguiler 6 8 Beguiler 7 9 Shadowcraft Mage 1 Earth Sense 10 Shadowcraft Mage 2 11 Shadowcraft Mage 3 12 Shadowcraft Mage 4 Earth Spell 13 Shadowcraft Mage 5 14 Beguiler 8 15 Beguiler 9 Darkstalker 16 Beguiler 10 (Still Spell) 17 Beguiler 11 18 Beguiler 12 Arcane Thesis (silent image) 19 Beguiler 13 20 Beguiler 14</p><p> </p><p> </p><p>He also purchases one specific item. (Thanks to prototype00 for this one.)</p><p></p><p></p><p>This character uses the first level Shadowcraft Mage ability combined with the HiPS of the collar to allow him to hide in anything short of full daylight. Because of the Darkstalker feat, he can remain hidden even from creatures with extraordinary senses. He can cast his Shadow Illusions in silence and stillness automatically.</p><p></p><p>[/sblock] </p><p><strong>J-A-R-N-O’s Archivist Entry</strong>: Archivist 3/Church Inquisitor 2/Shadowcrafter 10/Shadowcraft Mage 5</p><p></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p>[UNKNOWN=pre]: Level Class Level Feat(s) 1 Archivist 1 Spell Focus (illusion) 2 Archivist 2 3 Archivist 3 Greater Speell Focus (illusion) 4 Church Inquisitor 1 5 Church Inquisitor 2 6 Shadowcrafter 1 Heighten Spell 7 Shadowcrafter 2 8 Shadowcraft Mage 1 9 Shadowcraft Mage 2 Earth Sense 10 Shadowcraft Mage 3 11 Shadowcraft Mage 4 12 Shadowcraft Mage 5 Earth Spell 13 Shadowcrafter 3 14 Shadowcrafter 4 15 Shadowcrafter 5 Quicken Spell 16 Shadowcrafter 6 17 Shadowcrafter 7 18 Shadowcrafter 8 (Free) 19 Shadowcrafter 9 20 Shadowcrafter 10</p><p> </p><p> </p><p>Due to the Shadow domain, the Archivist has the potential to learn the requisite shadow spell. </p><p></p><p>[/sblock] </p><p> </p><p><strong>ed209's Sublime Shadowcraft Illusionist</strong>: Bard 5/Gnome Paragon 3/Shadowcraft Mage 2/Sublime Chord 2/SCM +3/Shadowcrafter 5.</p><p> </p><p> </p><p><a href="http://boards1.wizards.com/showpost.php?p=5877481" target="_blank">Linky, linky.</a></p><p> </p><p> </p><p><strong>PhaedrusXY’s Cloistered Cleric Entry</strong>: Cloistered Cleric 5/Shadowcrafter 2/Shadowcraft Mage 5/Divine Prankster 8</p><p></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p>[UNKNOWN=pre]: Level Class Level Feat(s) 1 Cloistered Cleric 1 Spell Focus (illusion) [Special: Gnome and Shadow domains] 2 Cloistered Cleric 2 3 Cloistered Cleric 3 Greater Spell Focus (illusion) 4 Cloistered Cleric 4 5 Cloistered Cleric 5 6 Shadowcrafter 1 Heighten Spell 7 Shadowcrafter 2 8 Shadowcraft Mage 1 9 Shadowcraft Mage 2 Divine Metamagic (Heighten Spell) 10 Shadowcraft Mage 3 11 Shadowcraft Mage 4 12 Shadowcraft Mage 5 Earth Sense 13 Divine Prankster 1 14 Divine Prankster 2 15 Divine Prankster 3 Earth Spell 16 Divine Prankster 4 17 Divine Prankster 5 18 Divine Prankster 6 (Free) 19 Divine Prankster 7 20 Divine Prankster 8</p><p> </p><p> </p><p><span style="color: blue">Note that this build is using the Domain Spontaneity variant from PHB2 to use the Gnome domain spontaneously.</span></p><p></p><p></p><p>[/sblock]</p><p></p><p><strong>Endarire's Clerical/Psionic Dweomerkeeper:</strong></p><p>Cloistered Cleric 3/Church Inquisitor 1 (<em>Complete Divine</em> 26)/Shadowcraft Mage 3/Dweomerkeeper 1/Shadowcraft Mage +2/Dweomerkeeper +3/Contemplative 1/Dweomerkeeper +6</p><p></p><p> <a href="http://brilliantgameologists.com/boards/index.php?topic=7977.0" target="_blank">Linky, linky.</a></p><p></p><p><strong>Shadowcraft Shepherd</strong> - <em>When having just ONE of the most powerful classes isn't enough ...</em></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p> </p><p>[UNKNOWN=pre]: Level Class Level Feat(s)1 Druid 1 Education [ECS]2 Druid 23 Druid 3 Greensinger Initiate4 Druid 45 Druid 56 Planar Shepherd 1 Natural Spell7 Planar Shepherd 28 Planar Shepherd 39 Planar Shepherd 4 Heighten Spell10 Planar Shepherd 511 Planar Shepherd 612 Planar Shepherd 7 Earth Sense13 Planar Shepherd 814 Planar Shepherd 915 Contemplative 1 Spell Focus (illusion)</p><p>[Illusion domain]16 Shadowcraft Mage 117 Shadowcraft Mage 218 Shadowcraft Mage 3 Earth Spell19 Shadowcraft Mage 420 Shadowcraft Mage 5</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Be sure to choose a plane that will be useful with only 14th level wild shaping. Syrania, for example, will let you be a planetar all day at level 14. Illusion domain gives us the illusion (shadow) spell we need, and suddenly the Planar Shepherd is also a Shadowcraft Mage. </p><p>[/sblock] </p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><em><strong>On the Quasireality of Illusions</strong></em></span></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p>The quasireality level of your Shadow Illusions depends on the build you’re using. Let's assume you go Wizard 5/Shadowcrafter 2/Shadowcraft Mage 5/Shadowcrafter 3-10.</p><p> </p><p> </p><p>Feat selection would be something like:</p><p> </p><p> </p><p>1) Spell Focus (illusion)</p><p>3) Greater Spell Focus (illusion)</p><p>5) Heighten Spell</p><p>6) Earth Sense</p><p>9) Earth Spell</p><p>12) Easy Metamagic (Heighten Spell)</p><p>15) Enhanced Shadow Reality</p><p>18) Signature Spell (<em>silent image</em>)</p><p> </p><p> </p><p>Okay, so at level 10 (the level we get Shadow Illusion) we can make use of Earth Spell. That nets us a total of +20%/+10% quasireality to the slot used for conjurations/evocations. This works out as 5th level slot (6th level spell due to Earth Spell) which is a base quasireality of 60%, to which we add the 10% of Shadowcrafter when using mimicking conjurations. So ...</p><p> </p><p> </p><p><strong>At levels 10-11:</strong></p><p> </p><p> </p><p>[UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation 1st -- 30%/20% 2nd -- 40%/30% 3rd -- 50%/40% 4th -- 60%/50% 5th -- 70%/60% </p><p></p><p>This stays the same until level 12, when we add another +20% due to Powerful Shadow Magic, bringing us to +40%/+30% to the slot used. But now we also have Easy Metamagic to consider, which effectively gets us another 10% to each side, due to casting a level X spell in a level X-2 slot. So we're at +50%/+40%</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><strong>At level 12:</strong></p><p> </p><p> </p><p>[UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation 1st -- 60%/50% 2nd -- 70%/60% 3rd -- 80%/70% 4th -- 90%/80% 5th -- 100%/90% 6th -- 110%/100% </p><p></p><p>At level 13, Shadowcrafter adds another 10% to evocation illusions, evening things out with conjurations. (+50%)</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><strong>At level 13:</strong></p><p> </p><p> </p><p>[UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation 1st -- 60%/60% 2nd -- 70%/70% 3rd -- 80%/80% 4th -- 90%/90% 5th -- 100%/100% 6th -- 110%/110% 7th -- 120%/120% </p><p></p><p>At level 15, we add another +20% to damage done by any of our mimicked spells. (Enhanced Shadow Reality) So that's +50% (+70% for damage.)</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><strong>At level 15:</strong></p><p> </p><p> </p><p>[UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation (damage) 1st -- 60%/60% (80%) 2nd -- 70%/70% (90%) 3rd -- 80%/80% (100%) 4th -- 90%/90% (110%) 5th -- 100%/100% (120%) 6th -- 110%/110% (130%) 7th -- 120%/120% (140%) 8th -- 130%/130% (150%) </p><p></p><p>By level 17 we gain another +10% to both evocation and conjuration effects. So we're up to +60% (+80% for damage.)</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><strong>At level 17:</strong></p><p> </p><p> </p><p>[UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation (damage) 1st -- 70%/70% (90%) 2nd -- 80%/80% (100%) 3rd -- 90%/90% (110%) 4th -- 100%/100% (120%) 5th -- 110%/110% (130%) 6th -- 120%/120% (140%) 7th -- 130%/130% (150%) 8th -- 140%/140% (160%) 9th -- 140%/140% (160%) </p><p></p><p>You'll notice that the quasireality level of 8th and 9th level slots is the same. This is because Heighten Spell caps out at 9th level, so we lose the benefit of Easy Metamagic until epic levels (Improved Heighten Spell).</p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><em><strong>On the Use of Dirty Tricks</strong></em></span></p><p><strong>Show</strong></p><p>[sblock]<span style="font-size: 15px"><strong>Early Qualification!</strong></span></p><p><strong>Show</strong></p><p>[sblock] </p><p> </p><p>Through the use of Practical Metamagic or Earth Spell, casters can enter classes that require the ability to cast X level spells earlier than otherwise possible. For example, a Sorcerer normally only qualifies for Shadowcraft Mage at level 8, due to the requirement for 4th level spells. However, by using Practical Metamagic (Heighten Spell), he can heighten a spell to 4th level using a 3rd level slot. So, as soon as he has the feat and a 3rd level slot, he can cast 4th level spells, qualifying him for Shadowcraft Mage.</p><p> </p><p> </p><p><strong>Example feat progressions:</strong></p><p> </p><p> </p><p><u>Sorcerer or Beguiler (Dragonborn Gnome): </u> 1) Spell Focus (illusion) 3) Heighten Spell 6) Practical Metamagic (Heighten Spell)</p><p> </p><p> </p><p><u>Wizard </u> 1) Spell Focus (illusion) 3) Earth Sense 5) Heighten Spell 6) Earth Spell</p><p> </p><p> </p><p>Each of the above is ready to enter Shadowcraft Mage.</p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><strong>Extra Reality and Free Maximization</strong></span></p><p><strong>Show</strong></p><p>[sblock]</p></blockquote><p></p>
[QUOTE="Endarire, post: 6744309, member: 11592"] [b]Originally posted by NineInchNall:[/b] [COLOR=red][b]Last Update: March 18, 2015[/b][/COLOR] [CENTER][b][SIZE=large][COLOR=DarkSlateGray]Shadowcraft Mage[/COLOR] Handbook[/SIZE][/b] [SIZE=small][i]A summary of concepts and tricks used to create the Killer Gnome, originally brought to light by Snow Savant. Further credit goes to Michael Tree, Garjon, and Zweanslord for their discoveries of the Heighten Spell, Earth Spell, and Arcane Disciple techniques. The original build can be found here(x). The Killer Gnome has come a long way since Snow first posted her build, and that thread is essentially a log of the character’s evolution from merely solid to freakin' awesome.[/i][/SIZE][/CENTER] [SIZE=4][i][b]Introduction[/b][/i][/SIZE] [b]Show[/b] [sblock]All spellcasters are faced with the same set of problems. They have access to a limited selection of spells throughout the course of any given day, necessitating a great deal of planning in order to maintain utility over several encounters. Further, a spellcaster can only increase the save DC of one school of spells at a time through feats like Spell Focus. The Killer Gnome build template is a way to mitigate these difficulties by allowing one school, and indeed one spell, to do the work of three schools. It will allow the character to cast many spells with a high save DC and will do so while maintaining versatility. The heart of the character is the third level ability of the Shadowcraft Mage prestige class from [i]Races of Stone[/i], so if you don’t have access to that book, then this character is not for you, although some of the tricks used may still be of interest. The class’s third level ability is called [b]Shadow Illusion[/b], and from it we will construct one of the most versatile spellcasters around. [/sblock] [SIZE=4][i][b]On the Proper Application of Shadow Illusion[/b][/i][/SIZE] [b]Show[/b] [sblock]It is immediately obvious that Shadow Illusion is a powerful ability, as it allows a Wizard who has prepared an [i]image[/i] spell to achieve either the spell’s original, completely illusory effect or alter it to create quasi-real mimicries of any Sorcerer/Wizard evocation, conjuration (creation), or conjuration (summoning) spell. Some subtle points to remember about these Shadow Illusions: [LIST] [*]Mimicked spells use only the components for the [i]shadow evocation/conjuration[/i] spell. [*]Mimicked spells use the casting time of the [i]shadow evocation/conjuration[/i] spell. [*]Mimicked spells all allow SR, regardless of whether the actual spell would. Note that instantaneous spells that create lasting effects (e.g. [i]wall of stone[/i]) allow SR only at the moment of casting. [/LIST] Even without optimization, the versatility gained from this ability is astounding, allowing an illusionist to prepare as many [i]image[/i] spells as he cares to, thereby also preparing every spell of the appropriate levels from the mimicked schools. We can do better, though. Shadow Illusion specifically depends not upon the [i]image[/i] spell used, but instead upon the level of that spell. Therefore, if one of the [i]image[/i] spells were to be level nine, we would be able to use it to mimic spells of level eight or lower. While at first glance, none of the spells listed is ninth level, perhaps we could change the level of one of those spells. The PHB itself gives us the tool that we need: Heighten Spell. Note that Heighten Spell specifically states that “all effects dependent on spell level … are calculated according to the heightened level.” So we treat a [i]silent image[/i] spell heightened to ninth level as a ninth level spell for Shadow Illusion, as capabilities of a Shadow Illusion are dependent upon spell level. We can now, using any [i]image[/i] spell Heightened to ninth level, mimic any Sorcerer/Wizard evocation, conjuration (creation), and conjuration (summoning) spell of eighth level or lower. And at 90% quasireality to boot, 10% higher than [i]shades[/i]. Heighten Spell is the second linchpin of the character. It should be included in every Killer Gnome build. With it a character need know only silent image in order to cast every Sorcerer/Wizard evocation, conjuration (creation), and conjuration (summoning) spell ever published. All spellcasters will derive great benefit from this: Sorcerers effectively break their spells known limits into tiny pieces, while Wizards can prepare as many images and come close to Sorcerer in terms of spontaneity. It rankles that we can’t mimic ninth level spells, though, doesn’t it? Wouldn’t it be wonderful to be able mimic [i]meteor swarm, summon elemental monolith, [/i]or [i]detonate[/i]? You’d think that there would have to be a way. There is, and its name is [b]Earth Spell[/b]. So if, for example, we were to heighten [i]silent image[/i] to ninth level, Earth Spell would further increase that to tenth level, letting us mimic ninth level and lower spells at 100% quasireality. Earth Spell is the final piece of the puzzle that turns the Shadowcraft Mage into the Killer Gnome. [/sblock] [SIZE=4][b][i]On the Selection of Feats[/i][/b][/SIZE] [b]Show[/b] [sblock]There are quite a few feats that are provide special benefit to the Killer Gnome. These feats provide more benefit to him than to most other spellcasters. You should remember, however, that a Shadowcraft Mage is even more feat strapped than other characters, as four of his feats are set in stone from the beginning (Spell Focus [illusion], Earth Sense, Heighten Spell, and Earth Spell.) That leaves a Sorcerer-based character but three remaining feats. Choose wisely. [b]Arcane Mastery[/b]: The ability to take 10 on caster level checks (even under stress - check the errata) is great for anyone who uses a large number of spells that allow SR. As all shadow illusions allow SR, this is obviously a good thing. With nothing else to boost caster level, a 20th level Shadowcraft Mage can automatically beat SR 30 with his spells; and Earth Spell makes even higher levels of SR meaningless. [b]Signature Spell[/b]: Signature Spell can be a boon to prepared casters like Wizards, as it allows them to load up with nothing but utility spells. By choosing [i]silent image[/i] for the feat, the Wizard can then spontaneously convert any prepared spell into a heightened [i]silent image[/i] and alter that spell with Shadow Illusion. [b]Greater Spell Focus (illusion)[/b]: You get more bang for your buck from illusions than anyone else. Your save DCs should be as high as possible, and every +1 helps, but this feat is pretty much just gravy, as it is only required for entrance into the Shadowcrafter PrC (see below). [b]Extend Spell[/b]: The quintessential buffing metamagic. There isn’t a better +1 SLA metamagic feat in the books. The fourth level Shadowcraft Mage specifically stacks with this feat, to boot, giving you durations that make your enemies cry. You're still likely better off just using metamagic rods, but the option is valid. Additionally, you can further stack this with the 5th level gnome Illusionist substitution level to get those durations to a total of TIMES EIGHT. (Yes, duration doublers stack the good way.) [b]Enhanced Shadow Reality[/b]: Adds 20% extra quasireality for all damage on your shadow illusions. The only difficulty is that the feat is from Dragon (#325), so getting access to it may be a trial. Remember, this is only for damage, but it does help you get to 100% quasi-reality with lower-level slots, freeing up higher-level slots for more impressive effects. [b]Shadow Weave Magic[/b]: As I mentioned before, spells’ save DCs are extraordinarily important for most Shadowcraft Mages, and another +1 can’t hurt. The important thing, however, is that it opens access to several other feats that can be gained through one level in Shadow Adept, and all of them synergize quite well with the class features of Shadowcraft Mage. [b]Arcane Thesis[/b]: Arcane Thesis has the potential to add significant power to the Shadowcraft Mage. The feat is normally somewhat restrictive, needing to be applied to a single spell. This is no drawback to the Shadowcraft Mage, whose bread and butter actually is one spell, [i]silent image[/i]. A +2 bonus to caster level is always helpful for the increased duration, resistance to dispelling, and ability to punch through SR. The reduced metamagic cost, while specifically not applicable to Heighten Spell, applies to everything else. So load up on low cost (+1 and +0) metamagic feats via whatever method you want (I suggest Incantatrix) and blast away with silent, stilled, enlarged, widened, and doubly extended Shadow Illusion at no slot-level adjustment. [b]Metamagic School Focus[/b]: This feat allows one to apply any metamagic feat to a spell of the appropriate school at reduced cost thrice per day. So three times per day you can mimic a spell a level higher than normal, even past what Earth Spell alone would allow. Not a bad option, should you have the feats available. More controversially, some argue that the feat's 3/day lowering can all be applied to a single casting of a spell, allowing for accelerated access to mimicked effects and early PrC qualification. [b]Rapid Metamagic[/b]: For Sorcerer, Beguiler, and Bard ScMs this eliminates the casting time penalty of applying metamagic. A very good feat that has been too long in coming. It is also quite important for spontaneous casters who are not Sorcerers (who have an applicable alternative class feature in PHB2), allowing them to retain mobility in combat. [b]Melodic Casting[/b]: Every Bard-based ScM with a significant inspire courage bonus will want this feat. Don't even bother arguing with me. It's like Natural Spell for Bards, making it so they never have to choose between singing or casting. [b]Other Metamagic Feats[/b]: If you have the feats free and have Residual Magic (discussed below) you can get some massive power out of Twin Spell, Repeat Spell, and Energy Admixture. If you're an Incantatrix, you're of course picking up Persistent Spell, in which case you'll also want Invisible Spell -- because you [i]are[/i] persisting [i]arcane spellsurge[/i], right? [b]Ability Focus[/b]: Ability Focus gives +2 to the DC of a chosen special attack. Now, even if you don't allow Ability Focus (spellcasting) – which is arguably legit – it's still kosher to choose Ability Focus for shadow illusion or [i]silent image,[/i] and that's still +2 DC. [SIZE=3][b][i]Feats Deserving of Special Mention[/i][/b][i][/i][/SIZE] [b]Show[/b] [sblock]Below are three feats that have a profound effect upon a build. Each requires a certain degree of explanation. [b]Practical Metamagic (Heighten Spell)[/b]: Practical Metamagic reduces the spell level adjustment of the selected metamagic feat by one, to a minimum of +1. So this means that a [i]magic missile[/i] heightened to third level occupies a second level slot.* Heightened to ninth, it occupies an eighth level slot. So we can mimic a spell of level X in a slot of level X, as long as X is less than nine. The limitation exists because Heighten Spell can only increase a spell’s level to a maximum of ninth. By way of this feat and Earth Spell, a Sorcerer can mimic spells of one level [i]higher[/i] than the slot used (except for ninth level slots, which, as mentioned above, are unaffected by the Practical Metamagic adjustment). So he can cast a 100% real [i]meteor swarm[/i] from an eighth level slot, and it will be treated as a tenth level spell for all purposes, including save DC. Dragon #325 has a feat similar to Practical Metamagic called Easy Metamagic. That feat can be acquired by any spellcaster, and it has the [metamagic] tag, so it can be had via a bonus feat. By using all three feats (Practical Metamagic, Easy Metamagic, Earth Spell), it is possible to mimic ninth level spells in seventh level slots. *[SIZE=small]Note that it is occasionally debated whether the use of Heighten Spell constitutes a spell slot adjustment, so a DM can be justified in not allowing Practical Metamagic or Easy Metamagic to work with Heighten Spell. You have been warned. ;)[/SIZE] [b]Arcane Disciple (luck)[/b]: All right. You’ve managed to get your character to mimic ninth level spells, but you’re still chafing at something. You can only mimic all the spells from one and a half schools. How unfair is that? [i]Miracle[/i] is an evocation spell. If only it were on the Sorcerer or Wizard spell lists, then we could mimic it and thereby mimic any spell of seventh level or lower. Well, it’s time to shatter the game and stomp on its remains, cackling in a little, gnomish soprano. (i) A spell is a wizard spell if-and-only-if it is on the Wizard spell list. (ii) Arcane Disciple adds the spells on the selected domain list to "your class spell list." (iii) For a Wizard character, "your class spell list" refers to the Wizard spell list. (iv) By (ii) and (iii), Arcane Disciple (luck) makes it so certain spells are treated as on the Wizard spell list [i]for you[/i]. (v) By (i) and (iv) [i]miracle[/i] becomes a wizard spell [i]for you[/i]. The game is rife with effects that interact with lists in this fashion. For instance, some races treat certain weapons as martial rather than exotic. A weapon is martial if-and-only-if it appears on the list of martial weapons, but when a gnome Fighter gets "proficiency with all martial weapons", he/she gets proficiency with gnome hooked hammers. Simple enough. Now let's analyze what that means to the Shadowcraft Mage. When using a [i]shadow conjuration[/i] or [i]shadow evocation[/i] spell (or Shadow Illusion) to mimic a given spell, the mimicked spell is not actually cast. For example, a mimicked [i]summon monster[/i] spell does not actually summon a monster; rather, you create a quasi-real illusion of the effect using material from the plane of shadow. Likewise, a mimicked [i]forcecage[/i] does not actually cast the spell and neither does it evoke any real energy, instead forming an illusory cage of shadow stuff. Extending this to a mimicked [i]miracle[/i], we note that we are not actually calling for deific intercession - or, indeed, any divine intercession - we are simply creating a quasi-real illusion of the spell's effect from shadow stuff. So here's the thing: there is nothing preventing us from creating an illusion of [i]miracle's[/i] greater effects through Shadow Illusion. The spell is capable of greater things than mimicking spells of lower than 9th level, and since what we are casting is not actually the spell, just an illusion of it, we are not limited by deity or alignment review. Spontaneously casting [i]miracle[/i] is not in itself game breaking, even if it does grant enormous versatility. After all, a Favored Soul can do it by default. However, not being subject to deific review is kind of a big deal. Only choose this feat if you’re on very good terms with your DM, and he knows what’s in store, or if you're not going to use the "greater effects" option. [b]Residual Magic[/b]: One of the problems a spellcaster faces is his limited number of high-level spell slots. You have all sorts of fun blasting away with your eigth- and ninth-level slots, only to be left with piddling, low-level slots for the rest of the day. Residual Metamagic could be the answer to your prayers. How does it work? By casting a spell modified by a metamagic feat in one round, the feat's Lingering Metamagic effect can apply that metamagic feat to a spell in the next round, but with one benefit: the metamagic causes no adjustment to the level of the spell slot required to cast the spell. So in the case of the Killer Gnome, he casts a [i]silent image[/i] heightened to tenth level in a ninth level slot. The next round he does the same thing, but this time that tenth level [i]silent image[/i] occupies only a first (or cantrip, for certain illusionists) level slot! He could even load up on other metamagics the second round. These would, of course, adjust the level of the required spell slot as normal, but with eight levels of metamagic to play with, a lot of things are possible. How does a Twinned, Repeated [i]crushing fist of spite[/i] sound to you, maybe further maximized via a metamagic rod? I thought so. But what if you don't have any cantrip slots left? Well, you can use the feat's Enduring Potency effect to get a heightened [i]silent image[/i] out of a wand. Since it's treated as if being cast from your daily allotment for all purposes, it can be modified by lingering metamagic, or, if you are a spontaneous caster, metamagic in general. [/sblock] [b]Feats To Avoid[/b] [sblock] Some feats just aren't worth the miniscule cost of the ink they're printed with. Worse yet for the beginner or the trusting, there are sections of supplements devoted to praising and recommending these feats. Don't fall into these traps. [b]Spell Penetration[/b]: Spell resistance is your bane. Statistically speaking, however, you get a much more significant benefit from Arcane Mastery.. If you have room in your build, toss in this feat and its greater version, but you're very likely not to have room after picking up feats that actually matter. [b]Reserve Feats[/b]: Yes, all reserve feats are bad. A spellcaster has better things to do with his time. The reserve feats don't have the power to be significant against strong enemies, and you might as well let the Fighter feel useful every now and then by letting him take on the mooks singlehandedly. Seriously, stay clear. [b]Heritage Feats[/b]: Seriously, who thought these things up? Two feats to get access to a couple first level SLAs per day? Laaaaaaaaaaaaaaaaaame. [/sblock] [/sblock] [SIZE=4][i][b]On the Acquisition of Prestige[/b][/i][/SIZE] [b]Show[/b] [sblock] There are a few PrCs that synergize well with the abilities of the Shadowcraft Mage. For every base class except the Beguiler, use of at least one of these PrCs is suggested. [b]Incantatrix[/b] Feat Prereqs: Iron Will, any one metamagic feat. Benefits: Aside from the always awesome Metamagic Effect, bonus feats, and slew of other class features, the tenth level Incantatrix ability lessens the spell level adjustments of metamagic feats. See Practical Metamagic in the feats section, above, for an explanation of the effect this can have. If you intend to stack metamagic feats, this is your go-to, if only for the four bonus feats. Just remember to pick up Iron Will from an otyugh hole legendary location (Complete Scoundrel) rather than burning a feat selection. The class also synergizes well with the Free Maximization trick discussed later in this guide. [b]Shadowcrafter[/b] Feat Prereqs: Spell Focus (illusion), Greater Spell Focus (illusion) Benefits: +4 to overcome SR with shadow spells, +20% quasireality on [i]shadow conjurations/evocations[/i], and more. There isn’t much point in taking this class past level eight, however, so you should plan an exit strategy. Using this class it is possible to get 140% quasireal shadow illusions (160% with Enhanced Shadow Reality). The catch on this one is that high save DCs tend to counteract high quasireality percentages, as those percentages only apply to disbelieved spells. [b]Mage of the Arcane Order[/b] Feat Prereqs: Cooperative Metamagic, one other metamagic feat Benefits: Two bonus metamagic feats, spellpool access. The spellpool access continues the versatility thing you’ve got going, adding access to any Sorcerer/Wizard spell in the PHB. [b]Shadow Adept[/b] Feat Prereqs: Shadow Weave Magic, any one metamagic feat Benefits: As a one level dip, the class gives you three feats that add a good deal to your potence as an illusionist: Insidious Magic, Pernicious Magic, and Tenacious Magic. Since you were going to get a metamagic feat anyway (Heighten), and you're probably looking for as many DC boosters as possible anyway, this is almost certainly a great dip. If you're playing in Faerun, a dip in Shadow Adept gets you most of the benefit of Gnome Illusionist 10, saving you four dead levels. [b]Dweomerkeeper[/b] Feat Prereqs: Any item creation feat, any metamagic feat Special: Must be able to cast divine spells and have the Magic domain. Benefit: The important thing that we gain from DK is the mantle of spells. For those not playing in FR, this can serve as an able replacement for Signature Spell. Supernatural spell can either help us punch through SR with shadow illusions, or it can ignore material/XP components on spells like [i]limited wish[/i] and [i]wish[/i]. Which is just stupidly awesome. [b]Stoneblessed[/b]: Benefit: This is for all of the non-gnomes that want to enter the Shadowcraft Mage Prc. The thrid level of Stoneblessed allows the character to count as a gnome for all purposes, including meeting racial prerequisites. So with three levels of Stoneblessed, a human could enter Shadowcraft Mage, provided that he can meet the ScM prereqs, of course. The problem with Stoneblessed is that it offers no spellcasting advancement, so it would be preferable to use the ScM spellcasting advancement to further a fast spellcasting PrC, such as Sublime Chord. The simplest and least optimized example of such would be Bard 7/Stoneblessed 3/Sublime Chord 5/Shadowcraft Mage 5. [b]Master Specialist[/b]: Benefit: The Master Specialist class is a nice four level dip for Illusionists seeking to enter Incantatrix, as the prerequisites fit well with both that class and Incantatrix. The fourth level ability grants a +2 bonus to the save DC of any illusion spell you cast that has an entry of "Will (disbelief)", which is totally awesome, but the rest of the class is less than exciting. Try Illusionist 3/Master Specialist 4/Shadowcraft Mage 5/Incantatrix 8 for barrels of win. [b]Nightmare Spinner[/b]: Benefit: The Nightmare Spinner provides a nice way to cap off a Shadowcraft Mage build. It doesn't provide any spellcasting advancement at level one, so it should be taken only after ninth level spells have been acquired. However, for that one lost caster level, you get an extra (illusion) spell slot of every level you can cast. [/sblock] [SIZE=4][i][b]On the Base of the Killer Gnome's Power[/b][/i][/SIZE] [b]Show[/b] [sblock] There are three base classes that make good, standard entrances to Shadowcraft Mage. These are the Beguiler, Sorcerer, and the Wizard. Each has its pros and cons, yet each is a solid choice for the character. [SIZE=4][b]Beguiler[/b][/SIZE] [b]Pros[/b]: Spontaneous casting from a large and varied spell list of some of the most useful non-blasty spells out there. Automatic knowledge of all spells on the class spell list. A huge skill list and the skill points to make use of it, due to six base skill points per level and Int-based casting. You also get a bunch of useful and flavorful class features. Ignore ASF in light armor. [b]Cons[/b]: No transmutation spells, so no [i]polymorph[/i]. As the class uses its own spell list, the Arcane Disciple cheese does not work. New spell levels on even class levels, as Sorcerer. [b]Overall[/b]: A Beguiler based Shadowcraft Mage will have the versatility that a normal Beguiler lacks, having the ability to directly damage his enemies, summon allies, and create many other effects that otherwise would be unavailable. Heightened [i]legion of sentinels[/i] lets a Beguiler qualify without need of Advanced Learning. [SIZE=4][b]Sorcerer[/b][/SIZE] [b]Pros[/b]: Spontaneous casting from the Sorcerer/Wizard spell list. Can use Arcane Disciple (luck) to mimic [i]miracle[/i]. [b]Cons[/b]: New spells on even levels. No class features to speak of. Few skill points. [b]Overall[/b]: A Sorcerer based Shadowcraft Mage sidesteps his small number of spells known, choosing to learn mostly spells that he cannot emulate via Shadow Illusion. Unlike other Sorcerers, he has the freedom to choose any spells he wants, even very situational, utility style spells as his spells known, since he knows that everything else he can do via silent image. [SIZE=4][b]Wizard[/b][/SIZE] [b]Pros[/b]: Int-based casting. Can use Arcane Disciple (luck) to mimic [i]miracle[/i]. Can use the racial substitution levels from Races of Stone or the variant Illusionist features from Unearthed Arcana. [b]Cons[/b]: Prepped casting requires Signature Spell or Dweomerkeeper to make optimal use of Shadow Illusion. [b]Overall[/b]: Potentially the most powerful of all the Shadowcraft Mage bases, the Wizard’s array of options for customization allow for the combination of the many feats and class features. With Shadow Illusion, he enjoys situational flexibility comparable to that of the Sorcerer. Other classes take a little more wrangling to become potent Shadowcraft Mages. These include such things as the Bard and the Cleric. [SIZE=4][b]Bard[/b][/SIZE] [b]Pros[/b]: Light armor casting. Great skills. Bardic music. d6 HD. [b]Cons:[/b] Maxes out at 6th level spells. Arcane Disciple cheese does not work. Late entry into Shadowcraft Mage (no illusion (shadow) spells until 10th level). [COLOR=blue]Just grab either [i]dead end[/i] or [i]dark way[/i] from the [i]Spell Compendium[/i], and you can use one of the dirty tricks for early qualification.[/COLOR] [b]Overall:[/b] A straight Bard/Shadowcraft Mage build provides the Bard character with a lot more versatility. To make the most of a Bard entry requires Sublime Chord. A Bard 7/Incantatrix 3/Sublime Chord 1/Shadowcraft Mage 5/Incantatrix 4-7 would work quite nicely. [SIZE=4][b]Cleric[/b][/SIZE] [b]Pros:[/b] You can make use of all the standard Cleric tricks like Divine Metamagic. D8 HD, armored casting, healing spells, ... Is there anything bad about being a Cleric with full access to the Wizard's best blasting spells? [b]Cons:[/b] Requires the use of a domain that grants [i]silent image[/i]; e.g., Gnome or Illusion. Pretty much requires the use of Domain Spontaneity from PHB2 or Dweomerkeeper. [b]Overall:[/b] It's like being a Mystic Theurge, but with one pool of spell slots and without having any delayed progression. Walk around all day with persistent [i]greater consumptive field[/i] and watch the caster level for your shadow illusions soar. Maybe go Dweomerkeeper and use [i]limited wish[/i] and a reach metamagic rod to persist [i]owl's insight[/i] via [i]limited wish[/i] for a minimum +10 insight bonus to Wisdom. Go nuts. [/sblock] [SIZE=4][i][b]On the Substitution of Levels and the Variation of Class Features[/b][/i][/SIZE] [b]Show[/b] [sblock]Here are a few substitution levels and variants that are of potential benefit to a Shadowcraft Mage. I have only included the worthwhile options, as no one needs to see the poorer ones. [SIZE=3][b]Substitution Levels[/b][/SIZE] [b]Wizards:[/b] [LIST] [*]Gnome Illusionist 1: You learn illusion spells earlier and get a bigger caster level boost from Earth Spell. What could be better? [*]Gnome Illusionist 5: Your illusions' durations are doubled. This explicitly stacks with Extend Spell, so it stacks with the ScM ability. Combining both and a rod of extend spell nets us x8 duration. That's nuts. N-V-T-S nuts. [*]Gnome Illusionist 10: [i]True seeing[/i] and the like don't automatically penetrate your illusions, instead requiring the user to make an opposed caster level check. Versus our Earth Spell enhanced craziness? Bwa ha ha ha! This might actually be a reason to take 10 levels of Wizard. [/LIST] [SIZE=3][b]Variant/Alternate Class Features[/b][/SIZE] [b]Sorcerers: [/b] [LIST] [*]Metamagic Specialist: Sorcerers looking to make the most of the Shadowcraft Mage PrC would be well served to make use of the Metamagic Specialist variant from Player’s Handbook II. Your familiar would only be a liability without continued advancement, so you’re losing nothing, really, especially since you can get a familiar from a feat. [/LIST] [b]Wizards: [/b] [LIST] [*]Chains of Disbelief: [replaces familiar] Anything that makes it harder for your enemies to detect your illusions is a good thing. Definitely a good trade off for a familiar. [*]Illusion Mastery: [replaces bonus spells from specialization] The Illusion Mastery variant dramatically increases the character’s spells known and reduces his dependence on his spell book. Furthermore, it provides us with the necessary requirements for Signature Spell. This is probably a good trade off. [*]Focused Specialist: This feature is just [i]full[/i] of fun and joy ... and joyness... You give up an extra school of magic and one generalist spell slot per spell level to get two extra illusion slots. For the WIN. [*]School Mastery: [replaces familiar] This alternate class feature from Dragon 357 may suck for everyone else, but it's the bee's knees for illusion. +1 caster level for illusion spells and an extra 10% quasireality for all your illusion (shadow) spells. This for the low, low price of your familiar? Sold. This is my new favorite ACF. [/LIST] [/sblock] [SIZE=4][b][i]On the Aggregate of What Has Come Before[/i][/b][/SIZE] [b]Show[/b] [sblock] Now let’s take a look at a few sample builds, each making use of all five levels of Shadowcraft Mage and the Earth Spell feat. Please feel free to suggest more, as all of these are simply templates to be personalized. [b]The Iconic Shadowcraft Illusionist[/b]: Illusionist 5/Shadow Adept 1/Shadowcrafter 9/Shadowcraft Mage 5. [b]Show[/b] [sblock] [UNKNOWN=pre]: Level Class Level Feat(s) 1 Gnome Illusionist 1 Spell Focus (illusion), (chains of disbelief, illusion mastery) 2 Illusionist 2 3 Illusionist 3 Shadow Weave Magic 4 Illusionist 4 5 Illusionist 5 Heighten Spell 6 Shadow Adept 1 Greater Spell Focus (illusion) 7 Shadowcrafter 1 8 Shadowcraft Mage 1 9 Shadowcraft Mage 2 Signature Spell (silent image) 10 Shadowcraft Mage 3 11 Shadowcraft Mage 4 12 Shadowcraft Mage 5 Earth Sense 13 Shadowcrafter 2 14 Shadowcrafter 3 15 Shadowcrafter 4 Earth Spell 16 Shadowcrafter 5 17 Shadowcrafter 6 18 Shadowcrafter 7 Arcane Disciple (luck) 19 Shadowcrafter 8 20 Shadowcrafter 9 This character gets a total of +40% to the quasireality of his illusions, +4 shadow spell penetration, +4 illusion spell DC, and all sorts of other goodies. He also gets three bonus feats from Shadow Adept 1, all of which make his spells incredibly hard to defeat. His Illusion Mastery ability means that he is still mostly fine even when without his spellbook, as every illusion spell he knows is automatically considered mastered. [/sblock] [b]The Hidden Gnome[/b]: Beguiler 14/Mindbender 1/Shadowcraft Mage 5 [b]Show[/b] [sblock] [UNKNOWN=pre]: Level Class Level Feat(s) 1 Beguiler 1 Spell Focus (illusion) 2 Beguiler 2 3 Beguiler 3 Heighten Spell 4 Beguiler 4 5 Beguiler 5 (Silent Spell) 6 Mindbender 1 Mindsight 7 Beguiler 6 8 Beguiler 7 9 Shadowcraft Mage 1 Earth Sense 10 Shadowcraft Mage 2 11 Shadowcraft Mage 3 12 Shadowcraft Mage 4 Earth Spell 13 Shadowcraft Mage 5 14 Beguiler 8 15 Beguiler 9 Darkstalker 16 Beguiler 10 (Still Spell) 17 Beguiler 11 18 Beguiler 12 Arcane Thesis (silent image) 19 Beguiler 13 20 Beguiler 14 He also purchases one specific item. (Thanks to prototype00 for this one.) This character uses the first level Shadowcraft Mage ability combined with the HiPS of the collar to allow him to hide in anything short of full daylight. Because of the Darkstalker feat, he can remain hidden even from creatures with extraordinary senses. He can cast his Shadow Illusions in silence and stillness automatically. [/sblock] [b]J-A-R-N-O’s Archivist Entry[/b]: Archivist 3/Church Inquisitor 2/Shadowcrafter 10/Shadowcraft Mage 5 [b]Show[/b] [sblock] [UNKNOWN=pre]: Level Class Level Feat(s) 1 Archivist 1 Spell Focus (illusion) 2 Archivist 2 3 Archivist 3 Greater Speell Focus (illusion) 4 Church Inquisitor 1 5 Church Inquisitor 2 6 Shadowcrafter 1 Heighten Spell 7 Shadowcrafter 2 8 Shadowcraft Mage 1 9 Shadowcraft Mage 2 Earth Sense 10 Shadowcraft Mage 3 11 Shadowcraft Mage 4 12 Shadowcraft Mage 5 Earth Spell 13 Shadowcrafter 3 14 Shadowcrafter 4 15 Shadowcrafter 5 Quicken Spell 16 Shadowcrafter 6 17 Shadowcrafter 7 18 Shadowcrafter 8 (Free) 19 Shadowcrafter 9 20 Shadowcrafter 10 Due to the Shadow domain, the Archivist has the potential to learn the requisite shadow spell. [/sblock] [b]ed209's Sublime Shadowcraft Illusionist[/b]: Bard 5/Gnome Paragon 3/Shadowcraft Mage 2/Sublime Chord 2/SCM +3/Shadowcrafter 5. [URL=http://boards1.wizards.com/showpost.php?p=5877481]Linky, linky.[/URL] [b]PhaedrusXY’s Cloistered Cleric Entry[/b]: Cloistered Cleric 5/Shadowcrafter 2/Shadowcraft Mage 5/Divine Prankster 8 [b]Show[/b] [sblock] [UNKNOWN=pre]: Level Class Level Feat(s) 1 Cloistered Cleric 1 Spell Focus (illusion) [Special: Gnome and Shadow domains] 2 Cloistered Cleric 2 3 Cloistered Cleric 3 Greater Spell Focus (illusion) 4 Cloistered Cleric 4 5 Cloistered Cleric 5 6 Shadowcrafter 1 Heighten Spell 7 Shadowcrafter 2 8 Shadowcraft Mage 1 9 Shadowcraft Mage 2 Divine Metamagic (Heighten Spell) 10 Shadowcraft Mage 3 11 Shadowcraft Mage 4 12 Shadowcraft Mage 5 Earth Sense 13 Divine Prankster 1 14 Divine Prankster 2 15 Divine Prankster 3 Earth Spell 16 Divine Prankster 4 17 Divine Prankster 5 18 Divine Prankster 6 (Free) 19 Divine Prankster 7 20 Divine Prankster 8 [COLOR=blue]Note that this build is using the Domain Spontaneity variant from PHB2 to use the Gnome domain spontaneously.[/COLOR] [/sblock] [b]Endarire's Clerical/Psionic Dweomerkeeper:[/b] Cloistered Cleric 3/Church Inquisitor 1 ([i]Complete Divine[/i] 26)/Shadowcraft Mage 3/Dweomerkeeper 1/Shadowcraft Mage +2/Dweomerkeeper +3/Contemplative 1/Dweomerkeeper +6 [URL=http://brilliantgameologists.com/boards/index.php?topic=7977.0]Linky, linky.[/URL] [b]Shadowcraft Shepherd[/b] - [i]When having just ONE of the most powerful classes isn't enough ...[/i] [b]Show[/b] [sblock] [UNKNOWN=pre]: Level Class Level Feat(s)1 Druid 1 Education [ECS]2 Druid 23 Druid 3 Greensinger Initiate4 Druid 45 Druid 56 Planar Shepherd 1 Natural Spell7 Planar Shepherd 28 Planar Shepherd 39 Planar Shepherd 4 Heighten Spell10 Planar Shepherd 511 Planar Shepherd 612 Planar Shepherd 7 Earth Sense13 Planar Shepherd 814 Planar Shepherd 915 Contemplative 1 Spell Focus (illusion) [Illusion domain]16 Shadowcraft Mage 117 Shadowcraft Mage 218 Shadowcraft Mage 3 Earth Spell19 Shadowcraft Mage 420 Shadowcraft Mage 5 Be sure to choose a plane that will be useful with only 14th level wild shaping. Syrania, for example, will let you be a planetar all day at level 14. Illusion domain gives us the illusion (shadow) spell we need, and suddenly the Planar Shepherd is also a Shadowcraft Mage. [/sblock] [/sblock] [SIZE=4][i][b]On the Quasireality of Illusions[/b][/i][/SIZE] [b]Show[/b] [sblock] The quasireality level of your Shadow Illusions depends on the build you’re using. Let's assume you go Wizard 5/Shadowcrafter 2/Shadowcraft Mage 5/Shadowcrafter 3-10. Feat selection would be something like: 1) Spell Focus (illusion) 3) Greater Spell Focus (illusion) 5) Heighten Spell 6) Earth Sense 9) Earth Spell 12) Easy Metamagic (Heighten Spell) 15) Enhanced Shadow Reality 18) Signature Spell ([i]silent image[/i]) Okay, so at level 10 (the level we get Shadow Illusion) we can make use of Earth Spell. That nets us a total of +20%/+10% quasireality to the slot used for conjurations/evocations. This works out as 5th level slot (6th level spell due to Earth Spell) which is a base quasireality of 60%, to which we add the 10% of Shadowcrafter when using mimicking conjurations. So ... [b]At levels 10-11:[/b] [UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation 1st -- 30%/20% 2nd -- 40%/30% 3rd -- 50%/40% 4th -- 60%/50% 5th -- 70%/60% This stays the same until level 12, when we add another +20% due to Powerful Shadow Magic, bringing us to +40%/+30% to the slot used. But now we also have Easy Metamagic to consider, which effectively gets us another 10% to each side, due to casting a level X spell in a level X-2 slot. So we're at +50%/+40% [b]At level 12:[/b] [UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation 1st -- 60%/50% 2nd -- 70%/60% 3rd -- 80%/70% 4th -- 90%/80% 5th -- 100%/90% 6th -- 110%/100% At level 13, Shadowcrafter adds another 10% to evocation illusions, evening things out with conjurations. (+50%) [b]At level 13:[/b] [UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation 1st -- 60%/60% 2nd -- 70%/70% 3rd -- 80%/80% 4th -- 90%/90% 5th -- 100%/100% 6th -- 110%/110% 7th -- 120%/120% At level 15, we add another +20% to damage done by any of our mimicked spells. (Enhanced Shadow Reality) So that's +50% (+70% for damage.) [b]At level 15:[/b] [UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation (damage) 1st -- 60%/60% (80%) 2nd -- 70%/70% (90%) 3rd -- 80%/80% (100%) 4th -- 90%/90% (110%) 5th -- 100%/100% (120%) 6th -- 110%/110% (130%) 7th -- 120%/120% (140%) 8th -- 130%/130% (150%) By level 17 we gain another +10% to both evocation and conjuration effects. So we're up to +60% (+80% for damage.) [b]At level 17:[/b] [UNKNOWN=pre]: Slot Level -- Reality Conjuration/Evocation (damage) 1st -- 70%/70% (90%) 2nd -- 80%/80% (100%) 3rd -- 90%/90% (110%) 4th -- 100%/100% (120%) 5th -- 110%/110% (130%) 6th -- 120%/120% (140%) 7th -- 130%/130% (150%) 8th -- 140%/140% (160%) 9th -- 140%/140% (160%) You'll notice that the quasireality level of 8th and 9th level slots is the same. This is because Heighten Spell caps out at 9th level, so we lose the benefit of Easy Metamagic until epic levels (Improved Heighten Spell). [/sblock] [SIZE=4][i][b]On the Use of Dirty Tricks[/b][/i][/SIZE] [b]Show[/b] [sblock][SIZE=4][b]Early Qualification![/b][/SIZE] [b]Show[/b] [sblock] Through the use of Practical Metamagic or Earth Spell, casters can enter classes that require the ability to cast X level spells earlier than otherwise possible. For example, a Sorcerer normally only qualifies for Shadowcraft Mage at level 8, due to the requirement for 4th level spells. However, by using Practical Metamagic (Heighten Spell), he can heighten a spell to 4th level using a 3rd level slot. So, as soon as he has the feat and a 3rd level slot, he can cast 4th level spells, qualifying him for Shadowcraft Mage. [b]Example feat progressions:[/b] [u]Sorcerer or Beguiler (Dragonborn Gnome): [/u] 1) Spell Focus (illusion) 3) Heighten Spell 6) Practical Metamagic (Heighten Spell) [u]Wizard [/u] 1) Spell Focus (illusion) 3) Earth Sense 5) Heighten Spell 6) Earth Spell Each of the above is ready to enter Shadowcraft Mage. [/sblock] [SIZE=4][b]Extra Reality and Free Maximization[/b][/SIZE] [b]Show[/b] [sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Shadowcraft Mage Handbook (NineInchNail)
Top