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The Shadowcaster -weak?
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<blockquote data-quote="schatten-k.raehe" data-source="post: 2960813" data-attributes="member: 40627"><p>Quick answer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> :</p><p>It depends on your / your DM's personal preferences.</p><p></p><p>After all "shade" is nothing but a template, thus shades should interact with shadow magic like any other template - it depends on the character class of the base creature only.</p><p></p><p>However here some spontanous thoughts of introducing shadow magic into a FR campaign: </p><p></p><p>I. Replace the whole Shadow Weave mechanics by introducing shadowcasters, mystery-using prestige classes and heavy use of the <em>creeping darkness</em> feature (TM p. 115) instead.</p><p></p><p>II. Use both shadow weave magic and mystery-users side by side. Mystery-users just have a deeper understanding of the shadow weave than 'ordinary' shadow weave users. The shades of the city of Shade naturally should be the ones who learned about 'real' shadow magic at first. On the other hands shadowcasters should be able to learn the ritual required to transform themselves into shades (or any other shadow being, like Dark Creatures, Shadow Creatures, Shadow-Walkers etc.).</p><p></p><p>III. As soon as a weave user becomes a shadow weave user, he gains access to mystery-using classes. He cannot advance in any other spellcasting class as long as his mystery-using class level is not greater than the other spellcasting class level you want to advance. If possible, any time the character advances in a mystery-using class, he has to convert a spellcasting class level (if any) into another level of mystery-using class by means of the <em>creeping darkness</em> feature.</p><p></p><p>Further thoughts (House rules only, as those represent my very personal view of shadow magic):</p><p>I don't like the approach of shadow magic requireing intensive study - It just seems plain wrong to me, being more appropriate for magic involving the Far Realm or psionics.</p><p>Shadow magic should be hard to discover in first place, but once you have unraveled its secrets, power should come to you easily, as it should be the nature of shadow magic to be seductive and corruptive. As a house rule in my campaign, instead of Intelligence, Wisdom will govern the max. mystery level you can cast. </p><p>Further opening yourself to the pull of the Plane of Shadows (or the Shadow Weave respectively) should not be without risks. As an optional rule there'll be a cumulative 2 - 5 % (haven't decided yet) chance every time you try to advance in a mystery-using class the pull of the Shadow Plane will taint the character's soul, transforming him into a Dark Creature (TM p. 158) instead of allowing him to unravel further mysteries (aka advance a level). </p><p>Last minor change: good reflex and good will saves instead of good fortitude and good will saves. Although I like the explaination given to the good fortitude save, I think a good reflex save more appropriate to the elusive, corruptive and draining nature of shadow magic.</p></blockquote><p></p>
[QUOTE="schatten-k.raehe, post: 2960813, member: 40627"] Quick answer :p : It depends on your / your DM's personal preferences. After all "shade" is nothing but a template, thus shades should interact with shadow magic like any other template - it depends on the character class of the base creature only. However here some spontanous thoughts of introducing shadow magic into a FR campaign: I. Replace the whole Shadow Weave mechanics by introducing shadowcasters, mystery-using prestige classes and heavy use of the [i]creeping darkness[/i] feature (TM p. 115) instead. II. Use both shadow weave magic and mystery-users side by side. Mystery-users just have a deeper understanding of the shadow weave than 'ordinary' shadow weave users. The shades of the city of Shade naturally should be the ones who learned about 'real' shadow magic at first. On the other hands shadowcasters should be able to learn the ritual required to transform themselves into shades (or any other shadow being, like Dark Creatures, Shadow Creatures, Shadow-Walkers etc.). III. As soon as a weave user becomes a shadow weave user, he gains access to mystery-using classes. He cannot advance in any other spellcasting class as long as his mystery-using class level is not greater than the other spellcasting class level you want to advance. If possible, any time the character advances in a mystery-using class, he has to convert a spellcasting class level (if any) into another level of mystery-using class by means of the [i]creeping darkness[/i] feature. Further thoughts (House rules only, as those represent my very personal view of shadow magic): I don't like the approach of shadow magic requireing intensive study - It just seems plain wrong to me, being more appropriate for magic involving the Far Realm or psionics. Shadow magic should be hard to discover in first place, but once you have unraveled its secrets, power should come to you easily, as it should be the nature of shadow magic to be seductive and corruptive. As a house rule in my campaign, instead of Intelligence, Wisdom will govern the max. mystery level you can cast. Further opening yourself to the pull of the Plane of Shadows (or the Shadow Weave respectively) should not be without risks. As an optional rule there'll be a cumulative 2 - 5 % (haven't decided yet) chance every time you try to advance in a mystery-using class the pull of the Shadow Plane will taint the character's soul, transforming him into a Dark Creature (TM p. 158) instead of allowing him to unravel further mysteries (aka advance a level). Last minor change: good reflex and good will saves instead of good fortitude and good will saves. Although I like the explaination given to the good fortitude save, I think a good reflex save more appropriate to the elusive, corruptive and draining nature of shadow magic. [/QUOTE]
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