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Tome of Shadow (Shadow Magic Revitalization)
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<blockquote data-quote="Realms of Chaos" data-source="post: 3732428" data-attributes="member: 54946"><p><strong><span style="font-size: 22px">New Mundane Items</span></strong></p><p></p><p><strong>Sun Parasol:</strong> This parasol, when held up as a move action, fills the holder’s square with shadowy illumination.</p><p></p><p><strong>Glare Spectacles:</strong> These spectacles block out sunlight. When warn, light sensitivity is ignored and light blindness is reduced to light sensitivity. In addition, the wearer gains a +2 bonus on saving throws against gaze attacks. Lastly, the spectacles block out useful light, imposing a –2 penalty on search and spot checks.</p><p></p><p><strong>Shadow Infuser:</strong> Created by the Shadar-Kai long ago, these are worn on the back of Shadar-Kai that expect a long foray onto the material plane. A small reservoir holds liquid shadowstuff. When the Shadar-Kai would fall victim to their curse, the shadowstuff is injected into them, negating the curse. Only one dose of liquid shadowstuff can be held at a time.</p><p></p><p><strong>Sonar Pick:</strong> In areas where mining is done underground, communication is sometimes established through special picks, that let loose a small noise when they hit against stone (DC 20 listen check hears). This can be used to coordinate locations. In addition, a character with the stonecunning ability who hits a stone with it and makes a dc 20 appraise check can identify what form of stone was hit. In battle, it functions as a light pick, but a clumsily made one, imposing a –1 penalty on attack and damage rolls made with it.</p><p></p><p><strong>Rough Signet:</strong> In areas of darkness, the normal, colorful system of stamps and symbols are not nearly as effective. Although races with darkvision prefer to use it, other races use rough signets that are felt, rather than looked at, to check their authenticity.</p><p></p><p><strong><span style="font-size: 22px">New Alchemic Items</span></strong></p><p></p><p><strong>Instant Night:</strong> This black powder is highly compressed into little black balls. When thrown against the ground, it fills a 5-foot square with what appears to be darkness. The “darkness”, however, is really smoke, and therefore cannot be seen through with darkvision.</p><p></p><p><strong>Sun Blocker:</strong> This white, pasty substance was originally developed by the Nightshade Covenant for their spies sent into the light of day. When applied to the body of a corporeal creature, any light sensitivity, light blindness, or weakness to light is cancelled out for 12 hours. It takes 1 minute to apply it.</p><p></p><p><strong>Glow Mark:</strong> When normal creatures travel into areas of darkness, it is useful to have markers that are visible. This alchemically treated liquid glows with the approximate light of a candle. Enough liquid is in each tube to leave 10 effective markers or 1 reasonably long sentence.</p><p></p><p><strong>Swarm Repellant:</strong> The bane of every adventurer in the subterranean are swarms. Luckily, some individuals have figured out a way to repel such swarms. When applied to a creature, that creature gains damage reduction 5/- against swarm damage and a +4 alchemic bonus on saving throws to resist becoming nauseated by swarms. Applying Swarm Repellant takes 1 minute one application lasts for 1 hour.</p><p></p><p><strong><span style="font-size: 22px">New Living Items</span></strong></p><p></p><p><strong>Dark Beetle:</strong> Originally discovered an cultivated by the Nightshade Covenant, these small beetles are pitch black and are about the size of a human fist. Originating from the plane of shadow, they recognize prey by heat rather than by sight. They detect sources of heat within 60 feet. Due to their strong legs and even stride, they can support an item weighing up to one pound tied to their back without a risk of it falling off. Typically, a dark beetle bearing a flask of alchemist fire or something similar is let loose onto the ground and its user runs away. On its initiative (0), it moves 10 feet towards the nearest source of heat it detects, or in any direction should it not detect heat. If it enters a target’s square, it impacts against them unerringly and the beetle dies, releasing whatever substance was tied to them. Undead members of the Covenant unleash them and let the beetles act as weapons. Keeping a Dark Beetle alive requires a constant supply of air and at least one meal of grubs each week.</p><p></p><p><strong>Umbral Blossom:</strong> The dark blossom grows directly out of the soil, with no stem at all. It is dark grey flower found only on the plane of shadows, originally growing only one inch high and one inch in diameter. Whenever a mundane source of light approaches within 60 feet of the dark blossom, the light goes out and the flower grows (1 inch higher, 1 inch in radius, and one pound heavier). At least 1 such meal is needed each month to keep the dark blossom alive, along with rich soil. Some creatures with darkvision carry around a potted one (or place one in an important place) to douse the lights of intruders or potential victims.</p><p></p><p>[CODE][B]Non-Magical Items Price Weight[/B]</p><p>Dark Beetle 300 gp 2 lbs.</p><p>Glare Spectacles 20 gp 1 lb.</p><p>Glow Mark 1 gp —</p><p>Instant Night 30 gp —</p><p>Rough Signet 5 sp —</p><p>Shadow Infuser 50 gp + 10 gp/dose 5 lbs.</p><p>Sonar Pick 20 gp 4 lbs.</p><p>Sun Blocker 10 gp —</p><p>Sun Parasol 5 sp 1 lb.</p><p>Swarm Repellant 40 gp —</p><p>Umbral Blossom 200 gp 1 lb.[/CODE]</p><p></p><p><strong><span style="font-size: 22px">New Materials:</span></strong></p><p></p><p>Shadow Ore: On the plane of shadows, a rare ore, infused with shadowstuff, grows in veins. The ore is several times more malleable than gold, granting a +2 circumstance bonus on all profession (miner) checks to mine it and craft checks made to turn it into an item. In addition, Shadow Ore is lightweight, weighing only half of the weight of normal items. Lastly, if Shadow Ore is exposed to even trace amounts of another type of metal during the forging process, the shadow ore gains that metal’s properties (with the exception of weight) for 1 after completion. Only one type of metal can be imitated at a time.</p><p>Weapons or armors fashioned from Shadow Ore are always masterwork items as well; the masterwork cost is included in the prices given below.</p><p></p><p>[CODE][B]Type of Shadow Ore Item Item Cost Modifier[/B]</p><p>Light Armor +500 gp</p><p>Medium Armor +2,000 gp</p><p>Heavy Armor +5,000 gp</p><p>Shield +500 gp</p><p>Other Items +250 gp/lb.[/CODE]</p><p>[CODE][B]Type of Added Metal Item Cost Modifier[/B]</p><p>Adamantine +200 gp</p><p>Alchemical Silver +20 gp</p><p>Astral Drift Metal +50 gp</p><p>Baatorian Greensteel +100 gp</p><p>Blended Quartz +100 gp</p><p>Cold Iron +100 gp</p><p>Entropium +50 gp</p><p>Gehennan Morghuth-Iron +200 gp</p><p>Kheferu +100 gp</p><p>Mithral +150</p><p>Pandemonic Silver +250 gp</p><p>Solanian Truesteel +50 gp</p><p>Starmetal +500 gp</p><p>Susalian Chainweave +1,000 gp</p><p>Thinaun +300 gp</p><p>Urdrukar +100 gp</p><p>Ysgardian Heartwire +75 gp[/CODE]</p><p></p><p><strong>Night Stone:</strong> Nightstone is a rare rock that exists only in shadowy illumination or darkness, making it far more common on the plane of shadow. Night Stone is strangely malleable, allowing it to imitate any steel item with the proper craft check. Night Stone items weigh half again as much as their steel counterparts, but armor made from it has its armor check penalty decreased by two and its maximum dexterity bonus increased by two. Lastly, if exposed to daylight, or if placed within the radius of a daylight spell, the stone crumbles to dust.</p><p></p><p>[CODE][B]Type of Night Stone Item Item Cost Modifier[/B]</p><p>Ammunition +20 gp</p><p>Light Armor +400 gp</p><p>Medium Armor +1,000 gp</p><p>Heavy Armor +1,500 gp</p><p>Weapon +100 gp[/CODE]</p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732428, member: 54946"] [B][SIZE="6"]New Mundane Items[/SIZE][/B] [B]Sun Parasol:[/B] This parasol, when held up as a move action, fills the holder’s square with shadowy illumination. [B]Glare Spectacles:[/B] These spectacles block out sunlight. When warn, light sensitivity is ignored and light blindness is reduced to light sensitivity. In addition, the wearer gains a +2 bonus on saving throws against gaze attacks. Lastly, the spectacles block out useful light, imposing a –2 penalty on search and spot checks. [B]Shadow Infuser:[/B] Created by the Shadar-Kai long ago, these are worn on the back of Shadar-Kai that expect a long foray onto the material plane. A small reservoir holds liquid shadowstuff. When the Shadar-Kai would fall victim to their curse, the shadowstuff is injected into them, negating the curse. Only one dose of liquid shadowstuff can be held at a time. [B]Sonar Pick:[/B] In areas where mining is done underground, communication is sometimes established through special picks, that let loose a small noise when they hit against stone (DC 20 listen check hears). This can be used to coordinate locations. In addition, a character with the stonecunning ability who hits a stone with it and makes a dc 20 appraise check can identify what form of stone was hit. In battle, it functions as a light pick, but a clumsily made one, imposing a –1 penalty on attack and damage rolls made with it. [B]Rough Signet:[/B] In areas of darkness, the normal, colorful system of stamps and symbols are not nearly as effective. Although races with darkvision prefer to use it, other races use rough signets that are felt, rather than looked at, to check their authenticity. [B][SIZE="6"]New Alchemic Items[/SIZE][/B] [B]Instant Night:[/B] This black powder is highly compressed into little black balls. When thrown against the ground, it fills a 5-foot square with what appears to be darkness. The “darkness”, however, is really smoke, and therefore cannot be seen through with darkvision. [B]Sun Blocker:[/B] This white, pasty substance was originally developed by the Nightshade Covenant for their spies sent into the light of day. When applied to the body of a corporeal creature, any light sensitivity, light blindness, or weakness to light is cancelled out for 12 hours. It takes 1 minute to apply it. [B]Glow Mark:[/B] When normal creatures travel into areas of darkness, it is useful to have markers that are visible. This alchemically treated liquid glows with the approximate light of a candle. Enough liquid is in each tube to leave 10 effective markers or 1 reasonably long sentence. [B]Swarm Repellant:[/B] The bane of every adventurer in the subterranean are swarms. Luckily, some individuals have figured out a way to repel such swarms. When applied to a creature, that creature gains damage reduction 5/- against swarm damage and a +4 alchemic bonus on saving throws to resist becoming nauseated by swarms. Applying Swarm Repellant takes 1 minute one application lasts for 1 hour. [B][SIZE="6"]New Living Items[/SIZE][/B] [B]Dark Beetle:[/B] Originally discovered an cultivated by the Nightshade Covenant, these small beetles are pitch black and are about the size of a human fist. Originating from the plane of shadow, they recognize prey by heat rather than by sight. They detect sources of heat within 60 feet. Due to their strong legs and even stride, they can support an item weighing up to one pound tied to their back without a risk of it falling off. Typically, a dark beetle bearing a flask of alchemist fire or something similar is let loose onto the ground and its user runs away. On its initiative (0), it moves 10 feet towards the nearest source of heat it detects, or in any direction should it not detect heat. If it enters a target’s square, it impacts against them unerringly and the beetle dies, releasing whatever substance was tied to them. Undead members of the Covenant unleash them and let the beetles act as weapons. Keeping a Dark Beetle alive requires a constant supply of air and at least one meal of grubs each week. [B]Umbral Blossom:[/B] The dark blossom grows directly out of the soil, with no stem at all. It is dark grey flower found only on the plane of shadows, originally growing only one inch high and one inch in diameter. Whenever a mundane source of light approaches within 60 feet of the dark blossom, the light goes out and the flower grows (1 inch higher, 1 inch in radius, and one pound heavier). At least 1 such meal is needed each month to keep the dark blossom alive, along with rich soil. Some creatures with darkvision carry around a potted one (or place one in an important place) to douse the lights of intruders or potential victims. [CODE][B]Non-Magical Items Price Weight[/B] Dark Beetle 300 gp 2 lbs. Glare Spectacles 20 gp 1 lb. Glow Mark 1 gp — Instant Night 30 gp — Rough Signet 5 sp — Shadow Infuser 50 gp + 10 gp/dose 5 lbs. Sonar Pick 20 gp 4 lbs. Sun Blocker 10 gp — Sun Parasol 5 sp 1 lb. Swarm Repellant 40 gp — Umbral Blossom 200 gp 1 lb.[/CODE] [B][SIZE="6"]New Materials:[/SIZE][/B] Shadow Ore: On the plane of shadows, a rare ore, infused with shadowstuff, grows in veins. The ore is several times more malleable than gold, granting a +2 circumstance bonus on all profession (miner) checks to mine it and craft checks made to turn it into an item. In addition, Shadow Ore is lightweight, weighing only half of the weight of normal items. Lastly, if Shadow Ore is exposed to even trace amounts of another type of metal during the forging process, the shadow ore gains that metal’s properties (with the exception of weight) for 1 after completion. Only one type of metal can be imitated at a time. Weapons or armors fashioned from Shadow Ore are always masterwork items as well; the masterwork cost is included in the prices given below. [CODE][B]Type of Shadow Ore Item Item Cost Modifier[/B] Light Armor +500 gp Medium Armor +2,000 gp Heavy Armor +5,000 gp Shield +500 gp Other Items +250 gp/lb.[/CODE] [CODE][B]Type of Added Metal Item Cost Modifier[/B] Adamantine +200 gp Alchemical Silver +20 gp Astral Drift Metal +50 gp Baatorian Greensteel +100 gp Blended Quartz +100 gp Cold Iron +100 gp Entropium +50 gp Gehennan Morghuth-Iron +200 gp Kheferu +100 gp Mithral +150 Pandemonic Silver +250 gp Solanian Truesteel +50 gp Starmetal +500 gp Susalian Chainweave +1,000 gp Thinaun +300 gp Urdrukar +100 gp Ysgardian Heartwire +75 gp[/CODE] [B]Night Stone:[/B] Nightstone is a rare rock that exists only in shadowy illumination or darkness, making it far more common on the plane of shadow. Night Stone is strangely malleable, allowing it to imitate any steel item with the proper craft check. Night Stone items weigh half again as much as their steel counterparts, but armor made from it has its armor check penalty decreased by two and its maximum dexterity bonus increased by two. Lastly, if exposed to daylight, or if placed within the radius of a daylight spell, the stone crumbles to dust. [CODE][B]Type of Night Stone Item Item Cost Modifier[/B] Ammunition +20 gp Light Armor +400 gp Medium Armor +1,000 gp Heavy Armor +1,500 gp Weapon +100 gp[/CODE] [/QUOTE]
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