Feats were originally presented in the Descent of Shadows project by Realms of Chaos.Dark Magic ScholarYou continue to unravel the hidden secrets of the shadows.Prerequisites:
Shadow caster level 19th.Benefit:
Your Master mysteries become Spell Like abilities, gaining extra uses per day and following all the normal rules for spell like abilities.Dark Magic Master [Epic]Your revelations over the powers of shadows grant you terrifying abilities.Prerequisites:
Dark Magic Scholar, Shadow caster level 25th.Benefit:
Your Initiate mysteries become Supernatural abilities, gaining extra uses per day and following all the normal rules for supernatural abilities.Dark Magic Ascendant [Epic]There are but a few secrets eluding your grasp.Prerequisites:
Dark Magic Master, Shadow caster level 31th.Benefit:
Your Master mysteries become Supernatural abilities, gaining extra uses per day and following all the normal rules for supernatural abilities.Apprentice Void Mysteries [Epic]You unlock a new type of mysteries, the Void mysteries, which draw directly through the connective forces that bind the material and the shadow plane.Prerequisites:
Dark Magic Ascendant, Epic Shadow Casting, Shadow caster level 37th Benefit:
You may choose to cast an apprentice mystery as an extraordinary ability, following all the normal rules for extraordinary abilities. This ability is usable at will.Initiate Void Mysteries [Epic]Your studies of the Void mysteries has paid off.Prerequisites:
Dark Magic Ascendant, Epic Shadow Casting, Apprentice Void Mysteries, Shadow caster level 43th Benefit:
You may choose to cast an initiate mystery as an extraordinary ability, following all the normal rules for extraordinary abilities. This ability is usable at will.Master Void Mysteries [Epic]Your magic becomes as natural as the environment itself.Prerequisites:
Dark Magic Ascendant, Epic Shadow Casting, Apprentice Void Mysteries, Initiate Void Mysteries, Shadow caster level 49th Benefit:
You may choose to cast a master mystery as an extraordinary ability, following all the normal rules for extraordinary abilities. This ability is usable at will.Favored in Guild (Tenebrous Cabal)
(for use with the affiliation rules found in the DMG 2)You become a crucial high ranking member of the Tenebrous CabalPrerequisites: Tenebrous Cabal affiliation
score 15 or greaterBenefit:
Once per day you can use Shadow walk or Plane Shift to any plane Conterminous with the Plane of Shadows. You must use a special token granted by the organization and if the token is lost the benefits of this feat are also lost unless you spend 2.000 GP and 1 week time to acquire a new one. You can only affect yourself and anybody bearing this special token with the aforementioned spells.
In addition you gain a bonus to diplomacy checks equal to 1/3 your affiliation score when dealing with members of your affiliation.Versatile Shadow caster
(adapted from races of the dragon)You can use two lower-level mysteries to cast a spell one level higher.Prerequisite:
Ability to cast mysteries.Benefit:
You can use two mysteries of the same level to cast a mystery you know that is one level higher. For example, a Shadow caster with this feat can expend two 2nd-level mysteries to cast any 3rd-level mystery he knows. You cannot use fundamentals to power up this feat.Evil Feed [Dark Store]Unlocking the knowledge of countless celestials you infuse your body and mind with potent defenses against evil magic. Not only you nullify their effects, you transform them into helpful effects via the use of shadow magic.Prerequisites:
Must be of good alignment, access to a 4th level mystery with the [Good] Descriptor.Benefit:
In order to gain the benefits of Evil Feed on any given day, you must surrender a single use of any 4th level mystery with the [Good] descriptor while recovering your mysteries for that day.
At will as an immediate action you may ward yourself against an attack, spell, spell like ability or supernatural ability.
You are healed instead of damaged by vile damage caused by the action (a damage type that appears in Book of Vile Darkness).
In addition if the action originated by a spell with the evil descriptor, or by a creature with an evil aura and you suffered hit point or ability damage or ability drain by that action, then your attacker suffers the same amount of damage or drain.Greater Umbral SightNothing can hide in the dark and escape your gaze.Prerequisites:
Umbral Sight (See in Darkness 60 feet).Benefit:
Your Umbral Sight radius increases by 30 feet.Special:
You can take this feat multiple times. Its effect stack.Note:
This feat can be taken as a bonus shadow caster feat.Greater Sustaining ShadowFrom now on your shadow, not your body, supports your life.Prerequisites:
Sustaining Shadow (no need to breathe)Benefit:
If you lose a limb or body part, the lost portion regrows in 10 minutes. You can reattach the severed member instantly by holding it to the stump. The dismembered limb withers away into dust after 10 minutes and no hit points are recovered during this process.
In addition when you would be healed by any effect an amount of hit point or ability damage, multiply the amount by 1,5 (rounded down).Note:
This feat can be taken as a bonus shadow caster feat.Master of DarknessYour dark magic blinds even creatures who could normally see in it.Prerequisites:
Ability to cast any mystery with the darkness descriptor of 3rd level or higher. Benefit:
Whenever a mystery you cast would lower the light level by one step, it is instead lowered by 2 steps. Thus means that bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the mystery's confines.
At 11th caster level the light level is instead lowered by 3 steps and at 17th caster level by 4 steps.