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New Mysteries and Paths

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New Mysteries and Paths

Postby Peacenlove » Thu Jan 20, 2011 9:35 am

Twilight Evangelist (Apprentice)


1 Protection from evil:
As the spell but grants concealment and bonuses to skills.
2 Acolyte’s Charm: Creature must save or try its best to take you out of the fight with non lethal damage.
3 Victorious Prophecy: Good creatures gain +1 bonus to various rolls, evil creatures are demoralized. Bardic music and allied spells with verbal components are enhanced.

Hidden from evil
Apprentice, Twilight Evangelist
Level / School:
1st/Abjuration [Good]

As the Protection from Evil spell but instead of the deflection bonus to AC and the resistance bonus to saving throws against attacks made or effects created by evil creatures, the target gains an insight bonus to hide, spot, listen and move silently checks equal to ¼ of your caster level to detect, hide from or avoid attacks made or effects created by evil creatures

Acolyte’s Charm
Apprentice, Twilight Evangelist
Level / School:
2nd/Enchantment [Mind Affecting]
Range: Close
Target: 1 living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You make the subject believe that you are more valuable alive than dead

The affected creature tries to capture and incapacitate the caster rather than kill him. He uses means as non lethal damage, restricting spells and grapples.

Whenever the caster deals lethal damage to the affected creature, or whenever the creature finds out than non lethal means of capturing the creature proved to be ineffective for more than 2 rounds (for example the caster is immune to non lethal damage and has a freedom of movement effect restricting grapples and the target is only capable of grappling), the creature gains a new save with a +2 bonus to shrug off the effect.

Victorious Prophecy
Apprentice, Twilight Evangelist
Level / School:
3rd/Enchantment [Mind Affecting, Good]
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None and will negates
Spell Resistance: Yes

Voices from the shadows sing praise to the glory of righteousness to favor your allies and hinder your enemies.

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. Good aligned creatures gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while evil aligned creatures must make a will save or become shaken.

In addition the bonuses to attacks, damage, skills and saves of supernatural abilities to aid allies (such as Bardic Music or a Marshal's Aura) used by Good creatures in the area is further increased by 1 per 4 caster levels (maximum +3 bonus).

Benevolent Shadows (Initiate)


4 Shadow Circle against Evil:
Aura confers concealment, awareness and stealth as well as replicating the protection from evil spell.
5 Twilight Aura: Target benefits more from healing, and is warded vs. evil and negative energy.
6 Light from Darkness: Bolt dispels darkness and illusions, deals damage and sickens evil creatures, more against undead

Hidden from Evil, Mass
Initiate, Benevolent Shadows
Level / School:
4th/Abjuration [Good]
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance:[/B] No

Nearby shadows move to your side forming a protective circle. Your moves muffled and hidden and your vision expanded, you can proceed fearing no evil.

All creatures within the area gain the effects of a hidden from evil mystery as well as the benefits of concealment against attacks originated by evil creatures, and no nongood summoned creatures can enter the area either.

You must overcome a creature's spell resistance (if the mystery is cast as an arcane spell or a spell like ability) in order to keep it at bay (as in the third function of protection from evil). The protection from mental control applies regardless of enemies spell resistance.

Twilight Aura
Initiate, Benevolent Shadows
Level / School:
5th/Necromancy [Good]
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

You channel an influx of positive energy to the affected creature. Like a magnet it amplifies healing and dampens negative effects affecting the warded creature.

Whenever the affected creature regains hit points or ability points due to a spell or effect, he instead regains double the amount.

In addition it takes half damage from negative energy and untyped or vile damage originated by spells and spell like abilities with the evil descriptor or supernatural abilities originated by creatures with an evil aura (such as a blackguard's smite good ability).

Lastly evil creatures take a -2 penalty on attack rolls when attacking the affected creature.

Light from Darkness
Initiate, Benevolent Shadows
Level / School:
6th/Evocation [Light, Good]
Range: 120 feet
Area: 120-feet line
Duration: Instantaneous and 1 round / level
Saving Throw: Reflex half and Fortitude half
Spell Resistance: Yes

The darkest corner may well hide the brightest of lights. Revealing such light has dire consequences for your opponents.

This spell deals 1d6 per 2 caster levels points of damage to everyone within the area. A successful reflex save halves the damage. Undead and Oozes take double damage.

In addition evil creatures are blinded for one round per caster level (a successful fortitude instead causes the creatures to treat any other creature as though it had concealment).

Lastly Light from Darkness dispels spells of lower level spells of a lower level with the Darkness descriptor, or from the Illusion (Glamer), Illusion (Figment), or Illusion (Shadow) subschools.

Dark Creation (Initiate)


Shadow Conjuration
Initiate, Dark Creation
Level/School:
4th/Illusion (Shadow)

As per the Shadow Conjuration spell (PHB) except as noted above, and it can mimic a Conjuration (creation) or (summoning) of up to 4th level.

Black Grip
Initiate, Dark Creation
Level/School:
5th/Conjuration (Teleportation)
Range: Medium (100 ft. + 10 ft. / level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Nothing can hide from its shadow. Nothing can escape your clutch.

You may cast this mystery as a swift action.
You teleport target creature to an adjacent to you square. That creature is immobilized and can't use any teleportation effects for 1 round.
The square selected must be unoccupied and must be able to support the affected creature.

Greater Shadow Conjuration
Initiate, Dark Creation
Level/School:
6th/Illusion (Shadow)

As per the Greater Shadow Conjuration spell except as noted above.

Dark Justice (Initiate)


4 Smiting Darkness:
Darkness that good creatures can see through, evil creatures inside is dealt more damage.
5 Cloak of Retribution: Damages and disorients attackers, grants bonuses to attacks, intimidate checks, sheds light or darkness.
6 Inquisitor's Verdict: Creature in close range is silenced, reverts back in its natural form and all illusions are dispelled.

Smiting Darkness
Initiate, Dark Justice
Level / School:
4th/Evocation [Darkness, Good]

You summon a globe of darkness that only hinders the vision of the wicked.

As the darkness spell but good aligned creatures can see through as though it was not there.

In addition whenever an evil creature inside the smiting darkness receives damage, he takes an additional 2 damage per caster level (max 30), half of which is cold and half electricity.

Cloak of Retribution
Initiate, Dark Justice
Level / School:
5th/Evocation [Cold or Electricity, Light or Darkness]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: No and Fortitude negates
Spell Resistance: Yes

You weave together light and darkness in order to punish your offenders

This mystery damages and hinders attackers. It also sheds light or darkness depending on your choice.

Any creature striking you with melee attacks made with natural weapons or manufactured weapons without reach deals normal damage, but after the attack the attacker takes 1d6 points of damage per 2 caster levels (maximum 10d6). This damage is either cold damage (if the shield sheds darkness) or electricity damage (if the shield sheds light).
If the attacker has spell resistance, it applies to this effect.

You may choose to be affected by either a Deeper Darkness or a Daylight effect that moves with you.

Finally, if an evil creature succeeds on a melee attack against you, the offending attacker is slowed for 1 round / level (fortitude negates). If the attacker has spell resistance, it applies to this effect.

Inquisitor's Verdict
Initiate, Dark Justice
Level / School:
6th/Abjuration/Transmutation
Range: Close
Effect: Ray
Duration: 1 round/level
Saving Throw: No
Spell Resistance: See text

You reduce your opponent to a mockery of its shadow. Now it is ready to face justice.

You must succeed on a ranged touch attack with the ray to strike a target. The affected creature is silenced.

Also any polymorph or similar form altering effects are suppressed and the creature reverts back in its natural form for the duration of the spell.

Lastly any and all illusions affecting the creature are dispelled as per the greater shadows fade mystery.

Spell resistance is effective versus the silence and the polymorph suppression effect but not the illusion dispelling effect.

Repentant Darkness (Master)


7 Umbra Angelus:
You become briefly a dark angel.
8 Burning Sins: Evil targets in an area take half of the damage you would normally suffer and their defenses are lowered.
9 Purifying Ray: Target takes a great amount of holy damage, no spell or protection can block it.

Umbra Angelus
Master, Repentant Darkness
Level / School:
7th/Transmutation [Polymorph, Good]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Dark angels and spiritual celestials inhabit your shadow, imparting you with many of their abilities.

For the duration of the mystery you gain the the Umbra Angelus subtype and all associated benefits.

Umbra angelus subtype:
Shadow Blend (Su): In any condition of illumination other than full daylight, an Umbra Angelus can disappear into the shadows, giving it total concealment.

Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Alternate Form (Su): An Umbra Angelus can assume another form at will as a standard action.

Forms assumed must be from the following list:
Any small or medium humanoid,
Large or smaller Shadow Elemental with the winged template (From Tome of Magic and Savage Species respectively),
Shadow Mastiff
or a raven with the Shadow template (from Lords of Madness).

Fast Healing equal to ½ their total Hit Die (Ex)

Immunities (Ex): Immunity to cold and any negative effect that affects his senses such as blindness or deafness.

Telepathy (Su) at a range of 100 feet.

See in Darkness (Su): Umbra Angela can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Disruptive Aura (Su):
All Umbra Angelus give off a 20-foot radius emanation of disruptive energy. All good aligned creatures with the Extraplanar (Shadow) subtype and all deathless within 20 feet of the Umbra Angelus (including the creature itself) gain a +2 bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD.
Multiple auras do not stack and the Umbra Angelus Hit Dice, attack, and save entries given here include these bonuses.

Charisma checks made to influence deathless and good aligned creatures with the Extraplanar (Shadow) within this area take a -6 penalty and good aligned creatures with the Extraplanar (Shadow) subtype gain a +6 bonus to saves versus spells that banish them to another plane. In addition, undead and evil creatures inside this aura cannot use their rebuke undead ability or any [Divine] feats as long as they stay inside and for 1 round thereafter.

An Umbra Angelus’s disrupting aura cannot be dispelled except by a break enchantment spell or similar effect. If the effect is dispelled, the Umbra Angelus can resume it as a free action on its next turn.


Burning Sins
Master, Repentant Darkness
Level / School:
8th/Abjuration [Good]
Range: Personal and Medium
Targets: You and all creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: None, Will negates and fortitude negates
Spell Resistance: Yes

You invoke the harshest of punishment upon the corrupt. Not only they can't be protected against the Light, but unless they repent, they suffer as much harm as they cause.

For the duration of the mystery you take only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the creatures affected by this mystery.

Each creature takes that damage individually (you don't split it amongst them). Forms of harm that do not involve hit points (such as charm effects, temporary ability damage, level draining, and death effects) are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage.

When the spell ends, subsequent damage is no longer divided between the subjects and you, but damage already split is not reassigned to you. Affected creatures can make a will save to negate this effect.

In addition affected creatures must make a fortitude save or they do not benefit from any of the following abilities: Damage reduction x/good, Spell resistance versus spells and spell like abilities with the [Good] descriptor, and any bonuses to AC or saves granted by spells and spell like abilities with the [Evil] descriptor.

This mystery affects only evil creatures and if all affected creatures succeed on their will save then you do not take reduced damage.

Purifying Ray
Master, Repentant Darkness
Level / School:
9th/Evocation [Good]
Range: Close
Effect: Ray
Duration: Instantaneous and Permanent
Saving Throw: Fortitude half; see text
Spell Resistance: No

A golden white ray sprouts from your fingers. Empowered by shadow magic it pierces through all defenses in order to neutralize the wicked.

You must succeed on a ranged touch attack with the ray to strike a target. As noted below the target does not gain any bonuses to its touch armor class from abjuration, conjuration or force effects of up to 8th level.

If the attack succeeds, the subject takes 1d6 damage per caster level (max 25d6) (rounded down, Fortitude save for half damage).

Purifying Ray ignores Abjuration, conjuration and force effects of up to 8th level completely. Treat those effects as if they weren't present when resolving if Purifying Ray affects or not its target.

This mystery cannot kill its target. Ignore all damage and effects that would drop the target below -1 hp. If the target creature drops to negative hit points, it is stabilized and a temporal stasis effect protects it for 1 hour or until the caster dismisses it.

If the target is undead or evil outsider it instead takes damage equal to its total, unmodified hit points, with a fortitude save for half damage.

Reality of Shadows (Master)


7 Eternal Mystery:
Make certain mysteries permanent.
8 Echo Spell, Greater: As echo spell but with fewer limitations.
9 Reflection of Power: As Shadow evocation or Shadow conjuration but 80% reality and up to 8th level spells are mimicked.

Eternal Mystery
Master, Reality of Shadows
Level/School:
7th/Universal
Range: Personal
Target: You
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

You tap upon the boundless power of shadow in order to make your magic immune to the passage of time.

This mystery makes certain other mysteries last for 24 hours rather than their normal duration. Depending on the mystery, you must be of a minimum caster level and must take a penalty to your Constitution score. The minimum caster level is 13 for fundamentals and apprentice mysteries and 19 for initiate mysteries.

The penalty to the Constitution score equals the level of the mystery (0 for fundamentals), is cumulative and cannot be recovered by any means short of dismissing the mystery. You cannot use this mystery if it would otherwise lower your Constitution score under 3. You can only make mysteries with a personal range permanent with this mystery.

You cast the desired mystery and then follow it with the eternal mystery mystery. The mystery can be dispelled as normal, however when that happens you regain a number of points of Constitution equal to the level of the mystery dispelled.

Mysteries with instantaneous, 1 round, 24 hours or greater and concentration durations cannot be affected with the use of this mystery.

Reducing your Constitution penalty to less than that caused by this mystery immediately undoes it. When the Eternal Mystery ends, you undo its Constitution penalty, returning it to whatever value you would have if you had never used Eternal Mystery, including if it was ended by reducing the penalty.

Echo Spell, Greater
Master, Reality of Shadows
Level/School:
8th/Universal
Range: Medium

Your adversary's smile turns into a worrying expression as you replicate with ease the power he just had invoked. If he only knew you did more than just replication.

As per the Echo Spell mystery except as noted above and usable against spells, as well as mysteries, spell like abilities and psionic powers, of up to 7th level.

In addition you can apply any applicable metashadow feat to the power replicated as it was a mystery, despite its actual type (arcane/divine spell or psionic power).

Reflection of Power
Master, Reality of Shadows
Level/School:
9th/Illusion (Shadow)

This may be used as the Shadow Conjuration or Shadow Evocation spells, but it may create shadow versions of applicable spells up to 8th level, and the shadow spells are 80% real.
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Re: New Mysteries and Paths

Postby Peacenlove » Thu Jan 20, 2011 9:35 am

Darkness Borealis (Master)


Grasp of Ice
Master, Darkness Borealis
Level/School:
7th/Evocation / Transmutation [Cold]
Range: Close (25 ft+5 ft/2 levels)
Target: 1 creature
Duration: 1 round / level
Saving Throw: Fortitude Partial, see text
Spell Resistance: Yes

Freezing shadows of the coldest reigns reach forth to grab your opponent.

Target creature suffers each round 1d6 / 2 caster levels cold damage (max 10d6) and 2 dexterity damage (a successful fortitude save negates the dexterity damage for that round only, the target must make a new save at the start of each of his turns).

In addition if the target fails on his fortitude save, he loses his move action for that round. If the affected creature reaches 0 or less hit points, or 0 dexterity he is turned into ice (treat as the flesh to stone spell, but ice instead of stone).

Frost Armor
Master, Darkness Borealis
Level/School:
8th/Evocation [Cold]
Range: Personal
Target: You
Duration: 24 hours

Your skin takes on a pale reflection while you wade into combat. Confident on the protection that the hardest of ice grants you, you fear no blade, for those that harm you will be injured by a storm of ice shards.

You take half damage from fire effects (rounded down, minimum 0) and you gain an enchantment bonus to your natural armor equal to your caster level / 3 (maximum +7 at 21 caster level).

In addition you add your caster level to the DC of performing combat maneuvers against you (maximum of +20 bonus). This bonus doesn't stack with that granted from the freedom of movement spell or similar effects

Absolute Zero
Master, Darkness Borealis
Level/School:
9th/Transmutation (cold)
Range: Medium (100 ft+10 ft/level)
Area and Effect: 30 ft burst
Duration: 1 round / level
Saving Throw: No
Spell Resistance: No

You summon a cold force in the chosen area so strong, that even the very air freezes.

The selected area freezes over and the air solidifies filling it instantly with ice. This has the following effects:

1)Creatures inside the area become encased in ice and begin to suffocate due to the lack of air. In addition they take 5d6 cold damage each round and are able to hack away at the ice surrounding them (see below). Creatures immune to cold are immune to this damage but not to the other effects of the spell.

2)Any sense, spell or effect requiring smell or sound cannot be used inside the area of the spell. Similarly creatures outside the effect cannot track or affect creatures within with these senses and vice versa. Furthermore they cannot cast spells with verbal components and are deafened while inside the area.

3)The area is filled with glacial ice so line of effect (but not line of sight) is blocked to those inside the glacial dome.

4)Due to the cramped spaces creatures inside lose their bonus (if any) to dexterity. Furthermore the ground is slippery ice forcing the creatures to make appropriate Acrobatics checks for movement.

5)In order to get free, creatures must hack away the ice surrounding them. The ice has 5 hit points per foot of thickness. Creatures can hit the ice in the area automatically. A 10-foot section of the area whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + (1/2 * caster level), maximum 28.

However if they breach the outer layer of the area they must make a reflex save in order to escape to an adjacent square or the surrounding air freezes and seals the hole (creating a 10-foot thick barrier) and they must again hack it apart.

Shadow Arcana (Master)


Magic Denial
Master, Shadow Arcana
Level/School:
7th/Abjuration

Shadows block any attempts of the target to affect or be affected by magic.

As per the Anti magic Ray spell (Spell Compendium).

Umbral Disruption
Master, Shadow Arcana
Level/School:
8th/Abjuration
Range: Close (25 ft+5 ft/2 levels)
Area and Effect: 1 creature
Duration: 1 round / 2 levels
Saving Throw: Will Negates
Spell Resistance: No

You dampen your opponent's ability to utilize magic.

Target takes a penalty to his caster level to all his spells, powers and spell like abilities equal to your caster level / 4 (maximum -5, minimum of 0 caster level, where the target loses the ability to cast spells altogether for the duration of the mystery), and a -2 penalty to the save DC of their spells, powers and spell like and supernatural abilities.

True Shadows Fade
Master, Shadow Arcana
Level/School:
9th/Abjuration

Calling on the ultimate power of shadows you rob from your target all traces of magic.

As per the Reaving Dispel spell (Spell Compendium) but the limit on the dispel check is +25 rather than +20.

In addition you may use this mystery with the counter spell action in order to counter spell spell like abilities in addition to spells. For that purpose treat them as arcane spells of a level equal to their normal spell level.

The normal rules for Reaving Dispel apply if the affected spell like ability is successfully countered.

Warrior of Darkness (Master)

Shadow Alacrity:
You attack and cast quicker
Touch of Inevitable Fate: 1 touch per level, affected targets can't be healed, escape or be affected by action quickening effects.
Blade of Darkness: Enchance your weapon with new abilities, touch spell deliverance and all attacks are resolved as touch attacks.

Shadow Alacrity
Master, Warrior of Darkness
Level/School:
7th/ Transmutation
Target: You
Duration: 10 minutes/level

Not only the body can benefit from accelerated speed. By casting this mystery you grant yourself unnatural speed of thought.

Mysteries with a range of Touch are cast as swift actions rather as a standard actions (you can't cast them as standard actions for the duration of the spell).

In addition you gain an extra attack when you make a full attack as per the haste spell.

Touch of Inevitable Fate
Master, Warrior of Darkness

Level/School: 8th/ Transmutation/Necromancy
Range: Touch
Targets: creature or creatures touched (up to 1 per caster level)
Duration: 1 minute/level and 1 round
Save: None and will negates; see text
SR: yes

Your hands turn pitch black as your touch anchors, slows and withers the very shadow of your opponent. You smile knowing he has no other choice but to stand and fight.

You gain a touch attack. Creatures affected by this touch attack are afflicted by various debilitating effects. You can use this melee touch attack up to one time per caster level.

Should you successfully touch a creature, it can't heal hit point damage naturally or magically nor can it use teleportation effects and its regeneration ability is suppressed for 1 round (no save).

Lastly the target must make a will saving throw or it will be unable to benefit from spells and effects that grant extra actions or allow existing actions to resolve faster than normal (such as the time stop, celerity, contingency and other similar spells, the quicksilver motion and time stands still martial maneuvers and the quicken spell metamagic feat), and spells or effects that grant extra attacks or enchantment bonuses to speed for 1 round.

Blade of Darkness
Master, Warrior of Darkness
Level/School:
9th/ Evocation [Force]/Transmutation
Range: 0 feet
Effect: Held melee weapon
Duration: 10 minutes/level

Your weapon transforms into a dark, translucent version of itself. Its black fiery aura betrays its connection with the plane of shadows.

You transform your weapon into a weapon of pure darkness. Although you cannot be disarmed of it, if it leaves your hands the mystery ends. Despite the changed appearance its still the same weapon for all purposes unless noted below.

The damage type (slashing, piercing or bludgeoning) of the weapon changes to force damage. You gain proficiency with the affected weapon and you attack with that weapon with a base attack bonus equal to your caster level (maximum +20) and you add your charisma or your intelligence modifier (whichever is higher) instead of your strength modifier on both damage and attack rolls (1.5 for 2 handed weapons as normal).

All attacks with the blade are considered touch attacks and bypass all damage reduction. However each attack checks spell resistance (if the mystery is cast as an arcane spell or spell like ability) and cannot affect creatures immune to force effects. If the attack fails to bypass the spell resistance of the attacked creature then it deals no damage and it doesn't discharge the held spell (see below).

The weapon can now hold the charge and deliver touch attack mysteries as though as they were delivered by your hand. All other rules for touch mysteries apply normally.

Lastly the affected weapon gains special weapon abilities. You gain a number of enchantment bonus points to spend on those abilities equal to your caster level/5 (maximum +5 at 25 caster level). These abilities can be spent on any ability, provided the weapon has at least a +1 enchantment bonus and those abilities do not make the weapon exceed an effective enchantment bonus of +10 (you can spend less points should you choose so). For example a shadowcaster with 20 caster level could add to a +1 bastard sword the speed property or the icy and flaming burst properties (abilities of +4 enchantment bonus value). He couldn't affect a +5 vorpal greatsword and he could add only the keen (or an equivalent +1 ability) property to a +4 vorpal glaive.
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Re: New Mysteries and Paths

Postby Peacenlove » Thu Jan 20, 2011 9:35 am

Path Masteries


Master of Shaping (Initiate)
You become expert at the craft of manipulating shadow essence to your desired ends, as well as distinguishing what is real and what is not.
Prerequisites: Ability to cast the Greater shadow conjuration mystery
Benefit: Mysteries with the [Shadow] descriptor are 10% more real and gain a +2 bonus on penetration rolls if applicable.
Furthermore you do not need to interact with illusions to merit a saving throw to disbelieve, witnessing it is enough.

Twisted Creator (Master)
You shape both matter and magic with the talent of a true artisan. Reality itself seems to favor you and protects you from adverse effects.
Prerequisites: Ability to cast the Reflection of Power mystery
Benefit: Whenever affected by non instantaneous hostile effects you decrease their duration by 1 round (to a minimum of 0 rounds, if that happens the effect fails to take hold on you).

Whenever affected by non instantaneous helpful effects you increase their duration by 1 round.

Shadow over Body (Initiate)
By channeling the positive energy (prevalent in areas of the Plane of Shadow), you can heal your wounds.
Prerequisites: Ability to cast the Light from Darkness mystery
Benefit: You can heal your wounds.

Each day you can heal a total number of hit points of damage equal to your shadowcaster level × your Charisma bonus. You don’t have to use it all at once.

Using this ability is a swift action.

Visions of Guilt (Initiate)
Vengeful and wronged memories distract your more depraved enemies
Prerequisites: Ability to cast the Inquisitor’s Verdict mystery
Benefit: Evil creatures at a 30 feet range take a -2 penalty to Intelligence, Wisdom and Charisma scores that lasts as long as they are inside the aura.

Undead and evil outsiders take double the penalty.

Pure Shadow (Master)
You transcend over the limits of shadow magic and your devotion to the Upper planes laces your shadow with holy energy.
Prerequisites: Ability to cast the Purifying Ray mystery
Benefits: You can give up a daily use of a mystery to cast any sanctified spell of an equal or lower level of the mystery sacrificed.

Spells cast by virtue of this path mastery are still cast as mysteries of the appropriate level.

In addition you cast spells and mysteries with the [good] descriptor at +1 caster level.

Revealed Secrets (Apprentice)
The shadows fortify your will power and reveal any who would hinder your work.
Prerequisites: Ability to cast the Victorious Prophecy mystery
Benefit: Perform is a class skill for you (this is an extraordinary ability) and you can use the Inspire Courage bardic music ability.


Embrace the Frost (Master)
You become as cold as the freezing darkness, as sturdy as the oldest ice.
Prerequisites: Ability to cast the Absolute Zero mystery
Benefit: You completely ignore any damage or negative effects created by spells or effects with the cold descriptor.

You are similarly immune to the adverse planar effects of the Plane of Cold, Plane of Air and Plane of Water and can survive without trouble at any cold environment.

Furthermore you don't need to breathe and you become immune to stunning effects.

Something more than Arcanist (Master)
Magic becomes a liability rather than an advantage when opposed to your might.
Prerequisite: Ability to cast the True shadows fade mystery
Benefit: Whenever you successfully counter a spell or spell like ability you may choose to reflect it back to the caster. Only effects that can be affected by the spell turning spell can be reflected in this way.

In addition you may use a counter spell as an immediate action rather than a readied standard action. All other requirements must be met. This ability can be used a number of times equal to your Intelligence modifier.

Lastly you can qualify for the epic counter spell epic feat (Found in Players guide to faerun) by meeting only the minimum Spell craft skill ranks requirement and the Quicken Mystery and Combat Reflexes feats.

Dread Blademaster (Master)
<Fluff>
Prerequisite: Ability to cast the Blade of darkness mystery
Benefit: You can make a full-attack action as a standard action.
You also gain the Whirlwind Attack feat, even if you do not meet the prerequisites, and can use it as a standard action.
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