The Shadowcaster"This vast, dark dimension, a coffers holding limitless power, has remained largely unknown and untapped for centuries. I stand on the precipice of this abyss, staring deeply into forces so old that stars uncountable have winked out before their unravelling dark, and I am in control. Of myself and of these potent energies. What other mage can make such a boast?" - Dorian Strange, Dark Human Shadowcaster.Alignment: Any
Hit Die: 1d6
For reference, and to lessen confusion, keep in mind that serial numbers have been filed off here. Mysteries are what used to be Invocations according to the Warlock. Spells are what used to be Mysteries according to the Shadowcaster. This is because the way mysteries used to work was retarded and incredibly restrictive, so I just made them spells and that seems to correct a large amount of problems.
After that, trying to keep some of the flavor, I felt at-will shadow powers could still definitely be called mysteries, thus I changed the name of the ability from invocations to mysteries. This Shadowcaster's Mysteries work almost exactly like a Warlock's invocations worked.
Most of the old mysteries (that are now spells) have been altered, sometimes dramatically, so it helps to have Tome of Magic open and to check out the changes made when evaluating this class.Level | BAB | Fort | Ref | Will | Special | Mysteries | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +0 | +0 | +2 | Apprentice Mysteries, Shadowblast 1d6 | 1 | 1 | | | | | | | | |
2nd | +1 | +0 | +0 | +3 | Devil's Sight, DR 1/Cold Iron | 1 | 2 | | | | | | | | |
3rd | +2 | +1 | +1 | +3 | Shadowblast 2d6 | 2 | 2 | 1 | | | | | | | |
4th | +3 | +1 | +1 | +4 | Deceive Item | 2 | 3 | 2 | | | | | | | |
5th | +3 | +1 | +1 | +4 | Shadowblast 3d6 | 3 | 3 | 2 | 1 | | | | | | |
6th | +4 | +2 | +2 | +5 | Initiate Mysteries, DR 2/Cold Iron | 4 | 3 | 3 | 2 | | | | | | |
7th | +5 | +2 | +2 | +5 | Shadowblast 4d6 | 4 | 4 | 3 | 2 | 1 | | | | | |
8th | +6/+1 | +2 | +2 | +6 | Sustaining Shadow | 5 | 4 | 3 | 3 | 2 | | | | | |
9th | +6/+1 | +3 | +3 | +6 | Shadowblast 5d6 | 5 | 4 | 4 | 3 | 2 | 1 | | | | |
10th | +7/+2 | +3 | +3 | +7 | DR 3/Cold Iron | 6 | 4 | 4 | 3 | 3 | 2 | | | | |
11th | +8/+3 | +3 | +3 | +7 | Greater Mysteries, Shadowblast 6d6 | 7 | 4 | 4 | 4 | 3 | 2 | 1 | | | |
12th | +9/+4 | +4 | +4 | +8 | Imbue Item | 7 | 4 | 4 | 4 | 3 | 3 | 2 | | | |
13th | +9/+4 | +4 | +4 | +8 | Shadowblast 7d6 | 8 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | |
14th | +10/+5 | +4 | +4 | +9 | DR 4/Cold Iron | 8 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | |
15th | +11/+6/+1 | +5 | +5 | +9 | Shadowblast 8d6 | 9 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
16th | +12/+7/+2 | +5 | +5 | +10 | Master Mysteries | 10 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
17th | +12/+7/+2 | +5 | +5 | +10 | Shadowblast 9d6 | 10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
18th | +13/+8/+3 | +6 | +6 | +11 | DR 5/Cold Iron | 11 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19th | +14/+9/+4 | +6 | +6 | +11 | Shadowblast 10d6 | 11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
20th | +15/+10/+5 | +6 | +6 | +12 | Umbral Lord | 12 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Class Skills (4 + Int modifier): Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (Any; taken separately), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, and Use Magic Device.
Weapon and Armor Proficiencies: A Shadowcaster is proficient with all simple weapons and with light armor, but not with shields.
Spells: A Shadowcaster casts arcane spells in the same way a Wizard does. He knows each spell on the Shadowcaster spell list (given below), but must prepare a number of them for the day, a process which requires 1 hour of meditation. Given his pseudo-supernatural connection with his spells, a Shadowcaster may cast his spells while wearing light armor without risking arcane spell failure.
His bonus spell slots per day and the saving throw DCs of his spells are determined by his Charisma modifier. A Shadowcaster must have an Intelligence score of at least 10 + spell level to prepare or cast any spell.
At 4th level and every four levels there after a Shadowcaster may add any spell with the [Shadow], [Acid], [Cold], or [Fire] descriptors to his spell list so long as it has a spell level no higher than his highest available spell. Any [Acid], [Cold], or [Fire] spell cast by a Shadowcaster gains the [Shadow] descriptor and deals half its damage (if any) as negative energy.
Shadowcaster Spell List[spoiler]
* - These spells have been altered from their original state as printed in Tome of Magic (see spoiler after spell list).1st - Bend Perspective (ToM)*, Black Fire (ToM)*, Carpet of Shadow (ToM)*, Caul of Shadow (ToM)*, Life Fades (ToM)*, Mesmerizing Shade (ToM)*, Nightshield (SC), Ray of Enfeeblement, Shadow Binding (SC), and Voice of Shadow (ToM)*.
2nd - Afraid of the Dark (ToM), Bolster (ToM), Congress of Shadows (ToM), Darkfire (SC), Flesh Fails (ToM)*, Resist Energy, Shadow Cache (SC), Shadow Skin (ToM)*, Sight Eclipsed (ToM)*, and Thoughts of Shadow (ToM).
3rd - Clinging Darkness (ToM)*, Dancing Shadows (ToM), Dispel Magic, Flicker (ToM), Gaseous Form, Shadow Vision (ToM)*, Umbral Touch (ToM)*, and Waves of Fatigue.
4th - Aura of Shade (ToM)*, Curtain of Shadows (ToM), Greater Life Fades (ToM)*, Languor (ToM)*, Shadow Conjuration, Shadow Storm (ToM)*, Step Into Shadow (ToM), and Unveil (ToM).
5th - Break Enchantment, Echo Spell (ToM)*, Ghost Dragon's Breath
1, Pass Into Shadow (ToM), Shadow Evocation, Warp Spell (ToM)*, and Waves of Exhaustion.
6th - Feign Life (ToM), Forbiddance, Greater Dispel Magic, Greater Flesh Fails (ToM)*, Power Word Blind, and Voyage Into Shadow (ToM).
7th - Dark Soul (ToM)*, Ephemeral Image (ToM), Finger of Death, Greater Shadow Conjuration, Truth Revealed (ToM), and Umbral Body (ToM)
8th - Far Sight (ToM), Flood of Shadow (ToM), Greater Shadow Evocation, Shadow Plague (ToM)*, Soul Puppet (ToM), and Tomb of Night (ToM)*
9th - Army of Shadow (ToM)*, Consume Essence (ToM), Ephemeral Storm (ToM), Reflection of Things to Come (ToM), Shadow Surge (ToM)*, Shadow Time (ToM).
Altered (ToM) Spells[spoiler]
Army of Shadow - Summon 4d6 Shadows (MM), 2d6 Wights (MM), 1d6 Elder Shadow Elementals (ToM), and 1 Nightcrawler (MM). The rest is as normal.
Aura of Shade - As normal + Creatures that attack the affected creature with non-reach weapons area dealt 1d6 cold damage. Creatures grappling with the affected creature are dealt 6d6 cold damage per round.
Bend Perspective - As normal except that you may switch the viewpoint as a free action up to twice per round (even when it's not your turn) and doing so doesn't reduce the duration.
Black Fire - Loses the [Cold] descriptor. Gains the [Fire] descriptor. Area is up to five 5ft squares and up to five extra 5ft squares per four caster levels. The damage is Fire and caps at 5d6 (minimum 1d6). While the spell is in effect you may spend a move action on your turn to rearrange the spell's area. The rest is as normal.
Carpet of Shadow - Area is a 20ft radius spread. Any creature that passes through an affected square must succeed on a Fortitude save or be sickened for 1 round. The rest is as normal.
Caul of Shadow - Duration is 10 minutes/level. For the duration you also gain a +6 bonus to Hide and Move Silently checks. The rest is as normal.
Clinging Darkness - Creatures in the area of the spell when it is cast and creatures that later enter that area are dealt 1d6 cold damage per round even if they successfully save. For the duration of the effect, any creature that failed its initial save against the spell must continue to make saves against the Immobilized condition even if they are no longer within the area. The rest is as normal.
Dark Soul - Duration is 1 minute/level. When you focus the shadow energies on one living creature and that creature fails its save you control it as if via
Dominate Monster. The rest is as normal.
Echo Spell - You may echo a spell or mystery of any level, up to the highest level of spell you are capable of casting. The rest is as normal.
Flesh Fails - Deals 4 Strength damage
and 4 Dexterity damage
and 2 Constitution damage. The rest is as normal.
Greater Flesh Fails - Deals 2d4+4 Strength damage, 2d4+4 Dexterity damage, and 1d4+2 Constitution damage.
Life Fades - No saving throw. Victim is Fatigued until it rests for 8 hours and the effect
can stack with itself. The rest is as normal.
Greater Life Fades - No saving throw (see text). Range changes to Touch, Target changes to Creature Touched. Victim is Exhausted until it rests for 1 hour, then it is Fatigued. If the touched victim is already Exhausted it may make a Fortitude saving throw to avoid falling Unconscious for 1d4 hours. If the save fails the victim is Exhausted after it awakens.
Mesmerizing Shade - Duration 1d6+1 rounds. The rest is as normal.
Shadow Plague - Not much like
Incendiary Cloud at all. As
Solid Fog except that each round creatures within are dealt 4d6 cold damage and must succeed on a Fortitude save to avoid gaining 1 negative level each round. The rest is as normal.
Shadow Skin - As normal except that the Duration is 1 round/level.
Shadow Storm - Loses the [Electricity] descriptor, range increases to Long (400ft +40ft/level). The storm deals 1d6 cold damage per level (max 20d6). It deals no electricity damage (but it is shot through with red bolts of negative energy). Targets must succeed on a Will save to avoid being Frightened for 3 rounds (if primary target) or being Shaken for 3 rounds (if secondary targets). The rest is as normal.
Shadow Surge - Duration changes to 1d4 rounds. The rest is as normal.
Shadow Vision - As normal, except that
all creatures (not just you) have total concealment with respect to the subject.
Sight Eclipsed - As normal, except that Range changes to Touch, Target changes to Creature Touched.
Tomb of Night - As normal, except that the creature gains 1d4 negative levels
in addition to taking Constitution damage if it fails to escape.
Umbral Touch - As normal, except omit entirely the paragraph discussing how the spell occupies one of your hands. That is all rubbish and no longer applies. Oh, and the Slowed effect lasts 1d4 rounds.
Voice of Shadow - Duration changes to 1 round/level. The rest is as normal.
Warp Spell - As normal, except that if you succeed on the opposed check you may gain control of the spell rather than counter it, assigning its range, area, targets, and all other parameters as if you cast it yourself. If you choose to counter the spell you recall a single spell you had prepared that day but already cast as if using a
Pearl of Power. You may only recall spells in this way that you consider supernatural abilities (see Mysteries).[/spoiler]
1New Spell![spoiler]
Ghost Dragon's BreathEvocation (Compulsion) (Shadow) [Cold] [Mind-Affecting]
Level: Shadowcaster 5
Components: S
Casting Time: 1 standard action
Range: Personal
Area: 120ft cone emanating from you
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: No
You open your mouth and release a howling wave of dark energy dealing damage to creatures in the area as if they were struck by your Shadowblast. Creatures damaged in this way are entitled to Will save to avoid being Blinded and Deafened (permanently) and Confused for 1 round per level, but a successful save does not reduce the damage dealt.
You may omit any number of 5ft squares from the area of Ghost Dragon's Breath.
[/spoiler]
[/spoiler]
Mysteries: In addition to casting spells, a Shadowcaster unravels arcane Mysteries, tapping inexhaustible supernatural powers. At first level a Shadowcaster knows a single Apprentice Mystery (see the lists below) he learns an additional Mystery as detailed in the Mysteries column of the table above.
A Shadowcaster may use his Mysteries at will. The saving throw against any Mystery is made against DC 10 + 1/2 Shadowcaster level + Charisma modifier. A Shadowcaster's Mysteries do not allow spell resistance. Like his spells, a Shadowcaster must have an Intelligence score of at least 10 + spell level to use any Mystery.
At any level when a Shadowcaster learns a new Mystery he can also replace a Mystery he already knows with one of the same or a lower grade (the grades of his Mysteries are Apprentice, Initiate, Greater, and Master).
Unlike normal supernatural abilities, a Shadowcaster's Mysteries have somatic components and can be disrupted (Concentration checks may be made to avoid disruption). Mysteries that mimic a spell's effects gain somatic components if they didn't have them before and lose any other components they normally have, but otherwise retain all normal costs and qualities. A Shadowcaster's Mysteries are subject to arcane spell failure.
When a Shadowcaster gains a level in any prestige class that advances arcane spellcasting he adds his levels in that class to his Shadowcaster levels to determine his Mysteries known and the highest grade of Mysteries he is able to learn.
Starting at 6th level may a Shadowcaster learn Initiate Mysteries, and his 1st level spells are considered supernatural abilities for all situations in which it would be advantageous (but not is situations where it would be a disadvantage). These spells are still prepared as normal, and they still take up spell slots. They have a casting time of 1 standard action (or less), they automatically overcome spell resistance, and have a save DC of 10 + 1/2 Shadowcaster level + Charisma modifier. They gain somatic components if they didn't have them before, but lose any other components they previously had. They may be disrupted as normal and otherwise retain all normal costs and qualities.
Starting at 11th level he may learn Greater Mysteries, and his 2nd level spells are considered supernatural abilities.
Starting at 16th level he may learn Master Mysteries, and his 3rd and 4th level spells are considered supernatural abilities.
Shadowcaster Mystery Lists[spoiler]
Apprentice - Baleful Utterance, Beguiling Influence, Breath of the Night, Call of the Beast (CM), Darkness, Eldritch Glaive (DM), Eldritch Spear*, Entropic Warding, Frightful Blast, Hammer Blast (CM), Leaps and Bounds, Miasmic Cloud, Otherworldly Whispers (CM), Scalding Gust (DM), Sickening Blast, Spiderwalk, Summon Swarm
* - Eldritch Spear changes the range of your Shadowblast to Long (400ft + 40ft/level).Initiate - Baneful Blast (CM), Beshadowed Blast, Brimstone Blast, Charm, The Dead Walk, Dread Seizure (DM), Eldritch Chain, Eldritch Line (DM), Fell Flight, Flee the Scene, Frightful Presence (DM), Hellrime Blast, Hungry Darkness, Voidsense, Walk Unseen, Wall of Gloom, Weighty Utterance (DM)
Greater - Aura of Flame (DM), Bewitching Blast, Caustic Mire (CM), Chilling Fog (DM), Chilling Tentacles, Enervating Shadow, Hellspawned Grace (CM), Hindering Blast (CM), Noxious Blast, Repelling Blast, Tenacious Plague, Vitriolic Blast, Wall of Perilous Flame, Warlock's Call
Master - Binding Blast (CM), Dark Discorporation, Dark Foresight, Eldritch Doom, Energy Immunity (DM), Path of Shadow (DM), Retributive Invisibility, Steal Summoning (CM), Utterdark Blast
[/spoiler]
Shadowblast (Su): Before a Shadowcaster has cast even his first mysteries he develops a more crude, but no less infinite, power, his Shadowblast. With his Shadowblast, a Shadowcaster attacks foes with eldritch power, using baleful energy to deal damage and scour foes with negative effects.
Shadowblast is a ranged touch attack with medium range (100ft +10ft/caster level) that deals 1d6 damage at 1st level and an additional 1d6 damage every two levels after 1st. Anytime it would be advantageous to do so a Shadowblast deals either cold or negative energy damage (though undead never regain hit points from a Shadowblast), but otherwise it deals untyped damage from raw supernatural power.
A Shadowblast is not subject to spell resistance and though there is no saving throw to reduce or resist the damage dealt by a Shadowblast if a spell or mystery would add a special effect to it there may be a saving throw associated with that effect.
Devil's Sight (Su): At 2nd level a Shadowcaster's expertise with the mysterious shadow behind all magic grants him several advantages when dealing with other spells and magical effects.
- First, he gains Darkvision out to 60ft and may even see within magical darkness.
- Second, he is able to detect the presence of and the direction to any magical auras or spells being cast within 5ft per class level.
- Third, he adds his class level to Spellcraft checks made to identify a spell, either as it is being cast or one that is already in effect. He may identify any spell within 5ft per class level regardless of whether he interacts with it or has line of sight to its effects.
- Finally, if the Shadowcaster isn't flat-footed, he may attempt to counterspell a spell identified within 5ft per class as it is being cast once per round without having readied an action to do so. If he does, he gives up his standard action in the next round.
Damage Reduction (Su): Starting at 2nd level, a Shadowcaster's body becomes fortified with dark magic granting him Damage Reduction 1/cold iron against attacks. This DR increases by 1 at every fourth level after 2nd. At 10th level his DR may only be overcome by magical cold iron weapons. At 18th level his DR may only be overcome by epic cold iron weapons.
Deceive Item (Ex): 4th level. As Warlock.
Sustaining Shadow (Su): Beginning at 8th level a Shadowcaster no longer needs to eat, sleep, or breathe. He gains a +4 bonus to saving throws against magic
Sleep effects, but he must still meditate for 4 hours before he is able to prepare his spells. Additionally, the Shadowcaster regains hit points from negative energy as an Undead creature, but responds to Cure spells and positive energy as normal.
Imbue Item (Su): 12th level. As Warlock.
Umbral Lord (Su): At 20th level a Shadowcaster's very being is suffused with raw supernatural power and his mastery over the shadow of all spells has grown to unsurpassable heights. This grants him a variety of abilities and bonuses.
- His type changes to Outsider and his native plane becomes The Plane of Shadow. Within the Plane of Shadow his DR doubles and he gains Fast Healing 10. If the Shadowcaster is ever slain his body disperses into wisps of black smoke and fades away. Within 24 hours the body appears at a random location within The Plane of Shadow and 24 hours after that he is resurrected as if by True Resurrection. A Shadowcaster's resurrection can be prevented by any means that normally interfere with True Resurrection such as a Barghest's Feed attack or similar effects, or by a Wish or Miracle spell cast while touching the body.
- At will, as a swift action, he may transform himself into a Nightwalker or an Elder Shadow Elemental as if via a Shapechange spell.
- Finally, whenever he successfully counters a spell, the unfortunate victim must succeed on a Reflex save (DC 10 + 1/2 Shadowcaster level + Shadowcaster's Charisma modifier) to avoid being Dimensional Anchor'd (as the spell) and Immobilized for 1d6+1 rounds, and Paralyzed for 1 round.