For Valor wrote:snowsoul and windseeker. What are they?
Also, Warmage belongs with the base classes.
Snowsoul (Another variant-themed Fire Mage):
Snowsoul
"Is it cold in here, or is it me?"
An Snowsoul is someone who has frozen their own heart to gain the powers of the icy cold to use on others. Their control over the forces of cold allows them to impede and slow their enemies, and also gives them a degree of power over others' emotions.
Playing an Snowsoul: Snowsouls are control mages. They use their powers to control the battlefield and suppress their enemies. That said, every Snowsoul has enough destructive power to chip away at their enemies, although that goes a lot easier with a strong Knight in front.
Alignment: Snowsouls come in all alignments. The effect that working with the pure magics of ice has on the humanoid psyche makes some snowsouls tend toward evil alignments, but not all. Those with particularly hot tempers before becoming Snowsouls, indeed, find that it cools their passions, making them better at following up on their good intentions.
Races: Snowsouls show up in all races, but are most common among those that spend a lot of time in exceptionally cold climes, such as Dwarves and Orcs. In many civilized areas, most of a Snowsoul's power is actually illegal.
Starting Gold: 3d4x10 GP (75 gp)
Starting Age: Moderate (as Fighter)
Hit Die: d6
Base Attack Bonus: Cleric
Good Saves: Fortitude
Class Skills: Concentration, Craft, Hide, Jump, Knowledge (Arcana, Nature, The Planes), Listen, Spellcraft, Survival, Tumble
Skill Points per Level: 4 + Int Mod
Level, Special
1 Chill Snap, Freeze Mind, Ice Magic, Icy Skin
2 Impress Ice, Skate, Slick of Frost
3 Bonechilling, Iceworking
4 Heart of Ice
5 Chill the Temperment
6 Arctic Blast
7 Grasping Frost, Icesmithing
8 Freeze Wings, Ice Scrying
9 Frostrend
10 Freeze Vigor
11 Freeze Soul
12 Soul of Ice
13 Summon Blizzard Elemental
14 Freeze Portal
15 Crystalline Soul, Sending, Snowman
Weapon and Armor Proficiency: An Snowsoul is proficient with simple weapons and all martial picks, and with light armor, but not with shields of any kind.
Chill Snap (sp): As a standard action at will, an Snowsoul can cause a chill snap around a target of his choice, out to close range. This chill snap inflicts 1d6 cold damage per character level, with a fortitude save for half damage allowed (save DC 10 + 1/2 character level + Intelligence modifier). This reaches to Medium range at 6th class level.
Freeze Mind (sp): An Snowsoul can freeze a creature's mind as a standard action at will. This dazes the target (will negates, DC 10 + 1/2 character level + Intelligence modifier). This lasts as long as the Snowsoul either concentrates on keeping the creature's mind frozen (as concentrating on a spell), or successfully freezes another creature's mind every round. The target must be within close range for this effect to work; leaving this distance ends the effect.
Ice Magic: An Snowsoul is considered to have a spell list containing every spell with the [Cold] descriptor for purposes of using magic items. For purposes of scaling the Magical Artifice and Store Magic feats, the Snowsoul is considered to be able to cast spells of up to 1/2 his class level.
Icy Skin (ex): An Snowsoul's skin is always cool to the touch if not outright cold regardless of the Snowsoul's natural body heat or state of health. The Snowsoul also doesn't mind cold, and gains Cold Resistance equal to twice his level.
Impress Ice (ex): Every time an Snowsoul of 2nd level or higher inflicts Cold damage on any target, whether with his class abilities or another source of cold, he inflicts an amount of extra Cold Damage equal to his class level or his Intelligence modifier, whichever is less.
Skate (ex): Snowsouls of 2nd level or higher skate expertly on slippery terrain. They have no risk of falling on any slick (ice or oil), and do not need to balance on it. Also, any movement they make on such terrain counts for half for purposes of determining how far an Snowsoul moves on such terrain.
Slick of Frost (su): Any time an Snowsoul of 2nd level or higher inflicts cold damage to a creature or object, he can coat a square 10' on a side containing that creature with ice. The ice is slippery, as a Grease spell, except that it is a cold effect (save DC is 10 + 1/2 character level + Intelligence modifier). This lasts until the next time the sun rises.
Bonechilling (ex): From 3rd level onward, an Snowsoul can chill a creature's bones through its natural defenses. Any time he attempts to inflict cold damage on anything, no more than half of it can be negated by immunity or resistance to cold, and he bypasses the first five points of cold resistance a creature has, or the first five points of an object's hardness. Also, his cold damage deals 1/2 damage, rather than 1/4, to objects, full damage if the object has water in it (if a porous or permeable material is wet, it has water in it). The Snowsoul may choose not to use this ability on certain targets (i.e., himself)
Iceworking (sp): As a standard action at will, an Snowsoul of 3rd level or higher may freeze water into any desired shape of at most small size. This behaves like a Minor Creation spell, except that it can only make items out of ice and requires that the item's weight in water be provided. The Snowsoul can also harden this ice to the hardness of stone, at his option. Only one such item per class level may exist at a time; excess items, chosen by the Snowsoul, melt back into water instantly. Collections of smaller items, or multipart items, can be made, as can larger items (two items of one size category count as one of one size category larger for creation time and number of items in existence. Minimum creation time is one standard action). So a box of daggers could be made as a single action, but a 5' square of floor thick enough to support the weight of a big creature takes two actions. No moving joints are allowed.
Heart of Ice: An Snowsoul of 4th level learns a magic ritual to replace his heart with a chunk of ice. This gives him immunity to cold if he does it. It also gives him immunity to morale and fear effects. Once completed, the effects of this ritual are an extraordinary ability (the ritual itself is spell-like).
Chill the Temperment (sp): An Snowsoul of 5th level or higher can cool the temperment of another creature within close range as a standard action at will. The target must make a Will save (DC 10 + 1/2 level + Intelligence modifier), or its emotions are cooled. Any rage and confusion effects it has on it are immediately ended, and all morale bonuses are suppressed for one round per level. Also, whenever it attacks (using the definition given in Invisibility) any creature that has not attacked it since this ability was used on it, it must make a will save against the same DC; otherwise the attack is unsuccessful, but whatever costs the attack has (ammunition, spell slots, etc.) are not paid; the creature does not act for that action. Once it succeeds at one of these saves, this effect is removed (morale bonuses are still suppressed). Also, once its morale bonuses are no longer suppressed, this effect ends fully; creatures that cannot attack now can. This is a mind-affecting effect.
Arctic Blast (sp): An Snowsoul of 6th level or higher can unleash an icy blast over an area as a standard action. This deals 1d4 cold damage per character level to all creatures and unattended objects in a 20' radius burst within Medium range, with a reflex save allowed for half damage (DC 10 + 1/2 character level + Intelligence modifier).
Grasping Frost (su): An Snowsoul of 7th level or higher may, as an immediate action, cause ice to grip any number of creatures, entangling them and holding them in place. No saving throw is allowed, but these creatures must all be prone on an icy surface created by the Snowsoul and in the Snowsoul's line of sight. Breaking a creature free is possible; the ice has hardness 5 and two hit points per Snowsoul level. Attempting a Strength or Escape Artist check (DC 10+1/2 level + Intelligence modifier) to break out is a standard action and protects against being captured again until the Snowsoul's turn if successful.
Icesmithing (sp): An Snowsoul of 7th level or higher's ability to create objects out of ice improves, allowing him to create ice with the texture of steel and wood, and frost and snow with the texture of cloth or even feathers (although nothing will make it feel warm). He can also craft simple sliding joints in his ice items, although no hinges. Thus, he could create a robe, or a bow, or even arrows. Weapons and armor created with this ability are magical, and weapons do one extra point of cold damage to everything they hit. In all other ways this is identical to, and replaces, the Iceworking ability. He may also condense moisture from the air to provide water, as a Create Water spell usable as a swift action at will (caster level = Snowsoul level); this works even when there shouldn't be enough moisture to do so.
Freeze Wings (su): Any flying creature that fails a save to halve cold damage inflicted by an Snowsoul of at least 8th level has its flying maneuverability drop one step (Perfect -> Good -> Average -> Poor -> Clumsy -> No flight). This effect stacks with itself, and one application of it can be shaken out as a full-round action. Creatures with no land movement mode cannot lose their ability to fly to this ability.
Ice Scrying (sp): An Snowsoul of 8th level or higher may use Scrying, as the spell, once per day. He needs a mirror made of ice as a focus (any mirror made of ice will do; it need not be valuable).
Frostrend (su): Any creature that takes cold damage from the Snowsoul on two consecutive rounds is fatigued. This can stack to exhausted as soon as the third round.
Freeze Vigor (sp): An Snowsoul of 10th level or higher may, as a standard action, freeze a creature's vigor, causing it to be Held. It may attempt a will save (DC 10 + 1/2 level + Intelligence modifier) to avoid this. The affected creature is Held for three rounds.
Freeze Soul (sp): An Snowsoul of 11th level or higher may cast Curse of Crumbling Conviction (see the Tome of Necromancy) at will. The spell's save DC is based on Intelligence, and it is considered to be a 6th level spell. A creature under the effects of this ability is unable to feel its own strong emotions unless some ability or effect tells it to, until it is restored to its original alignment.
Soul of Ice (ex): An Snowsoul of 12th level or higher's soul is frozen away, giving him immunity to the harmful effects of negative energy, including energy drain. Undead Snowsouls instead gain immunity to the harmful effects of positive energy. Healing still works, for those healed by both (or the opposite) energy type.
Summon Blizzard Elemental (sp): As a full-round action, an Snowsoul of 13th level or higher may call forth either a Blizzard Elemental or a Huge Ice Paraelemental (described later in this book). A Blizzard Elemental is a Large Air Elemental with the [Cold] subtype added, continually surrounded by a Sleet Storm effect that it can see through perfectly, with the feat Elemental Aura (Cold) as a bonus feat and the ability to cast Ice Storm, centered on itself, as a spell-like ability at will (it is not affected by the Ice Storm). Either elemental can understand the Snowsoul's spoken commands in any language perfectly and obeys them, serving for seven rounds or until dismissed or destroyed before disappearing. Afterwards, the Snowsoul cannot summon an elemental again for seven minutes. The Snowsoul may only have one summoned elemental at a time. Any damage done by the elemental behaves as if the Snowsoul did the damage for purposes of Snowsoul class features.
Freeze Portal (su): Whenever an Snowsoul of 14th level or higher does cold damage to a creature, the creature is frozen to the plane of existence it currently occupies. Any attempts to move that creature via teleportation or planar travel before the Snowsoul's next turn must make a caster level check (DC 11 + Snowsoul level), or fail as though the target was dimensionally anchored.
Crystalline Soul (sp): A 15th level Snowsoul can crystallize the soul of a freshly dead creature he can touch. This creates an unmelting ice crystal that contains the creature's soul. The soul must be available, although it needn't be willing. Doing this is a standard action, and it can be done no more than three times per day. The ice crystal has Hardness 5 and 20 hit points, and, if broken, will release the soul it contains to the afterlife. The ice crystal can be used as a gem in soul crafting.
Sending (Sp): A 15th level Snowsoul can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.
Snowman (sp): A 15th level Snowsoul can create a Snowman over the course of a day. The Snowman has all the same stats and abilities as the Snowsoul, despite obviously being made of snow, except that it lacks all class features from the Snowsoul class that are granted at above 10th level, and all abilities from other classes that take more than a free action to activate. The snowman obeys the Snowsoul completely, although the Snowsoul must speak to it. Creating a Snowman costs 20,000 GP in planar currencies.
Windseeker:
Windseeker
"Fear not, for I will scatter them to the four winds.
Air Magic isn't one of the first things people think of when looking for an effective adventurer. Most adventurers will grant that it's good for flying around and blocking arrows, but doubt that it has much use above that when they find themselves in combat. That view, though, is only the most shallow. Windseekers gain a large array of powers to master the air and winds; not only flight, but also the power to control others' movements and to rend objects apart with the blasting force of air.
Playing a Windseeker: Windseekers aren't subtle, but they aren't direct blasters, either. They use their magic best when they have someone else to clean up after them. Maybe a Fighter, Samurai, or a Fire Mage.
Alignment: Windseekers come in all alignments. Because air magic is not usually as directly brutal as, for instance, Fire magic, Windseekers are accepted into more societies.
Races: Races that primarily live belowground are seldom Windseekers. Half-elves for some reason have an above-average contingent of Windseekers, as do Air Genasi, which is far easier to explain.
Starting Gold: 3d4x10 GP (75 gp)
Starting Age: Moderate (as Fighter)
Hit Die: d6
Base Attack Bonus: Cleric
Good Saves: Reflex
Class Skills: Balance, Concentration, Craft, Jump, Knowledge (Arcana, Nature, The Planes), Listen, Spellcraft, Survival, Tumble
Skill Points per Level: 2 + Int Mod
Level, Special
1 Air Magic, Cyclone, Gale Blast, Feather Fall
2 Aiding Winds
3 Chains of Air, Double Jump
4 Wind Manipulations
5 Reap the Whirlwind
6 Shield of Winds, Fly (Single)
7 Hurling Gust, Wind Walk
8 Control Winds
9 Fly (Multiple)
10 Discorporate, Find the Windy Heart
11 Flash Gale
12 Repulsion
13 Control Weather
14 Whirlwind
15 Chain the Many, Zephyr's Speed
Weapon and Armor Proficiency: A Windseeker is proficient with all simple weapons and light armor, but not shields.
Air Magic (ex): A Windseeker is considered to have every spell with the [air] descriptor on her spell list for purposes of activating magic items.
Cyclone (sp): As a standard action at will, a Windseeker may form a tight cyclone with herself at the eye. This cyclone spreads out to 10' in radius per class level, and is twice that in height, but only extends into areas it can circulate through. It does not affect any creatures in the Windseeker's space. Those in the cyclone take 1d6 nonlethal damage per two Windseeker levels (rounded up), Fortitude save for half (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier). Those who fail their save are knocked prone. Creatures not standing on the ground take lethal damage, and lose control of their flight on a failed save (effectively prone).
Gale Blast (sp): As a standard action at will, a Windseeker may send a blast of air with the force of a roaring gale at her enemies. This hits all creatures in a line out to Close range for 1d6 damage per two character levels, with a Reflex save for half (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier). Those who fail their saves are pushed back 5' per damage die; this movement does not provoke attacks of opportunity, and ends if it becomes impossible (such as by being pushed into a wall, but not off a cliff). Flying creatures get no save.
Feather Fall (sp): A Windseeker can cast Feather Fall, as a spell-like ability at will.
Aiding Winds (sp): Whenever a Windseeker of 2nd level or higher spends her full round moving (a double-move or run, for instance, but not a charge), she gives a tailwind to those around her while at the same time lightening their step. When she does, all allies that she passes within 10' of gain +20' to their movement speed in all modes for one round.
Chains of Air (sp): A Windseeker of 3rd level or higher may bind a creature with Chains of Air as a standard action. The creature may attempt a Fortitude save (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier) to escape. If it fails, it is bound, unable to take any physical actions, and denied its Dexterity bonus to AC, taking 1d6 damage per round per three Windseeker levels, for as long as the Windseeker continues to concentrate, up to one round per class level.
Double Jump (su): A Windseeker of 3rd level or higher may jump while in the air. Once she does so, she must somehow stabilize her weight (typically by resting it on the ground, but anything that would allow her to use a movement speed she actually has works) before doing so again. When jumping from the ground, she may wait for the peak of her jump before jumping again. If falling, using this ability reduces falling damage to only apply from the point the jump was made from (which can negate it entirely, if the Windseeker jumps close to the ground).
Wind Manipulations (sp): A Windseeker of 4th level or higher may cast Gust of Wind, Levitate, Wind Wall, and Whispering Wind as spell-like abilities at will.
Reap the Whirlwind (sp): A Windseeker of 5th level or higher may, as a standard action, summon a whirlwind. The Whirlwind fills one 5' square and is 30' tall. It deals 1d6 damage per two levels (no save) to any objects it touches that are larger than it is, and lifts creatures and smaller objects into the air; a reflex save (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier) can avoid this, although it will repeat on the next round. Creatures so lifted cannot move, attack, or cast spells with somatic components, although they may take other actions. The whirlwind moves 5' in a random direction twice on each of the Windseeker's subsequent turns, and lasts for four turns. If the Windseeker directs it as a move action, it instead moves up to 10' in any direction the Windseeker chooses. The whirlwind must rest itself on something, always.
Shield of Winds (sp): A Windseeker of 6th level or higher may, as a standard action, shield her allies within Close range with strong, deflecting winds. This causes all attacks against them to suffer a 20% miss chance for one round.
Fly (sp): A Windseeker of 6th level or higher can cast Fly, as the spell. Once she does so, she can't cast it again until the first spell expires. At 9th level, she can cast it at-will.
Hurling Gust (sp): A Windseeker of 7th level or higher may use Telekinesis at will as a spell-like ability, but may only use it for a Violent Thrust. The DC to resist is 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier.
Wind Walk (sp): A Windseeker of 7th level may cast Wind Walk, as the spell, as a spell-like ability at will.
Control Winds (sp): A Windseeker of 8th level or higher may use Control Winds as the spell at will, although only one such effect per caster may be active at a time.
Discorporate (sp): A Windseeker of 10th level may assume Gaseous Form, as the spell. While discorporated, she may not use any spell-like class features of the Windseeker class. However, she has damage reduction 10/- stacking with the 10/magic that the spell provides, can run whenever in an open square, and has a Fly speed of 20' (perfect).
Find the Windy Heart: Any reference to class level for determining the effects of the abilities of a 10th-level or higher Windseeker's spell-like abilities instead uses character level.
Flash Gale: A Windseeker of 11th level or higher may use Gale Blast and Gust of Wind as swift actions once per round.
Repulsion (sp): A Windseeker of 12th level may cast a modified Repulsion that works through roaring winds as a spell-like ability at will. Unlike the spell, it has a Fort save instead of a Will save (DC 10 + 1/2 Windseeker's level + Windseeker's Intelligence modifier), and affects unattended objects smaller than the caster, forcing them outside of its area. This gives the caster a 50% chance to ignore any ranged attack made against her.
Control Weather (sp): A Windseeker of at least 13th level can cast Control Weather at will as a spell-like ability. Each new casting ends the old one immediately.
Whirlwind (sp): A Windseeker of at least 14th level may cast Whirlwind at will as a spell-like ability. Each new casting ends the old one immediately.
Chain the Many (sp): A Windseeker of 15th level may Chain the Many. This works like Chains of Air, except that it binds up to one creature per character level.
Zephyr's Speed (sp): A Windseeker of 15th level may grant the Zephyr's Speed to her compatriots as a spell-like ability. This causes all allies within close range to gain the benefits of Haste and an extra move (not a move action; they may only use this to move) each round, and causes winds to deflect 50% of all attacks against them. This lasts for three rounds. Once she uses this ability, the Windseeker must wait one minute before using it again.
The Warmage isn't in the book because neither it nor the book gains anything by sticking it in, instead of just having it be a free-floating Tome class and the book not having it. The Fire Mage and Puppeteer aren't included for the same reason.
Also, throwing on the alchemist and shadowcaster. The Alchemist has been redone since I last posted it because it didn't work out the way I wanted it to, and the shadowcaster is my own take on the concept, not Frank's version.
Alchemist:
Alchemist
"Sorry. Here, take this potion with every meal, three times daily, and you should be back to your normal self in no time."
"Ribbit"
Alchemists use magic by mixing rare and magical components. They make potions, oils, grenades, and all manner of other items, providing invaluable services to other adventurers. When drawn to adventure, they apply their unique talents, a combination of esoteric knowledge of magical components and a strong throwing arm, to solve problems, whether with subtle poisons or with a loud bang.
Playing an Alchemist: As an Alchemist, your niche is as a supporting magic user. You also have the ability to throw large amounts of alchemical substances at people to damage them, but your primary tool are your spell bombs and resins.
Races: Alchemists arise in practically any race that commonly produces its own goods, and even a few that don't. Alchemists generally live outside of the societies that support them, or in less dense societies, though, due to the dangers of alchemy. A good many Alchemists are gnomes, due to the race's natural talent. Among the savage humanoids, Goblins take naturally to Alchemy and so produce a disproportionate number of Alchemists, and many orc tribes have a halfbreed Alchemist member, never fully accepted but always needed.
Starting Gold: 6d6x10 gp (210 gp)
Starting Age: As Wizard
Hit Die: d6
Class Skills: The Alchemist's class skills are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (All skills, taken individually) (Int), Move Silently (Dex), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis)
Skills/Level: 4 + Intelligence Modifier and See Class Features
BAB: Average (3/4). Saves: Fort: Good, Reflex: Good, Will: Poor
A Note on Skills: Alchemy is listed as a class skill for Alchemists. With a class focused on alchemy, folding it into Craft is a bad idea, especially with Craft reduced to one skill. Also, the abilities it had to identify things in 3.0 come back online. Identifying a magic liquid, such as a potion, takes an hour and a DC 20 Alchemy check, and costs 1 gp for reagents. There is no possibility to misidentify it. Adepts, Wizards, Sorcerers, Beguilers, Dread Necromancers, Summoners, Fire Mages, Snowsouls, and Windseekers all have Alchemy as a class skill. This series will also eventually split Trapping off from Craft.
Level, Benefit
1 Alchemical Practice, Brew Potion, Spell List, Unstable Potion
2 Alchemist's Secret, Alchemist's Tricks
3 For Personal Use, Laboratory Testing
4 Alchemist's Secret, Superior Alchemy +1d6
5 Alchemic Aura
6 Oils and Elixirs
7 Crafting Prodigy
8 Philosopher's Stone, Superior Alchemy +2d6
9 Alchemist's Secret
10 Intent to Distribute
11 Alchemist's Secret, Memorized Notes
12 Transmute Universe, Superior Alchemy +3d6
Weapon and Armor Proficiency: An Alchemist is proficient with all simple weapons and light armor.
Alchemical Practice (ex): An Alchemist gains 4 ranks in Alchemy at 1st level, plus one more rank per class level, in addition to his skill points listed above. If this would put him over his maximum number of ranks for his level, any excess skill points are refunded to be put into other skills. When crafting alchemical items, progress is in gold pieces per day.
Brew Potion: An Alchemist recieves Brew Potion as a bonus feat.
Spell List: An Alchemist has access to a spell list. He can cast any spell on his spell list at will, but only to satisfy prerequisites while crafting items that aren't scrolls and to qualify for prestige classes. An Alchemist has a caster level equal to his class level, and has access to all spell levels up to half of his class level, rounded up.
Unstable Potion (su): Given an hour, an Alchemist may brew two Unstable Potions. This works exactly like brewing a normal potion, except that an unstable potion can only be successfully used by the Alchemist, loses its effectiveness after 24 hours, and it can be created out of scavenged materials for free, except for spell component costs. These potions don't count against the eight magic item limit.
Alchemist's Secret: At 2nd level, and again at 4th, 9th, and 11th levels, an Alchemist learns the secret to binding a set of spells alchemically, adding a group of spells to his spell list. See the Secret List, below.
In order to use secrets, the Alchemist must keep notes and have access to them. These notes are typically about one page per class level per secret (they may be kept separately or together). Unlike a spellbook, an Alchemist's notes can be written on normal paper in normal ink, and can be copied freely by any who understand them. If an Alchemist loses his notes, he can recreate them with a day's research work per secret. Doing this research requires a a lab. The Alchemist can only recreate notes for his own secrets, not for anyone else's.
Understanding another Alchemist's notes requires successful skill checks on at least two of the following skills: Alchemy, Decipher Script, Knowledge (Arcana), and Spellcraft, against DC 20 + the level that the Alchemist whose notes are being read had when he last had those notes. If he fails, the attempting Alchemist must gain a level before trying again. Once this is done, the Alchemist using the notes gains a +2 competence bonus to saves against the writer's alchemical items and spells per Secret in the set of notes. This bonus lasts one week, and can be regained by reviewing the stolen notes for one hour/secret (no skill check); it does not apply if the writer is at least four levels higher than he was when he wrote the stolen notes.
Additionally, an Alchemist can use another's notes (if understood) to create potions. The Alchemist using the other's notes may craft as though he knew most of the spells that those Secrets granted to the other Alchemist, limited slightly more strictly by his own level. If the note writer is higher level than the Alchemist using the notes, then the notes may be used to grant every spell except for the highest-level spell in that secret that the note-user would have access to. If the note writer is lower-level, then it grants access to every spell in that secret that the writer had access to, except for those of the highest level among them.
For example, Tedwin, a 5th level alchemist, steals Helbrim's notes for the Secret of Mortality. Even though Helbrim, being an 8th level Alchemist, can cast Enervation with these notes, Tedwin can only cast Ray of Enfeeblement and Ghoul Touch from this Secret. Were it his own Secret, he'd be able to cast Ray of Exhaustion. Later on, Tedwin's apprentice Halph discovers the Secret of Lightning. Tedwin takes his notes and tries to replicate his result, but can't, since Halph is only a 2nd-level Alchemist, and so only gets one spell from the Secret of Lightning. After Halph gains another level and the ability to cast Electric Ray, Tedwin can borrow his updated notes to cast Shocking Grasp.
Alchemist's Tricks: At 2nd level, an Alchemist learns to create two new varieties of spell-storing item:
Bomb: A Bomb is a flask of liquid that contains a spell effect with at least close range. The spell must have an area or an effect, not a target. Preparing and throwing the bomb is a standard action, like using a potion; it is a grenadelike weapon with a range increment of 10 feet. The spell takes effect as though the thrower cast it, targeted where it lands. A spell with a target line allowing more than one target within a certain distance of eachother can also be made into a bomb. In that case, all targets must be within half of the target-to-target distance of where the Bomb breaks, but the Alchemist can still pick targets separately of throwing the Bomb. A Bomb of up to a 3rd-level spell is priced as a potion.
Weapon Resin: A Weapon Resin is a vial of liquid that can be applied to any melee weapon, manufactured or natural, including thrown weapons. It contains a spell with a range of Touch or greater. When it is applied, the spell charge becomes held by the creature or weapon it is applied to; it may be delivered with a melee touch attack or a melee attack, as normal.
Bombs and Resins follow all the same rules for crafting as Potions do, including prerequisites, time and cost to create, etc.
The Alchemist may brew Bombs and Weapon Resins as his Unstable Potions. When he uses Bombs and Weapon Resins (regardless of their manufacture), they use his intelligence, not the minimum, to set their save DC.
For Personal Use: At 3rd level, an Alchemist can create a limited number of potions, bombs, and weapon resins for personal use. Such items can be crafted from common materials for no cost (except for spell components, if any). He may have up to three such items at any one time, and none may contain spells of his highest available spell level. Only he may use these items; they do not work in the hands of any other. A full set of these items can be crafted in eight hours, only two of which require active work (one hour each at the beginning and end), so they can be worked on, left to sit overnight, and finished. He may craft two additional such items of any spell level available to him, but if he does so, for each one that exists, he can craft one fewer Unstable Potion. These potions don't count against the eight magic item limit. Unstable Potions can be crafted at the same time as items made For Personal Use.
Laboratory Testing: Once per day, an Alchemist of at least 3rd level can cast Identify as a spell-like ability, caster level = class level. This requires the normal casting time and access to an alchemical lab as a focus.
Superior Alchemy (ex): When an Alchemist of at least 4th level uses an alchemical item that he made as a grenadelike weapon, he inflicts bonus damage as listed on the table above. Additionally, he may craft one additional potion, resin, or bomb per day per bonus die, in addition to the normal one per day allowed by the Brew Potion feat. This has all of the other normal costs.
Alchemic Aura: An Alchemist of 5th level or higher can share the effects of potions with multiple targets. When he does so, he may designate the spell's additional targets (he must always be targeted). The potion must contain a spell that has multiple targets in the first place for him to use this ability on it, and he is constrained by the same targeting limitations as the spell. If the potion is Unstable or made For Personal Use, it doesn't count against anyone's eight item limit.
Oils and Elixirs: An Alchemist of 6th level gains a limited form of the Craft Wondrous Item feat. He may single-use liquid wondrous items as though he had the Craft Wondrous Item feat (he must meet all other prerequisites). Such items include all Elixirs, Sovereign Glue, and Universal Solvent.
Crafting Prodigy: An Alchemist of 7th level can brew Potions, Bombs, and Weapon Resins of spells higher than 3rd level (continuing the standard potion pricing scheme). Their components may not be purchased for gold or created with Wish, although they may be purchased for very weak souls, very small amounts of Concentration or Hope, or in large quantities for Raw Chaos. Otherwise they follow standard pricing. Such items may be crafted For Personal Use.
Philosopher's Stone: At 8th level, the Alchemist discovers the secret of the Philosopher's Stone. Once he has created the stone (which takes a day and access to alchemical supplies, but has no associated cost), he no longer suffers penalties for aging (bonuses still accrue), will never die of old age, and may use the stone to to convert lead into gold, worth up to 10 gp times the cube of the Alchemist's caster level as a full day's work. A Philosopher's Stone is nonfunctional in any hands other than those of an Alchemist of at least 8th level. However, stones have been known to, when stolen by a character of at least 7th level, transmute that character into an 8th-level Alchemist using the level gain and/or rebuild rules.
Intent to Distribute: An Alchemist of 10th level can, as an immediate action, allow any one other creature within 30' that can see him and understand his instructions to use items that he has created For Personal Use for one round.
Memorized Notes: An Alchemist of 11th level may use the spells from his secrets, except for those from the highest two available spell levels, without notes. He may also reconstruct his notes for all secrets without laboratory experimentation given a day.
Transmute Universe (sp): An Alchemist of 12th level or higher may use his philosopher's stone to transmute the universe, casting Wish. This is useable once per day, and he may not transmute lead into gold on the same day. Any wish must be paid for, and, of the free wishes, he may only emulate spells, wish for power, or wish for transport.
Alchemist Spell List
0th level: Arcane Mark, Light, Mending, Resistance, Touch of Fatigue
1st level: Alarm, Bless Water, Cure Light Wounds, Curse Water, Endure Elements, Enlarge Person, Grease, Inflict Light Wounds, Jump, Magic Weapon, Reduce Person, True Strike
2nd level: Arcane Lock, Blindness/Deafness, Bear's Endurance, Bull's Strength, Cat's Grace, Continual Flame, Cure Moderate Wounds, Darkvision, Eagle's Splendor, Fox's Cunning, False Life, Find Traps, Inflict Moderate Wounds, Invisibility, Human Form*, Lesser Restoration, Levitate, Make Whole, Owl's Wisdom, Resist Energy, See Invisibility, Spider Climb
3rd level: Blink, Cure Serious Wounds, Dispel Magic, Explosive Runes, Fireball, Fly, Gaseous Form, Greater Magic Weapon, Haste, Inflict Serious Wounds, Keen Edge, Lycanthropy*, Neutralize Poison, Poison, Protection from Energy, Rage, Remove Curse, Remove Disease, Slow, Suggestion, Water Breathing
4th level: Bestow Curse, Cure Critical Wounds, Death Ward, Dimensional Anchor, Fire Shield, Fire Trap, Freedom of Movement, Greater Invisibility, Inflict Critical Wounds, Monstrous Form*, Polymorph Self*, Restoration, Stoneskin
5th level: Animal Growth, Break Enchantment, Passwall, Polymorph Other*, Raise Dead, Spell Resistance, Transmute Mud to Rock, Transmute Rock to Mud
6th level: Animate Objects, Disintegrate, Fiend Form*, Flesh to Stone, Greater Dispel Magic, Harm, Heal, Stone to Flesh
7th level: Dragon Form*, Ethereal Jaunt, Finger of Death, Regenerate, Sequester, Wind Walk
8th level: Binding, Clone, Dimensional Lock, Iron Body, Polymorph any Object, Protection from Spells, Temporal Stasis
9th level: Freedom, Imprisonment, Meteor Swarm
*Described in the Dungeonomicon
Alchemist Secret List:
Secret of Deception: 1st - Disguise Self. 2nd - Alter Self. 3rd - Illusory Script. 5th - Persistant Image. 6th - Permanent Image. 7th - Simulacrum. 8th - Screen.
The item created for Illusory Script is properly called Ink of Illusory Script. It behaves as expected for an oil, except that it must be applied with a pen.
Self-targeted spells known due to the Secret of Deception may be made into potions despite their range. Creating a simulacrum counts as crafting (the Alchemist need not first bind the Simulacrum spell into a potion, then create one).
Secret of Emotion:: 1st - Charm Person. 2nd - Detect Thoughts. 3rd - Rage, Suggestion. 4th - Charm Monster. 5th - Dominate Person. 6th - Geas/Quest. 8th - Antipathy, Sympathy. 9th - Dominate Monster.
Secret of the Eyes: 1st - Detect Snares and Pits. 2nd - Detect Thoughts. 3rd - Arcane Sight. 4th - Detect Scrying, Scrying*. 6th - True Seeing. 7th - Greater Arcane Sight. 9th - Foresight
Alchemists who know the Secret of the Eyes may cast Scrying once per day at 7th level when not crafting, plus once per day per two additional levels (once per day for an Alchemist of at least 11th level if they only have notes to use). This behaves as the arcane spell. Alchemical items of Scrying are typically useless, but can be created.
Secret of Flame: 1st - Lesser Fire Breath*. 2nd - Flaming Sphere. 4th - Wall of Fire. 5th - Fire Breath*. 6th - Cloudkill. 7th - Waves of Exhaustion. 9th - Greater Fire Breath*.
Secret of Hallucination: 1st - Hypnotism. 2nd - Hideous Laughter. 4th - Confusion. 5th - Mind Fog. 6th - Feeblemind. 7th - Insanity. 8th - Irresistable Dance. 9th - Weird.
Secret of Ice: 1st - Polar Ray. 2nd - Glitterdust. 3rd - Cone of Cold. 4th - Ice Storm. 5th - Wall of Ice. 7th - Delayed Blast Coldball, Simulacrum (see Deception). 9th - Frozen Stillness.
Secret of Light:[/i] 0 - Flare. 2nd - Color Spray. 3rd - Daylight. 4th - Invisibility Purge. 6th - Undeath to Death. 7th - Sunbeam. 8th - Sunburst. 9th - Prismatic Sphere.
Prismatic Sphere can be made into a potion; it behaves as though the imbiber cast the spell.
Secret of Lightning: 1st - Shocking Grasp. 2nd - Elecric Ray (as Scorching Ray). 3rd - Lightning Bolt. 5th - Call Lightning Storm. 6th - Chain Lightning. 7th - Control Weather. 9th - Storm of Vengeance.
Alchemists can create Potions of Call Lightning Storm. They behave as though the imbiber cast the spell (they do not target the imbiber).
Secret of Mist: 1st - Fog Cloud. 3rd - Stinking Cloud. 4th - Solid Fog. 5th - Cloudkill. 6th - Acid Fog. 8th - Incendiary Cloud.
Secret of Mortality: 1st - Ray of Enfeeblement. 2nd - Ghoul Touch. 3rd - Ray of Exhaustion. 4th - Enervation. 5th - Waves of Fatigue. 6th - Eyebite. 7th - Waves of Exhaustion. 9th - Energy Drain.
Secret of Plants: 1st - Entangle. 2nd - Barkskin. 3rd - Diminish Plants, Plant Growth. 4th - Antiplant Shell. 6th - Ironwood. 7th - Transmute Metal to Wood. 9th - Shambler.
Secret of Protection: 1st - Protection From Chaos/Evil/Good/Law. 2nd - Protection from Arrows. 3rd - Magic Circle against Chaos/Evil/Good/Law. 4th - Lesser Globe of Invulnerability. 5th - Spell Immunity. 6th - Globe of Invulnerability. 7th - Spell Turning. 8th - Mind Blank.
Magic Circle cannot be made into a bomb; Oil of Magic Circle can be made, and must be painted onto the ground.
Secret of Shadow: 1st - Cause Fear. 2nd - Blur. 3rd - Deeper Darkness. 4th - Shadow Conjuration. 5th - Shadow Evocation. 6th - Shadow Walk. 7th - Greater Shadow Conjuration. 8th - Greater Shadow Evocation. 9th - Shades.
Secret of Summoning: Nth - Summon Monster N. 2nd - Summon Swarm. 4th - Dismissal. 5th - Lesser Planar Binding. 6th - Planar Binding. 7th - Banishment. 8th - Greater Planar Binding.
Secret of Unlife: 1st - Chill Touch. 2nd - Command Undead. 3rd - Animate Dead. 4th - Desecrate. 6th - Create Undead. 8th - Create Greater Undead. 9th - Soul Bind.
Secret of Winds: 1st - Longstrider. 2nd - Gust of Wind. 3rd - Wind Wall. 4th - Air Walk. 6th - Control Winds. 8th - Whirlwind. 9th - Wail of the Banshee.
*Described in this book.
An Alchemist may also learn any Sphere as a secret. Spells are learned as spells of the highest level a single-classed Alchemist would be able to cast on gaining access to the spell. Spheres do not grant their granted abilities.
Shadowcaster:
Shadowcaster
"Somewhere in the darkness, we are waiting. And the darkness can always find you."
Alright, the Shadowcaster. The Shadowcaster suffers from a lot of things, which is sad because it's a really cool concept. Multiple attribute dependency, lack of endurance (seriously, at best, it has two powers that are at all equivalent to level-appropriate spells, which it can use once per day each), and a lack of actual understanding as to what it's actually supposed to do are its worst problems. Fixing the last requires a complete rewrite, which can also fix the first two, so that's what I'm going to do here. The Shadowcaster is supposed to be a stealthy mage who is also the primary user of Shadow Magic. That means that they can sneak around and that they have magical abilities that make them good at everything Shadow Magic is supposed to be good at. Shadow Magic already, before the Tome of Magic, included creating quasi-real illusions and darkness effects, and was described in the Tome of Magic as being good at manipulations of other magic. So that's what the Shadowcaster will be good at, making them a kind of magic ninja with the option of taking powerful antimagic powers.
Shadowcasters enslave their shadow and force it to work for them. They are also able to turn others' shadows against them through their mysteries, and wield formidable magical powers. However, their endurance with their mysteries, their most powerful magic, is harshly limited.
Playing a Shadowcaster: Shadowcasters have a variety of powers, but have to play subtle to make best use of them. They have an advantage over other mages of being able to use their spells from hiding without giving away their position, and their magic allows them to hide in ways that others can't. They also have cool vision powers. This gives them a great deal of versatility as a scout.
Alignment: Shadowcasters come in all alignments. More align themselves with the Plane of Shadow than any other plane, although most are scattered across the Great Wheel.
Races: Shadowcasters come from all races. Shadow Genasi produce a substantial contingent, as do Gnomes, due to their affinity for illusion, and, naturally, Humans, on account their curiousity and greed for power. Goblins, Drow, and Tieflings also frequently become Shadowcasters, due to their affinities for darkness. Most Shadow Magic organizations accept all races, and many Shadowcasters live in areas where being a Shadowcaster is illegal.
Starting Gold: 4d4x10 gp (100 gp)
Starting Age: Complex (as Wizard)
Hit Die: d6
Base Attack Bonus: As Cleric
Good Saves: Will
Class Skills: Bluff, Concentration, Craft, Hide, Intimidate, Knowledge (all), Move Silently, Spellcraft, Spot
Skill Points per Level: 4 + Intelligence Modifier
Level Special
1 Gaze into Shadow, Shadow Weaponry (Arrows), Essentials, Mysteries
2 Scavenging Shade
3 Evasion, Shadowsight
4 Shadow Weaponry (Sword)
5 Attach Shadow, Stomach of Shadow
6 Umbral Eye, Shadow Guide (1/day)
7 Greater Mysteries
8 Shadow Weaponry (Two Swords)
9 Shadow Blood
10 Revealing Shadows
11 Penumbral Soul, Shadow Guide (at will), Lesser Mysteries (Supernatural)
12 Beshadowed Heart, Shadow Weaponry (Damage Reduction)
13 Improved Evasion, Deep Mysteries
14 Sorcerous Perceptions
15 Ubiquity of Shadow
16 Eternal Shade, Shadow Weaponry (Quality)
17 Greater Mysteries (Supernatural)
18 Eyes of Eternal Midnight
19 Speed of Shadow
20 Grand Shadow
Class Features:
All of the following are class features of the Shadowcaster class. Anything that asks for a nonspecific shadow does not refer to her own shadow. Nothing in this class refers to the Shadow monster.
Weapon and Armor Proficiency: Shadowcasters are proficient with all simple weapons and with light armor. They are also proficient with their Shadow Weaponry (see below). They are not proficient with any kind of shield.
Mysteries: A shadowcaster casts Shadow Magic mysteries. A shadowcaster learns one new mystery per class level, of a level up to half their Shadowcaster level, rounded up. Mysteries are spell-like abilities that, unlike other spell-like abilities, have somatic components. If the Shadowcaster is touching her shadow, then she can force her shadow to make the somatic components for her; otherwise, she suffers from arcane spell failure chance if wearing armor.
Each mystery of her highest two levels of available mysteries is usable once per day unless otherwise noted. Each lower level mystery can be recharged. A shadowcaster of at least 11th level may use Lesser mysteries as supernatural abilities at will, and a Shadowcaster of at least 17th level can use Greater mysteries as supernatural abilities at will. When used as supernatural abilities, mysteries lack somatic components. If a mystery can be recharged, it can be used once, and then used again provided that in between the uses the shadowcaster spends at least one consecutive minute not using any mysteries.
When the shadowcaster has her shadow make the somatic components of a mystery, others who aren't specifically looking for it but are aware of and paying some attention to her (being in combat against her is enough) can notice that she's moving differently from her shadow with a DC 15 Spot check. Those watching her directly need only make a DC 10 Spot check, as does anyone who makes a Spellcraft check to identify the Mystery being cast.
Mysteries are grouped into Paths. Every time a Shadowcaster completes a path, she learns a new manipulation of her Shadow Magic. Select a Metamagic feat. She may apply that Metamagic Feat to any applicable Mystery as she casts it. Each such ability can be used a number of times per day dependent on the number of Paths she has completed and the number of levels the metamagic feat would normally add:
No levels added: At will
One level added: Once per completed path
Two levels added: Once, plus once per two completed paths, or twice per three completed paths, whichever is more
Three levels added: Once per two completed paths
Four levels added: Once per three completed paths
Six levels added: Once per six completed paths
Essentials (sp): All shadowcasters know a number of essential mysteries that form the basics of their craft. All essentials can be used as supernatural abilities at will:
Eyes of Magic: As the spell Detect Magic.
Hand of Shadow: As the spell Mage Hand.
Shadows Recede: As the spell Light.
Vague Dimness: As the spell Darkness, except that it sets light levels to shadowy illumination even if they are already darker. While in an area of Vague Dimness, everything casts a shadow if a nearby surface is available.
Gaze into Shadow (su): All shadowcasters have low-light vision due to long hours of practice in the shadows. If they have low-light vision from another source, they can add another increment to the range of light. For example, an elven shadowcaster would be able to see 60' in torchlight as though it was brightly illuminated.
Shadow Weaponry (su): A shadowcaster can force her shadow to form certain kinds of weaponry for them out of other shadows. Doing so requires that she be in contact with her shadow, and that there be other shadows within five feet per level. At 1st level, she can create arrows that can only maintain their substance briefly. Creating such an arrow is part of the action of attacking with it; these arrows neither need nor benefit from any kind of bow or other launcher, although they do require a free hand. They require a ranged touch attack to hit, and inflict 2d4 damage with a x3 critical multiplier. They may inflict either lethal or nonlethal damage, at the shadowcaster's option. She can make multiple attacks per round with these arrows as a Full Attack action, if her base attack bonus allows it or she conjures them from both hands.
At 4th level, she may conjure a sword as a swift action. This sword hits with a touch attack, deals 1d6 damage for a medium shadowcaster, and has a critical threat range of 18-20/x2. It has an enhancement bonus to attack and damage rolls of 1/3 of the shadowcaster's character level. She may only conjure one sword at a time, and it disintegrates instantly on leaving her hand. At 8th level, she may conjure two swords as a single action. She may still not have more than two swords at a time. When fighting with these two swords or with her Shadow Arrows, she need take only a -2 penalty to allow her a full series of off-hand attacks and off-hand attacks of opportunity, the latter with the swords only.
At 12th level, all of the shadowcaster's shadow weapons ignore damage reduction as though they were made of any special material of the shadowcaster's choice. The special material they are made of is chosen when the weapon is created, or can be changed as a swift action.
At 16th level, all of the shadowcaster's shadow weapons gain a single moderate quality (see the Book of Gears) of her choice when she creates them. She may choose between Frost, Lifestealing, Sharpness, and Wounding. Different weapons can be created with different properties.
Scavenging Shade (ex): A shadowcaster of second level or higher can send her shadow to gather food and water for her from the Plane of Shadow, reducing her needs. She need only eat one meal per week, and may drink a tenth what she normally must.
Evasion: A shadowcaster of 3rd level or higher gains evasion, as the rogue ability of the same name.
Shadowsight (su): A shadowcaster of 3rd level or higher can see clearly through shadows. She can treat any area of shadowy illumination (even those that she can only count as shadowy due to her low-light vision) as fully illuminated. Also, her Gaze into Shadow ability becomes Extraodinary instead of Supernatural.
Attach Shadow (su): As a swift action, a shadowcaster touching her shadow may attach it at the point of contact (usually her feet). Such a shadow remains stuck to her even if there is no directional light to cast it or no surface to cast it on.
Stomach of Shadow (ex): A shadowcaster of 5th level or higher can sustain herself off the shadows within her body. She no longer need eat or drink, and a single hour of sleep provides her with the benefits of a full night's rest, although she still needs to not adventure for eight hours to recover her mysteries.
Also, her bodily fluids become inky. Her blood, sweat, saliva, and similar fluids are usable as black ink. At her option when releasing the ink, it may glow as bright as a candle in any sufficiently ominous color when in darkness. Sweat, saliva, tears, and similar fluids are water-soluble. The ink in her blood, however, is not.
Umbral Eye (su): A shadowcaster of 6th level or higher can see in any kind of darkness, even magical darkness, out to a range of sixty feet.
Shadow Guide (sp): A shadowcaster of 6th level can cast Shadow Walk once per day as a spell-like ability. Her group moves five miles per hour per character level of the shadowcaster. At 11th level, this ability improves to be usable at will and allow movement at doubled speed. She may also choose to arrive anywhere outdoors on the material plane, with perfect accuracy, when she exits the shadow plane. Finally, she may cast a version of Dimension Door that passes through the shadow plane at will.
Shadow Blood (ex): A shadowcaster of 8th level or higher needs not sleep and is immune to poisons and diseases that don't specifically target shadow creatures. She also has a reduced need for breath, and can hold her breath for a minute per point of constitution.
Revealing Shadows (su): A shadowcaster of 9th level or higher can see invisible creatures as though she benefitted from a permanent See Invisible spell. Also, her Shadowsight ability becomes Extraordinary.
Penumbral Soul (ex): Whenever a shadowcaster of 11th level or higher is not on the Plane of Shadow or a plane coexistent to it, a demiplane almost exactly like border shadow exists coexistent to her out to a radius of 10' per class level. The plane's traits are the same as those of the Plane of Shadow, except that it inherits the elemental and energy traits, and adds the magic traits, of the plane the Shadowcaster is on. This demiplane connects to Deep Shadow the same way as Border Shadow does and can be accessed by any effect that accesses the Shadow Plane. If the shadowcaster enters it or the Plane of Shadow, the demiplane remains where it is until the shadowcaster leaves for another plane, at which point any creatures still in it are deposited into the plane it was coexistent to. The shadowcaster can take this plane with her when Shadow Walking across another plane. If she dies, the plane remains around her body, grave, or the place where her body is destroyed, whichever is more workable and dramatically appropriate.
Beshadowed Heart (ex): A shadowcaster of 12th level or higher needs not breathe and is immune to negative levels and death effects.
Improved Evasion (ex): A shadowcaster of 13th level gains Improved Evasion, as the rogue ability of the same name.
Sorcerous Perceptions (su): A shadowcaster of 14th level can see magic auras, as the Greater Arcane Sight spell, permanently. Her Umbral Eye ability becomes extraordinary.
Ubiquity of Shadow (ex): A Shadowcaster of 15th level or higher is at home anywhere shadows exist. She is immune to any effect that targets an extraplanar creature as long as she is in a shadow. Additionally, if barred from a plane, she may still enter the plane as long as she is never in an area of bright illumination (which she can feel as if a solid wall). If she ever finds one forced upon her while in a plane she is barred from entering, she is immediately shifted to the Plane of Shadow, which is her home plane for purposes of all magical effects.
Eternal Shade (ex): A Shadowcaster of 16th level forever remains, as she is then, a immense shadow of her former self. She stops aging and will no longer die when she reaches her maximum age.
Eyes of Eternal Midnight (ex): A shadowcaster of 18th level's vision cannot be blocked out by magical interference. Her Sorcerous Perceptions and Revealing Shadow abilities become extraordinary.
Speed of Shadow: Shadows can move faster than anything else in the universe, and shadowcasters can exploit this effect. At 19th level, a Shadowcaster may cast a mystery usable as a supernatural ability as a swift action. Each mystery may be cast in this manner once per day.
Grand Shadow (sp): At 20th level, a shadowcaster learns a spell to cause shadow to become the ascendant force of the multiverse. If she uses this ability, the entire multiverse becomes its shadow reflection. Having the ability to decide the fate of the multiverse in a single action means the shadowcaster wins D&D.
Mysteries List
A Shadowcaster may take any Mysteries from Wizards of the Coast's Tome of Magic (Apprentice Mysteries there become Lesser, Initiate Mysteries become Greater, Master Mysteries become Deep), plus the following, which are designed to be sufficient to play a Shadowcaster for those without access to the Tome of Magic. The first spell listed on a Path is the lowest level in its category (1st for Lesser, 4th for Greater, 7th for Deep); the second and third are each one higher than the previous. Note that Mysteries are just an alternate way of accessing spells, and will be treated as such.
Lesser Mysteries:
Black Writings: Inscribe*, Secret Page, Illusory Script
*Described in the New Spells section.
Clouds of Night: Obscuring Mist, Blacklight, Blindness/Deafness
Draining Dark: Ray of Enfeeblement, Chill Touch, Ray of Exhaustion
Flickering Spell: Greater Dispel Magic*, Touch of Idiocy, Lesser Globe of Invulnerability
*At-will.
Ominous Form: Change Size*, Human Form**, Gaseous Form
*Enlarge Person or Reduce Person, chosen on casting.
**Dungeonomicon
Penumbrous Force: Unseen Servant, Summon Swarm*, Phantom Steed
*Sumoned swarm is made of solid shadows.
Seek the Shadows: Short Invisibility*, Obscure Object, Greater Invisibility
*Described in the New Spells section.
Speed of Darkness: Expeditious Retreat, Blur, Haste
Treacherous Night: Minor Image, Mirror Image, Lesser Shadow Conjuration*
*Described in the New Spells section
Greater Mysteries
Arcane Shade: Slashing Dispel*, Feeblemind, Spell Turning
*PHB2
Cup of Shadow: Resilient Sphere, Telekinesis, Wall of Force
Deception's Hand: Illusory Wall, Mirage Arcana, Programmed Image
Dusk's Visage: False Vision, Permanent Image, Mislead
Eyes of Darkness: Scrying, Dream, Legend Lore
Furtive Grasp: Enervation, Passwall, Sieze Magic*
*Described in the New Spells section
Night Terrors: Phantasmal Killer, Nightmare, Eyebite
Twilight Mists: Solid Fog, Cloudkill, Arctic Fog*
*As Acid Fog, but does Cold damage instead
Unseen Way: Dimensional Anchor, Mage's Private Sanctum, Mislead
Deep Mysteries
Language of Darkness: Symbol of Stunning, Symbol of Insanity, Power Word: Kill
Planes of Night: Banishment, Dimensional Lock, Imprisonment*
*or Freedom, chosen when casting
Sculpted Twilight: Greater Shadow Conjuration, Trap the Soul, Shades
Shadows of the Self: Project Image, Simulacrum, Astral Projection
Unsought Soul: Sequester, Mind Blank, Foresight
"No, you can't burn the inn down. It's made of solid fire."