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Author Topic: New Class: Shadowcaster  (Read 533 times)

herkles

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New Class: Shadowcaster
« on: February 15, 2021, 10:47:16 PM »
All things fall into shadow, even light. Shadows do not represent the absence of light; they show the presence of darkness. Thus, shadow and darkness are not death or diminishment; they are the fundamental state of the universe, the constant that existed before, that exists now, and that will exist when all other things are snuffed out. So it is with the Plane of Shadow, that dark mirror to the Material Plane and many other realities. Shadowcasters tap into this most fundamental of forces and planes to work their dark wills. By tying themselves to the Plane of Shadow, they maintain a tenuous link to the ultimate force of existence.

The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learns great shadow mysteries the equal of any mundane spell. These dark casters are workers of alien magic, possessing an occult understanding of the world and magic that even other spellcasters fi nd disturbing. They are masters of a dark power—and perhaps, as some worry, its servants as well.

MAKING A SHADOWCASTER

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The shadowcaster is a potent magic user. Her abilities are tightlyfocused, making her somewhat less versatile than other spellcasters, but what she lacks in range she makes up in sheer capability. Shadow magic is unfamiliar to most enemies and, especially at higher levels, far more diffi cult to counter, disrupt, or dispel. Depending on the shadowcaster’s focus and choice of paths, she might be an exceptional scout, a master of scrying, a commander of shadowy minions, a thief of life, or any combination thereof. Like most spell users, her role depends largely on the magic she chooses.

Those who walk the dark road of shadow magic must fortify themselves against the pull of the Plane of Shadow. As the power the plane grants grows, so too does its grip on a shadowcaster’s soul. This constant contest between shadow and soul strengthens a shadowcaster’s will and fortitude.

Few shadowcasters are leaders of adventuring groups, being more concerned with expanding their knowledge and understanding of the mystical in general, and of shadow in particular.

Abilities: Shadowcasters must be both clever and confident, studious and determined; Intelligence and Charisma both impact their mysteries. Wisdom is useful for perception, particularly if they opt for any of the scrying-oriented paths. Because shadowcasters rarely wear armor, a high Dexterity proves helpful.

Races: The majority of shadowcasters are humans or halfelves, individuals whose quest for power, understanding, or knowledge is at the forefront of their personas. Dwarves tend to see shadowcasters as agents of evil, even if they are unwitting ones. Elves do not necessarily consider them evil, but they do see shadow magic as unnatural, and therefore harmful even when their masters intend no malice. Gnomes are more accepting of shadowcasters. They view them with suspicion, but simultaneously respect their drive and wonder at the great arcane secrets they possess. Halflings fear shadowcasters for their powers but envy their ability to enter and explore the dark, hidden places. Half-orcs tend to distrust shadowcasters, although some lust after their abilities; however, few half-orcs have the mental capacity to be effective shadowcasters.

Alignment: Shadowcasters deal with dark powers, magic often associated with evil, and live with a skewed perception of the world itself. Mastering the paths and mysteries, and learning to comprehend the world through the alien fi lter of the Plane of Shadow, requires an exceedingly disciplined, organized mind. Thus, while shadowcasters can be of any alignment, those with good or chaotic alignments are exceedingly rare.


CLASS FEATURES
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Your class features represent a growing mastery of shadow magic and a more intimate connection to the Plane of Shadow.
Weapon and Armor Proficiency: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells.

Fundamentals of Shadow (Su): As a shadowcaster, you must master certain basic powers before proceeding to deeper secrets of shadow. These powers, known as fundamentals, function as supernatural abilities usable three times per day. You begin play with three fundamentals and gain an additional fundamental at 4th level and every four additional levels beyond 4th. At 14th level, you can use your fundamentals an unlimited number of times per day. You can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, you can “relearn” an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + your Cha modifier.

Mysteries and Paths: You do not cast spells as other classes do, but instead invoke mystical secrets called mysteries (see pages 139–153). You know one mystery at 1st level and gain one additional mystery every class level. Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. You can choose your new mystery from any category you have access to (including fundamentals). For instance, at 8th level, you could select either a fundamental, an apprentice mystery, or an initiate mystery.

Shadow magic progresses in very specific stages. You may not “jump ahead” in a path, although you need not complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least two mysteries of a previous level, and you must know all previous mysteries within a path to select a mystery from that path. For example, you cannot learn congress of shadows (the second mystery of the Ebon Whispers path) until you know at least two 1st-level mysteries, one of which must be voice of shadow (the first mystery of that path). However, you can always select the fi rst mystery in a path of a category you have access to, even if you didn’t complete the lower category paths. For example, you could learn the shadow vision mystery, the first one (4th level) in the Initiate Veil of Shadows path, even if you know no 3rd level mysteries (all of which are in the Apprentice category).

Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As you progress, however, your connection to the Plane of Shadow grows stronger, and your mysteries become more ingrained in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption (but they do not require material components, foci, or verbal components). Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Spot check to note that your shadow is making different gestures from the ones you make when you cast the mystery (see Detecting Mysteries, page 138).  At 7th level, when you become capable of casting initiate mysteries (whether or not you choose to learn any), your apprentice mysteries become so much a part of you that they now function as spell-like abilities, and they no longer require somatic components. Your new initiate mysteries (when you learn them) function as arcane spells and follow the rules described above.

When you reach 13th level and become capable of casting master mysteries, another change occurs. Your master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities. Your apprentice mysteries become supernatural abilities. (See page 139 for
rules governing supernatural abilities.) You can learn a mystery more than once. Each time you relearn a mystery, you gain another set of uses of that mystery per day.

You can use each mystery you know a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (two times), or a supernatural ability (three times). The allotments per level are given on Table 2–2, but only apply if you are able to cast mysteries of the level indicated. For example, if you choose breadth over depth and know no 4th-level mysteries as a 7th-level shadowcaster, you cannot take advantage of the one use per mystery per day detailed in the table. Unlike spellcasters, you don’t get bonus mysteries for a high ability score. Although you do not prepare spells, you must rest for 8 hours and meditate for 15 minutes each day to regain your use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots.

In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery’s level. The save DC for your mysteries equals 10 + mystery level + your Cha modifier. Even though as a shadowcaster you do not “cast spells” in the traditional sense, your levels in this class count for the purpose of determining your overall caster level.

Bonus Feats: Beginning at 2nd level, you gain bonus feats equal to half the total number of paths you have access to, rounded down. For instance, most shadowcasters know the first mystery of two different paths at 2nd level, so they gain one bonus feat. If you learn the first mystery of a third path at 3rd level, you still have only one bonus feat, but if you learn the first mystery of yet another path at 4th level, you know four paths, and therefore gain a second bonus feat. Thus, you have a choice: fully master fewer paths and gain access to more high-level mysteries, or branch out into more paths and gain more feats but fewer high-level mysteries. You do not gain a new bonus feat for repeating a path you already know, and fundamentals do not apply for the purpose of bonus feats.

You must meet the prerequisite (if any) in order to select a feat as a bonus feat. The list of feats you can select includes any metamagic feat (as described in the Player’s Handbook), Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Vision, and any metashadow feat. Umbral Sight (Su): When you reach 3rd level, your vision extends slightly into the Plane of Shadow. You gain darkvision out to 30 feet. If you already have darkvision, or gain it from some other source, the effective distance of that vision is increased by 30 feet. At 11th level, you become able to see perfectly in complete darkness, even magical darkness, out to 60 feet.

Sustaining Shadow (Ex): When you reach 5th level, your bond to the Plane of Shadow allows you to absorb dark energies, mitigating certain biological needs. You need eat only a single meal per week to maintain health. At 10th level, you only need 1 hour of sleep per night (but you must still rest for 8 hours to regain your mysteries for the next day). At 15th level, you gain immunity to nonmagical diseases and poisons. Finally, at 20th level, you no longer need to breathe, and need never eat or sleep.


MYSTERIES AND PATHS
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FUNDAMENTAL MYSTERIES
Arrow of Dusk: Ray deals 2d4 nonlethal, ×3 crit.
Black Candle: As the spell darkness or light.
Caul of Shadow: Shadows grant deflection bonus to AC.
Liquid Night: Create ink by manifesting surrounding shadows.
Mystic Refl ections: As the spell detect magic.
Shadow Hood: Subject takes –1 penalty on attack rolls and Dexterity-based checks.
Sight Obscured: +5 bonus on Hide, Sleight of Hand, or other checks to conceal your movements, actions, or presence.
Umbral Hand: As the spell mage hand, but can affect heavier objects and magic items.
Widened Eyes: Gain low-light vision.

APPRENTICE PATH MYSTERIES
CLOAK OF SHADOWS

1 Steel Shadows: Gain +3 armor bonus and +3 shield bonus to AC.
2 Sight Eclipsed: Hide even when observed.
3 Sharp Shadows: Foes striking you take piercing damage.
DARK TERRAIN
1 Carpet of Shadow: Transform the ground into shadowstuff, impeding movement.
2 Black Fire: Create fi re in several squares that deals cold damage.
3 Clinging Darkness: Root foes in place.
EBON WHISPERS
1 Voice of Shadow: As the spell command, but also affecting intelligent undead and constructs.
2 Congress of Shadows: Hold two-way conversation at a distance.
3 Flicker: Flash through several locations via conduits of shadow.
EYES OF DARKNESS
1 Bend Perspective: Change point of view, as though you were standing elsewhere.
2 Piercing Sight: Gain darkvision 60 ft. and see invisible creatures.
3 Killing Shadows: Gaze attack that deals damage.
SHUTTERS AND CLOUDS
1 Dusk and Dawn: Create an area of shadowy illumination.
2 Shadow Skin: Thicken your flesh with the power of shadow.
3 Dancing Shadows: Make subjects harder to hit.
TOUCH OF TWILIGHT
1 Life Fades: Deal nonlethal damage and cause fatigue.
2 Flesh Fails: Deal minor ability damage.
3 Umbral Touch: Deal damage and slow with a touch.
UMBRAL MIND
1 Mesmerizing Shade: Daze subject for 1 round or cause –1 penalty on attack rolls, checks, saves.
2 Thoughts of Shadow: Briefly enhance mental abilities.
3 Afraid of the Dark: Create a shadowy reflection of the subject that deals ability damage.

INITIATE PATH MYSTERIES
BLACK MAGIC
4 Warp Spell: Steal the energy of another caster’s mystery or spell.
5 Echo Spell: Repeat a mystery or spell cast in the previous round.
6 Flood of Shadow: Casting in area is difficult; shadow mysteries and spells are empowered.
BODY AND SOUL
4 Bolster: Grant subject temporary hit points.
5 Languor: Shadows weigh subjects down.
6 Shadow Investiture: Grant subject cold resistance 15,
evasion, and ability to see in darkness.
DARK REFLECTIONS
4 Shadow Evocation: Mimic evocation below 5th level,
but only 20% real.
5 Feign Life: Animate objects and give them concealment.
6 Shadow Evocation, Greater: Mimic evocation below
7th level, but only 60% real.
EBON ROADS
4 Step into Shadow: Short-range travel through shadow.
5 Pass into Shadow: As the spell plane shift, but must involve the Plane of Shadow.
6 Voyage into Shadow: As the spell shadow walk, but faster.
ELEMENTAL SHADOWS
4 Aura of Shade: Subject is protected from cold and deals
cold damage with attacks.
5 Dark Air or Water: As the spell control winds or control water.
6 Shadow Storm: Arcs of cold and electricity strike multiple targets.
UNBINDING SHADE
4 Shadows Fade: As the spell dispel magic.
5 Unravel Dweomer: As the spell break enchantment.
6 Shadows Fade, Greater: As the spell greater dispel magic.
VEIL OF SHADOWS
4 Shadow Vision: Subject takes penalties on most actions
and has 50% miss chance.
5 Curtain of Shadows: Block line of sight and deal cold damage.
6 Unveil: Remove many adverse conditions

MASTER PATHS
BREATH OF TWILIGHT
7 Life Fades, Greater: As the mystery life fades, but more potent and affecting more subjects.
8 Flesh Fails, Greater: As the mystery flesh fails, but more potent and affecting more subjects.
9 Ephemeral Storm: Targets must save or die, success results in 5d6 damage.
DARK METAMORPHOSIS
7 Ephemeral Image: Create a shadow duplicate through which you can cast your magic.
8 Umbral Body: Transform into an incorporeal being of shadow.
9 Shadow Time: Act freely for 3 rounds.
EBON WALLS
7 Prison of Night: Entrap subject in a shadow prison.
8 Tomb of Night: Prison of shadow drains levels from subject inside.
9 Consume Essence: Slay creature and instantly reanimate it as a dark creature under your control.
EYES OF THE NIGHT SKY
7 Truth Revealed: As the spell true seeing, with additional, but possibly misleading, information.
8 Far Sight: As the spell greater scrying, in conjunction with the mystery truth revealed.
9 Reflections of Things to Come: Gain limited insight into the future.
HEART AND SOUL
7 Dark Soul: Compel a subject to attack a target of your choice.
8 Soul Puppet: As the spell dominate monster.
9 Shadow Surge: As the spell dominate monster, but affects multiple targets for 1 round.
SHADOW CALLING
7 Summon Umbral Servant: Summon shadow elementals to serve you.
8 Shadow Plague: A cloud of shadow energy deals 4d6 cold damage/round.
9 Army of Shadow: Summon shadow elementals to serve you.



While the paths aren't exactly magic, they are just reskinned magic, with the feats like Extend Mystery functioning like Extend spell. So for adapting it to NWN, making it all spells with the shadow description, I think would be fine for an adaptation. If it is possible to keep the whole needing to learn each mystery path, ie the apprentice, initiate, and mastery I think that would keep the flavor and unique feeling of the class while also adapting it to NWN's engine.

Thoughts on the Shadowcaster and if it is possible? :)


Lexica

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Re: New Class: Shadowcaster
« Reply #1 on: February 15, 2021, 11:00:34 PM »
Well, I personally think it's incredibly cool, at the very least! :P
Michelle Anciaux

SardineTheAncestor

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Re: New Class: Shadowcaster
« Reply #2 on: February 15, 2021, 11:12:27 PM »
Seems like it would require a huge amount of custom spells, but honestly nothing particularly overpowered. A lot of abilities here that cannot be represented are functionally just renames of spells we already have, e.g. "unravel dweomer" may as well just be clarity. Curtain of shadows is just damning darkness with elemental damage instead of alignment based damage. I could see this implemented in a manner that it is satisfying to play even without all of its tabletop-only abilities.
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Phantasia

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Re: New Class: Shadowcaster
« Reply #3 on: February 15, 2021, 11:15:13 PM »
Very neat but a lot of work. Love to see it though.
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CorruptiveAries

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Re: New Class: Shadowcaster
« Reply #4 on: February 22, 2021, 01:03:06 PM »
I would so love to be a Shadowcaster! Had always wanted to play one in tabletop but never got the chance. I agree it would require alot of work as their magic works very differently but it would be a fun addition I think! Or even having the Shadow Mage Prestige Class
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herkles

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Re: New Class: Shadowcaster
« Reply #5 on: March 10, 2021, 04:33:28 PM »
Bumping this as I am curious how possible this class would be.  :mrgreen: