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SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.

Advantages:
– Hit Die: d6
– May cast one additional spell per level.
– +5% Magic Resistance.
– +25% Cold and Magic Damage Resistance.
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– Darkvision: The shadow adept is gifted with the ability to see better in darkness than in light, gaining permanent Infravision and immunity to blindness.

– May use Shadow Magic.

– 4th level: May use the Shield of Shadows ability once per day.

SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at <PRO_HIMHER> for 1 hour per 2 levels to a maximum of 9 hours.

From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.

– 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.

– 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist.

FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.

– 14th level: May use the Shadow Double ability once per day.

SHADOW DOUBLE: The shadow adept creates a copy of <PRO_HIMHER>self out of shadowstuff. The copy is at 60% of the caster’s level and has all the spells and abilities that the caster would have at that level.

Disadvantages:
– Suffers a -2 penalty to casting speed and caster level while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to non-good.

Prime Requisites For Dual-Classing: Intelligence, Charisma

SHADOW DISCIPLE: Shadow disciples are born with the innate ability to wield magic of the Shadow Weave, usually granted as a blessing from Shar, the Nightsinger. Like their equivalent, the sorcerer, they wield the power of their native magic, the Shadow Weave, with a level of skill that other spellcasters would envy.

Advantages:
– Hit Die: d6
– +5% Magic Resistance.
– +25% Cold and Magic Damage Resistance.
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– Darkvision: The shadow adept is gifted with the ability to see better in darkness than in light, gaining permanent Infravision and immunity to blindness.

– May use Shadow Magic.

– Gains the Darkvision innate ability.

DARKVISION: The shadow disciple is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness.

– 4th level: May use the Shield of Shadows ability once per day.

SHIELD OF SHADOWS: The shadow disciple surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at <PRO_HIMHER> for 1 hour per 2 levels to a maximum of 9 hours.

From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.

– 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow disciple cannot attack or use spells while in the Shadow Plane.

– 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist.

FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.

– 14th level: May use the Shadow Double ability once per day.

SHADOW DOUBLE: The shadow disciple creates a copy of <HIMHER>self out of shadowstuff. The copy is at 60% of the caster’s level and has all the spells and abilities that the caster would have at that level.

Disadvantages:
– Suffers a -2 penalty to casting speed and caster level while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to non-good.

NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies.
 
Advantages:
– +5% Magic Resistance.
– +25% Cold and Magic Damage Resistance.
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– Darkvision: The shadow adept is gifted with the ability to see better in darkness than in light, gaining permanent Infravision and immunity to blindness.
– The Nightsinger’s Bard Song, “Dirge of Despair”, inflicts a harrowing curse upon all enemies who listen. Victims suffer from the pain of overwhelming sorrow and slowly lose the will to live. Enemies with less than 50% maximum hit points lose twice as many hit points per round. Enemies with less than 25% hit points additionally incur a penalty to morale.
 
1st level: Enemies incur a -2 penalty to Luck and Saving Throws and lose 1 Hit Point per round. -1 to Morale.
15th level: Enemies incur a -3 penalty to Luck and Saving Throws and lose 3 Hit Points per round. -2 to Morale.
20th level: Enemies incur a -4 penalty to Luck and Saving Throws and lose 5 Hit Points per round. -3 to Morale.
 
– May use Shadow Magic.
 
– 6th level: May use the Shield of Shadows ability once per day.
 
SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at <PRO_HIMHER> for 1 hour per 2 levels to a maximum of 9 hours.
 
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
 
– 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
 
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
 
– 8th level: May use Find Shadow Familiar. This ability is only available to the protagonist.
 
FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.
 
– 18th level: May use the Shadow Double ability once per day.
 
SHADOW DOUBLE: The shadow adept creates a copy of <HIMHER>self out of shadowstuff. The copy is at 60% of the caster’s level and has all the spells and abilities that the caster would have at that level.
 
Disadvantages:
– Suffers a -2 penalty to casting speed and caster level while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to non-good.

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina.

Advantages:
– +1 bonus to Dexterity.
– Gains the Darkvision innate ability.

DARKVISION: The shadow monk is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness.

– Gains the Life-Drain innate ability.

LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level.

1st – 9th level: Drains 1 hit point on hit.
10th – 19th level: Drains 2 hit points and lowers target’s strength by 1 for 2 rounds (save vs. death to avoid strength drain)
20th level onwards: Drains 3 hit points, lowers target’s strength by 1 and 20% chance to drain one level permanently on hit

– Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level.

– 3rd level: May use the Shadow Pool ability.

SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk’s concentration may be disrupted during the channeling or the casting time. The channeling time decreases as the shadow monk increases in level.

Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy
Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk
Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose
Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar’s Blessing

– 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane.

– 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level.
– 15th level: May use the Deathstrike ability once per day.

DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. <PRO_HISHER> next attack within one round is a guaranteed critical hit and drains six levels from the target.

Disadvantages:
– Hit Die: d6
– -2 penalty to Strength.
– -4 penalty to Constitution.
– Alignment restricted to non-lawful and non-good.
– Uses the shadowdancer’s high level abilities table instead of the fighter’s, with the exclusion of Use Any Item.
– May not use the Lay On Hands ability.
– May not use the Stunning Blow ability.
– May not use the Quivering Palm ability.

Shadow Magic includes multi-class kits which may be selected in character creation, allowing for mage multi-classes that specialize in Shadow Weave spells.

Fighter/Mage -> Shade Warrior

Cleric/Mage -> Nightsinger

Mage/Thief -> Nightblade

Fighter/Mage/Thief -> Shadow Enforcer

Fighter/Mage/Cleric -> Dark Justiciar

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