Armor Proficiency: leather or padded (all are acceptable if proficient from another class)
Weapon Proficiency: any daggers, chains, whips, or short swords
Bonus spell mod: intelligence
-fourth lvl spells are only accessable to players that share the alignment: evil use evil spells etc.
-the major spells are guild affiliated and can only be used by players sharing that guild and alignment.
|1|+1______|1|2_______|1|2_______|1|3_______|2|3_______|2|4_______|3|4_______|3|5_______|3|6_______|4|6/4|7_|steal shadow 1/day________|8|4|_3|1|
|11|2___|5|7/5|8_|Dispel shadows 3/day______|9|6|_4|2|
|20|7/8|12|steal shadow 3/day_______|10|10|8|3|
- SPELLS -
Shadow Bind: 3 cords of darkness; whip attacks against grapple to incapacitate
Shadow of Nothing: creates small sized shadow on target surface
Minor Shadow Step: 5 ft as a free action (similar to blink spell) this can replace another prepare spell at will, similar to summon nature’s ally. This will not provoke attacks of opportunity.
‘Cause Fear’: (see player’s handbook)
Shadow Snare: traps foe for 1d4 rounds. Must be placed in darkness. Reflex DC.
Baleful Stare: Allows you to scry from the shadows.
Phase light: dissappears for one round/caster lvl from one source.
Trick of the Light: causes foes to see what they wanted to. Spot DC.
Cloak of Shadows: as a ‘blur’ spell: 20% chance to miss as well as partial conceilment
‘Deeper Darkness’: 60 foot radius of darkness, lasts one day/ caster lvl
Emblem of the Dark: aligns item w/ shadow magic (weapons do dark dmg)
Greater Shadow Step: similar to minor shadow step, but with a 20 ft step.
‘Crushing Despair’: (See player’s handbook)
Solar Void: 5 ft/caster lvl of shadow from sunlight. cannot be countered or dismissed. Lasts one minute per caster lvl.
Dark Rift: opens extra-dimensional storage space. 1 ft2 per caster lvl.
Severing Void: creates 5’ X 8’ transparent wall.
Dark Flame: touch attack 1d8 dmg, lasts 1 round/caster lvl
Animate Shadow: replica of you with your shadow weapon (1d8 hd X caster lvl attack bonus is your caster lvl)
Shadow Leap: 1 actions, teleport 50 ft.
Swirling Darkness: 1d6 dmg to adjacent foes per round. Lasts 1 round per caster lvl.
Special LVL Spells
Third Light: Guild only. +2 bab & str mod as well as true sight 30 ft.
Shards of Diligence: Guild only. Will DC halves effects: 1d10 wisdom dmg
Paulsalto’s Dejection: on target, -4AC, -4 wis, next attack on target is similar to a coupe de grass (must have activation phraze)
Dark Domination: Guild only. Take over opponent’s mind: will save negates. Will save every minute to regain control.
Summon Shadow Drake: Guild only. size larg flying mound; 100hp, 20ac, speed 60’ flying/ 30’ walking. No attacks.
Paulsalto’s Deadly Glance: paralyze target for 1d8 rounds +1 per caster lvl. Fortitude DC negates.
Equalize Dominion: Guild only. Target changes alignment for 1 minute/ caster lvl. Cannot be negated.
Phantom Twilight: Guild only. Dims light & strengthens shadow magic as DM sees fit. example: dark dmg x1.5
Paulsalto’s Grasp: immobilizes opponent in darkness and crushes once a round as a free action. 1d10 dmg. Cannot be negated.
As many of our characters, including Baron Reilan, Baroness Edara, and Stonespirit are shadowcasters I thought I’d put up the stats for making a shadowcaster and light details on what their abilities do.