What Gazes Back
Seldom glimpsed figures of campfire tales and folk legends, Shadow Mages occupy a disconcerting niche on most worlds. Embracing the darkness that so many rightly fear, these practitioners can move through and touch the world around them in ways few others can comprehend. Bending their minds and bodies to adapt to not just the absence of light, but to hear, see, and harness the susurrus of little-known forces that whisper in the deepest darks, Shadow Mages find a wealth of strange and intoxicating powers at their command. Only after decades of honing this craft do those that delve deepest into the mysteries of the dark begin to realize that, sometimes when they move through the darkest shadows, they're not alone.
At Level 1, gain the following features:
Phantom Sight. If you do not already have it, you gain Darkvision (1,000ft.), and you can see through up to 30ft. of Magical Darkness.
Aura of Shadow. As an Action, you create a 5ft. radius sphere around yourself. The sphere reduces the current light level in the affected area by one (so Blinding Light to Bright Light, Bright Light to Dim Light, or Dim Light to Darkness).
Phantom Sight. If you do not already have it, you gain Darkvision (1,000ft.), and you can see through up to 30ft. of Magical Darkness.
Aura of Shadow. As an Action, you create a 5ft. radius sphere around yourself. The sphere reduces the current light level in the affected area by one (so Blinding Light to Bright Light, Bright Light to Dim Light, or Dim Light to Darkness).
Reference Sheets. Add to your Character Packet for a printable quick-reference. Includes Specialization choices checklist for Major, cost multipliers for Minor/Influence.
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Class Spells
Darklight (1+)
Range: Touch or 60ft., 10ft. Radius Use: Action Activation Cost: 1+ Mana Tags: darkness, darkvision, light, utility You create a 10ft. Radius sphere at a target point within range, or centered on an object you can touch. If applied to an object, the sphere moves with the object. The sphere acts as a globe of magical Darkness for any creature without Darkvision, and it counts as an area of Darkness for the purpose of triggering other Shadow Mage abilities. For creatures with Darkvision, the sphere appears as if it was lit with Bright Light, and objects within the sphere can be seen in full color. The sphere lasts until the end of your next turn. Upcast: For every additional 1 Mana spent to activate this ability, the sphere lasts an additional Round. Eye of Night (1+/1+) Range: Touch Use: Action Activation Cost: 1+ Mana Sustaining Cost: 1+ Mana Tags: darkvision, utility You bestow Darkvision (60ft.) upon a creature you can touch. If the target already has Darkvision, it increases by 120ft. You may selectively dismiss this blessing from individual creatures as a Free Action at any time. Upcast: For every additional +1/+1 Mana spent to activate this ability, you may bestow Darkvision upon one additional creature within Touch range. Become Phantasm (2/4) Range: Self Use: Action Activation Cost: 2 Mana Sustaining Cost: 4 Mana Tags: debuff, defense, Eldritch, horror You wrap yourself in shadows, becoming more powerful the darker your surroundings are according to the table below. Each effect stacks with the previous one.
Horror: When you deal Eldritch Damage with this ability against a target that is Frightened, it takes the same amount of Psychic Damage. Maw of Darkness (3+) Range: Touch Use: Action Activation Cost: 3+ Mana Tags: Attack, Eldritch, Horror Make a Spell Attack against a target you can touch. Horrible twisted fangs pierce the veil of reality around the target and attempt to maul it, inflicting 1d6 Eldritch Damage on a hit. Horror: If this ability deals damage to a target that is in Darkness, it takes an additional +1d4 Eldritch Damage, and must make a Willpower check against your Spell Check Target (Cleverness + Precision +1/2CL), becoming Frightened on a failure. Upcast: For every additional +4 Mana spent on this spell, it deals an additional +1d4 Eldritch Damage, and the target for the Horror Check (if applicable) increases by +1. |
Shadowmeld (1/3)
Range: Self Use: Action Activation Cost: 1 Mana Sustaining Cost: 3 Mana Tags: Buff, Speed, Stealth, Search, Utility So long as you are Sustaining this ability, your Speed increases by +5ft in Dim Light, and +10ft in Darkness. Wraithwalk (7+) Range: 30ft. Use: Action Activation Cost: 7+ Mana Tags: Reach, Darkness, Utility When you use this ability, you may treat any two spaces of Darkness you can see within range as if they were adjacent. This effect lasts until the end of your next turn. Only you may interact with the affected spaces in this way, and you may change the spaces you designate at any time. Upcast: For every additional 2 Mana spent on this ability, increase the Range by 30ft. Grimpack (5+) Range: Touch Use: Action Activation Cost: 5+ Mana Tags: Summon, Frighten, Horror You summon a Shadow Beast in an empty space within 5ft. of yourself. It is a medium creature with Armor and Health equal to your Character Level, a walking Speed of 45ft., and is considered an Aberration/Elemental creature type. A 5ft. sphere of magical darkness is centered on the Shadow Beast and moves with it. The Shadow Beast takes two Actions of your choice immediately, and two more at the start of your next turn. It vanishes at the end of your next turn. The Shadow Beast has the following Actions: Move, Shove, Grapple, Wait, Opportunity Attack (Reaction), Retreat (Reaction), Bite (below), and Howl (below).
Horror. If the Shadow Beast deals Bite damage to a target that is Frightened, that target takes an additional 2d4 Psychic Damage. Upcast: For every additional +5 Mana spent on this ability, summon an additional Shadow Beast. |
Starting Equipment
If Shadow Mage is your Major Class, you get the following equipment at level 1.
Armor & Clothing:
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Adventuring Gear & Currency:
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Specializations
If Shadow Mage is your Major Class, gain the benefits below as you reach the indicated levels.
Level 1 Choose one:
Choose one:
Choose one: Creature of Night. Your Mana Capacity increases by +2 at night. Corner of your Eye. Once per Encounter, when you are in Darkness, you may ignore the first Opportunity Attack attempted against you. Level 4 Choose one:
Choose one:
Choose two:
Choose one:
Choose one:
Darkbringer. Once per Round, you may activate or deactivate your Aura of Shadow feature as a Free Action (instead of an Action). Phantom. While Sustaining your Become Phantasm or Shadowmeld ability, you may add your Cleverness to Hide and Search Checks. Level 10 Choose one:
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Level 11
Choose One:
Choose one:
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Choose One:
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Choose one:
Choose one: Everwraith. Your Wraithwalk ability is permanently active at no cost. If you choose to cast or Upcast it, the base range becomes 150ft. Cursed Knowledge. When a creature triggers one of your Horror effects, you may use your Reaction to deal 3d12 Eldritch + 3d12 Psychic Damage to it. You gain Mana and Stamina equal to half of the total damage dealt. Level 19 Choose two:
Choose two. You may select the same option twice:
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