Tenebrous Spell and Umbral Bloodline


Rules Questions


The descriptors for the Tenebrous Spell Metamagic Feat and the Umbral Wildblooded Arcana are fairly similar but not exact.

Tenebrous Spell (Metamagic)
You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.

Benefit: When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a –2 penalty on the dispel check.

Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the tenebrous spell’s effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check.

You cannot use this feat on spells with the light descriptor. A tenebrous spell uses up a spell Slot one level higher than the spell’s actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion (shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic feat for all other purposes).

Umbral Bloodline Arcana:

Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.

My question is since they both increase caster levels by 1 in dim light and darkness would they stack? I would think they would given the completely different nature of the sources and the extra weaknesses associated with tenebrous. If they don't, however, how would one get access to Umbral and Shadow Grasp metamagic without wasting a feat?

Scarab Sages

SirCorius wrote:

The descriptors for the Tenebrous Spell Metamagic Feat and the Umbral Wildblooded Arcana are fairly similar but not exact.

Tenebrous Spell (Metamagic)
You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.

Benefit: When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a –2 penalty on the dispel check.

Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the tenebrous spell’s effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check.

You cannot use this feat on spells with the light descriptor. A tenebrous spell uses up a spell Slot one level higher than the spell’s actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion (shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic feat for all other purposes).

Umbral Bloodline Arcana:

Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.

My question is since they both increase caster levels by 1 in dim light and darkness would they stack? I would think they would given the completely different nature of the sources and the extra weaknesses associated with tenebrous. If they don't, however, how would one get access to Umbral and Shadow Grasp metamagic without wasting a feat?

As 3 years passed without an answer, I wonder if I should asked the same question or only reply... I'm looking for an answer.


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The Caster Level increases aren't bonuses with the same type or the same source so they will stack.

Scarab Sages

Yeah, they stack caster levels.

That metamagic feat increases the slot required by 1 (unless a darkness, shadow, or illusion: shadow descriptors). Also, as a Sorcerer, applying a metamagic feat to your spell will transform a standard action spell into a full-round spell (or an extra full round action if spell has a longer casting time).

Doubtfully worthwhile for a meager +1 in caster level.

As for how to acquire the feat, without paying for the feat, not sure.

Scarab Sages

DC +1 and CL +1 for Tenebrous spell<
DC +1 for spell in dim light (Umbral bloodline) or Shadow bloodline
and prerequisite for umbral spell shadow grasp
Not so bab if you want to focus in shadow spell

PfSRD wrote:

Umbral Spell (Metamagic)

Targets of your darkness spells radiate darkness.

Prerequisite: Tenebrous Spell.

Benefit: An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness.

Level Increase: +2 (an umbral spell uses up a spell slot two levels higher than the spell’s actual level.)

You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object.

Quote:

Shadow Grasp (Metamagic)

Your darkness spells have substance and bind your foes.

Prerequisites: Tenebrous Spell, Umbral Spell.

Benefit: When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat.

Level Increase: +1 (a shadow grasp spell uses up a slot one level higher than the spell’s actual level.)[/quoted]

Scarab Sages

Eretas wrote:

DC +1 and CL +1 for Tenebrous spell<

DC +1 for spell in dim light (Umbral bloodline) or Shadow bloodline

Umbral Bloodline only adds +1 caster level. Caster Level and Spell level are different.

Sorcerer spell DC is 10+Spell Level+CHA mod. So with a 12 CHA, a 5th level Sorcerer casts 1st level spells at DC 12 (10+1+1). Caster Level doesn't affect the Spell's DC. Caster level determines variable effects of a spell, like range or damage, which are described in the spell's description. Caster level is also used to overcome spell resistance and for caster level checks (like when casting defensively).

Tenebrous Spell does add +1 Caster Level and +1 DC, but as a metamagic feat, it also increases the casting time for a Sorcerer. So, if you are an Umbral Sorcerer in Dim Light or Darkness, Tenbrous Spell adds a Meager +1 CL and +1 DC in exchange for making your spell into a full round action AND requiring a feat.

I'm not including the Umbral Arcana bonus to caster level, since you have that without metamagic feat. Personally, I'd rather keep the short casting time and spend the feat elsewhere. That Umbral Bloodline is otherwise useful, provided being in Dim Light or Darkness is something you expect will happen often for your character.

Scarab Sages

Maybe i'm focusing too much on the "umbral" aspect of that PC!
With the very short list of spells and feat, It's probably overkill.

Scarab Sages

Eretas wrote:

Maybe i'm focusing too much on the "umbral" aspect of that PC!

With the very short list of spells and feat, It's probably overkill.

Don't really think it's overkill, I just think that that Metamagic feat doesn't give you enough gain for the cost to a sorcerer. As a sorcerer you have limited feats, and any metamagic is going to increase your spell casting times. For context, the difference is being able to move and cast, vs being only able to cast.

Regarding light levels, one thing to keep in mind is that other players in your party may be rather impaired in dim light or darkness, so a character built around this concept may run into social issues that transform into mechanical issues.

Darkvision can help here, but not all characters have darkvision, and being blind due to a lack of light can be quite debilitating for the other players.

Additionally, Light is a 0 level spell and Darkness is a 2nd level spell. So don't expect to have dim light or darkness, most of the time, until you get to 4th level.

Though regarding shadown magic, I believe there is a feat in Monster Summoner's Handbook that allows your summons to gain the Shadow subtype, which in turn makes them count as shadow spells. Could be wrong, but worth looking into.

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