Elemental Arcane School- Shadow


Homebrew and House Rules


I decided to create this Elemental Arcane School after remembering that 3.5's Forgotten Realms setting had a group of mages who practiced Shadow Magic.Once again I cobbled together some elements of other classes to create this school.

Shadow School
Unlike those who use magic from the Shadow subschool of Illusion, Shadow Elementalists tap into the Plane of Shadow, and are able to manipulate ordinary shadows to do their bidding.

Shadow Supremacy (Su): You gain a +2 enhancement bonus on Stealth checks whenever you are in areas of poor illumination. This bonus increases by +1 for every five wizard levels you possess. In addition, You gain darkvision 60 feet. If you already have darkvision, increase your existing darkvision by 60 feet instead. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell. At 20th level, whenever you make a Stealth skill check, assume the roll resulted in a natural 20.

Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Shadow Step (Sp): At 8th level, you can use this ability to walk through the Shadow Plane and reappear as a standard action. You can travel up to 30 feet per wizard level per day in this fashion, either in a single round or broken up across multiple shadow steps. This movement must be used in 5-foot increments and does not provoke an attack of opportunity. Travel through the Shadow Plane is imprecise; when you arrive, you re-enter 1 square off target, as per the rules for thrown splash weapons (see page 202 of the Pathfinder RPG Core Rulebook). If this would place you in an occupied square, you instead arrive in the nearest safe location. When you arrive, you are cloaked in shadow and gain concealment as the blur spell for 1 round. You may bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll location for each creature) and are cloaked in shadow for 1 round.

Shadow Elementalist Spells
1-Shadow Weapon
2-Haunting Mists, Shadow Anchor
3-Gloomblind Bolts
4-Shadow Conjuration, Shadow Dragon Aspect, Shadow Step
5-Shadow Evocation
6-Shadow Walk
7-Lunar Veil, Project Image, Shadow Conjuration, Greater
8-Shadow Evocation, Greater
9-Shades


There's more wizard shadow spells than that. Shadow trap, shadow enchantment and shadow transmutation just off the top of my head, and I'm sure there's many more. Are you saying that only the spells you listed are 'true shadow' as opposed to being linked to illusion in some way?


avr wrote:
There's more wizard shadow spells than that. Shadow trap, shadow enchantment and shadow transmutation just off the top of my head, and I'm sure there's many more. Are you saying that only the spells you listed are 'true shadow' as opposed to being linked to illusion in some way?

I was using an Advanced Spell Search engine on d20PFSRD.com in order to locate spells with the Shadow descriptor. The search engine allows you to find spells from all of the Pathfinder books that are currently out, or just those in the core rulebooks. I chose the latter. Thanks for letting me know. ;)


Shadow Dragon Aspect is from Kobolds of Golarion. Which is not a core rulebook...

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Elemental Arcane School- Shadow All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules