Shadow Mage 2
Class Group | Wizard |
---|---|
Ability Score Requirements | Intelligence 9 Wisdom 15 |
Prime Requisite | Intelligence |
Races Allowed | Humanoids |
Alignments Allowed | Any |
The Shadow Mage | Spell | Slots | per | Spell | Level | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | XP Needed | Hit Dice (d4) | THAC0/BAB | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 0 | 1 | 20/+0 | 1+11 | — | — | — | — | — | — | — | — |
2 | 3,000 | 2 | 20/+0 | 2+11 | — | — | — | — | — | — | — | — |
3 | 6,000 | 3 | 20/+0 | 2+11 | 1+11 | — | — | — | — | — | — | — |
4 | 12,000 | 4 | 19/+1 | 3+11 | 2+11 | — | — | — | — | — | — | — |
5 | 24,000 | 5 | 19/+1 | 4+11 | 2+11 | 1+11 | — | — | — | — | — | — |
6 | 48,000 | 6 | 19/+1 | 4+11 | 2+11 | 2+11 | — | — | — | — | — | — |
7 | 72,000 | 7 | 18/+2 | 4+11 | 3+11 | 2+11 | 1+11 | — | — | — | — | — |
8 | 105,000 | 8 | 18/+2 | 4+11 | 3+11 | 3+11 | 2+11 | — | — | — | — | — |
9 | 160,000 | 9 | 18/+2 | 4+11 | 3+11 | 3+11 | 2+11 | 1+11 | — | — | — | — |
10 | 285,000 | 9+1 | 17/+3 | 4+11 | 4+11 | 3+11 | 2+11 | 2+11 | — | — | — | — |
11 | 425,000 | 9+2 | 17/+3 | 4+11 | 4+11 | 4+11 | 3+11 | 3+11 | — | — | — | — |
12 | 850,000 | 9+3 | 17/+3 | 4+11 | 4+11 | 4+11 | 4+11 | 4+11 | 1+11 | — | — | — |
13 | 1,235,000 | 9+4 | 16/+4 | 5+11 | 5+11 | 5+11 | 4+11 | 4+11 | 2+11 | — | — | — |
14 | 1,610,000 | 9+5 | 16/+4 | 5+11 | 5+11 | 5+11 | 4+11 | 4+11 | 2+11 | 1+11 | — | — |
15 | 1,985,000 | 9+6 | 16/+4 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 2+11 | 1+11 | — | — |
16 | 2,370,000 | 9+7 | 15/+5 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 3+11 | 2+11 | 1+11 | — |
17 | 2,755,000 | 9+8 | 15/+5 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 3+11 | 3+11 | 2+11 | — |
18 | 3,140,000 | 9+9 | 15/+5 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 3+11 | 3+11 | 2+11 | 1+11 |
19 | 3,525,000 | 9+10 | 14/+6 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 3+11 | 3+11 | 3+11 | 1+11 |
20 | 3,910,000 | 9+11 | 14/+6 | 5+11 | 5+11 | 5+11 | 5+11 | 5+11 | 4+11 | 3+11 | 3+11 | 2+11 |
Class Features
Hit Points
Hit Dice (Levels 1-9): 1d4 + HP Adjustment per levelHit Dice (Levels 10+): +1 HP per level
Starting Equipment
Start with a spellbook and (1d4+1) x 10 gp to purchase starting equipment with. Can keep left over money.Using the Alternate Starting Wealth house rule, the shadow mage can instead begin play with a spellbook and 30 gp or the following pre-selected equipment:
Combat Proficiency
- Cannot wear armor and cast spells at the same time.
- Allowed to use daggers, quarterstaves, darts, knives, slings and light crossbows.
Proficiencies
Non-Weapon Proficiencies
- Starts with 4 Non-Weapon Proficiencies.
- Gains a Non-Weapon Proficiency every multiuple of 3 levels (level 3, 6, 9, 12, 15, 18).
- Can choose a Non-Weapon Proficiency at normal cost in the General and Wizard categories.
- Can choose a Non-Weapon Proficiency at +1 cost from any other category.
Weapon Proficiencies
- Starts at Level 1 with 1 Weapon Proficiency Slot
- -5 Penalty to hit with weapons without proficiency.
- Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18).
Spellbook
Restricted Schools
Shadow Mage cannot learn spells from the schools of Abjuration or Evocation unless that spell is also from the school of Shadow Magic.Learn Spells Roll
The learn spell roll can be found by looking up the Intelligence Ability Score table.Starting Spells
There are multiple rules for how to obtain your starting spells, and your GM will choose which option you will be using.Guaranteed Versatility
- At 1st-level the spell book contains 5 spells.
- 1 of the starting spells must be read magic
- The abjurer then gains one offensive, one defensive, and one other spell. The final spell is a randomly chosen spell from the school of Shadow Magic.
- The abjurer need not make a Learn Spells roll for any of these spells as they are assumed to have learned them over the course of their long apprenticeship.
Fast Learner
- At 1st-level the spell book contains 3d4 1st-level spells.
- 2 of the starting spells must be read magic and detect magic.
- The rest of the starting spells can be chosen from universal magic spells (1st-level spells only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells. The Abjurer can also choose one spell from the school of Shadow Magic (1st-level spells only) without making a learn spells roll.
- The GM may assign you spells instead to start with.
Spells of Choice
- At 1st-level, the abjurer chooses 1st-level spells they wish to gain and must roll learn spells checks for each spell, stopping when all 1st-level spells have been exhausted or when the abjurer has learned their maximum number of spells.
- No spells are guaranteed using this method, and there is a chance that the abjurer starts with 0 spells, having to resort to finding spells through other means and fighting with weapons until that point.
Learning New Spells
- Can only learn spells of a level for which you have spell slots.
- Can learn a spell from another's spell book with a learn spells roll.
- Gain 1 spell when leveling up. This spell must be from the school of Shadow Magic, and must be approved by the DM.
- The maximum number of spells you can learn per level can be found by looking up the Intelligence Ability Score table.
Casting Spells
- A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
- The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
- A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.
Special Features
- Non-Shadow Mages hit by a shadow magic spell save at a bonus or penalty depending on ambient light, as seen below
- This penalty increases to -2 if the target is a specialist of an opposition school (abjuration or evocation).
- +15% chance when learning a shadow spell
- -15% chance when learning spells from other schools.
- At 4th level, can see as well in moonlight as a normal human does by broad daylight
- Reduces combat penalties for darkness by 1 point total.
- At 7th level, can see perfectly by starlight.
- Reduces combat penalties for darkness by 2 points total.
- At 10th level, the shadow mage can see perfectly in total darkness.
- Negates all combat penalties for darkness.
- Magical blindness or fog can still impair vision, no matter the level.
Lightning Condition | Modifier |
---|---|
Bright daylight/continual light | +2 |
Weak daylight/dusk/light | none |
Twilight/moonlight/lantern light | –1 |
Weak moonlight/torch light | –2 |
Candlelight/starlight | –3 |
Total darkness | –4 |
Saving Throws
Experience Level | Paralyzation, Poison, or Death Magic | Rod, Staff, or Wand | Petrification or Polymorph1 | Breath Weapon2 | Spell3 |
---|---|---|---|---|---|
1-5 | 14 | 11 | 13 | 15 | 12 |
6-10 | 13 | 9 | 11 | 13 | 10 |
11-15 | 11 | 7 | 9 | 11 | 8 |
16-20 | 10 | 5 | 7 | 9 | 6 |
21+ | 8 | 3 | 5 | 7 | 4 |
2Excluding those that cause petrification or polymorph.
3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Shadow Mage Spells
1st-Level
2nd-Level
3rd-Level
4th-Level
5th-Level
6th-Level
7th-Level
8th-Level
9th-Level
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This article will be expanded upon in the future
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