[Mysteries] Homebrew Shadowcaster Mysteries

Started by kai927, December 03, 2013, 02:50:10 PM

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kai927

All of these come from Realm of Chaos's Descent of Shadows project. It can be found here: http://www.giantitp.com/forums/showthread.php?t=74519

Apprentice Mysteries

Dark Snare
1 Sudden Pit: Create a pit that will open when walked into.
2 Shadow Spikes: Cause spikes to grow from floor, wall, or creature.
3 Shadow?s Venom: Create a small amount of poison.

Darkest Dawn
1 Revise Vista: Subtly warp area to grant your allies an advantage and your enemies a disadvantage.
2 Dayspring Tranquility: All within area get bonus to ac. Create area of sanctuary that harms those who attack.
3 Morning mist: Create fog that wakes up and refreshes all allies in the area and deals cold damage to all enemies in the area.

[spoiler=Dark Snare Expanded]Sudden Pit
Apprentice, Dark Snare
Level/School:
1st/Conjuration (creation)
Range: Close (25 ft + 5 ft/2 levels)
Area: 1 5-foot square
Duration: 1 hour/level
Saving Throw: Reflex Negates
Spell Resistance: No

As your target moves right as you expected, they watch in horror as the floor drops from under their feet.

The first time that the designated 5-foot square is stepped into by a small or larger creature, it instantly lowers to form a 10 foot pit below the creature?s feet. A Reflex save saves the target from falling into the pit. The walls of the pit are formed of solid shadowstuff and the climb DC to emerge from the pit is 10 + your caster level. For every 4 caster levels you possess, the depth of the pit you create is increased by 10 feet.

Shadow Spikes
Apprentice, Dark Snare
Level/School:
2nd/Conjuration (creation)
Range: Close (25 ft+5 ft/2 levels)
Area or Target: 1 5-foot square/level surface or 1 creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

Just as you desired, spikes sprout from wherever you desire. Whether this is from a wall, floor, or creature makes no difference.

This mystery can make dangerous spikes sprout forth from almost any surface. If placed on the floor, any creature passing through the area must move at half speed or take 1d6 points of piercing damage +1d6 additional points/4 levels. Anyone falling onto these spikes (such as if they are placed at the bottom of a pit) also takes this damage. If placed on a wall, they lower the climb dc of that wall to DC 15 and anyone bull rushed into the wall takes damage as if falling into it. If placed on a ceiling (even one that is completely horizontal) they allow it to be climbed with climb DC 30.
If placed on a creature, they sprout forth from the creature, dealing 2d6 piercing damage to all equipment worn by the creature. In addition, they take a ?2 penalty on all dexterity based checks. However, with each successful bulrush or grapple attempt, the target deals 1d6 piercing damage + 1d6 additional points/ 4 levels to their victim. This extra damage is also dealt with each successful unarmed strike.

Shadow?s Venom
Apprentice, Shadow Snare

Level/School: 3r/Conjuration (creation)
Range: 0 ft (see text)
Effect: one dose of poison
Duration: 10 minutes/level

You capture some of the detrimental effects of shadow within a small vial of poison.

You generate one dose of poison, held in a glass vial, which appears directly in your hand (or by your feet if you have no free hand). Any form of poison other than inhaled poison can be made in this way. In addition, only poison costing up to 100 gp/level can be created by this mystery.
You are at no risk of accidentally exposing yourself to poison while applying it (although you are still subject to its effects if the poison is used against you). At the end of the duration, the poison and vial it appears with disappears. At this time any creature that has taken initial damage from the poison but has not yet made a saving throw against its secondary damage must make a Fortitude save or immediately take the secondary damage.[/spoiler]

[spoiler=Darkest Dawn Expanded]Revise Vista
Apprentice, Darkest Dawn
Level/School:
1st/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 foot-radius emanation
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The ground in the selected area takes a slightly darker hue, but the landscape does not change at all, or at least, it doesn?t seem to change.

In the affected area, your allies gain a +5 foot enhancement bonus to their speed while your enemies have their speed reduced by 5 feet.
In addition, all allies in the area are treated as having the benefits of higher ground against enemies.
Lastly, if your caster level is 5th or higher, all allies gain a +1 bonus and all enemies take a ?1 penalty on all attack rolls, saving throws, and skill checks. If your caster level is 15th or higher, these bonuses and penalties increase to +2 and -2, respectively.

Dayspring Tranquility
Apprentice, Darkest Dawn
Level/School:
2nd/Abjuration
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 foot-radius emanation
Duration: 1 minute + 1 minute/5 levels
Saving Throw: Will partial (see text)
Spell Resistance: Yes

The air in the area becomes eerily calm as ambient noise seems to gently fade away. Protected by this aura of tranquility, negotiations may start

All creatures within the area of this mystery gain a +2 deflection bonus to their AC. For every 4 caster levels you possess, this bonus is increased by +1.
In order to cast a spell or attack, creatures within the area of this mystery must make a successful will save. Any creature who succeeds on this will save takes 1 damage/level.

Morning Mist
Apprentice, Darkest Dawn
Level/School:
3rd/Conjuration (creation)
Range: 20 feet
Effect: Cloud spreads in 20-foot radius from you, 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

A light blue mist passes over your allies, revitalizing their strength. Unfortunately for your enemies, the mist is a bit chilly

A misty vapor arises around you. The smoke obscures all sight as a fog cloud does. In addition, all sleeping allies are immediately awakened and all fatigued allies are immediately cured of their condition. All enemies in the fog, however, take 1d6+1 cold damage/level (maximum +10) every round.
Like with obscuring mist, the mist is (mostly) stationary once created. Likewise, fire burns it away. Furthermore, this mystery may not be cast into areas of severe (or higher) heat. However, a severe wind is necessary to disperse the mist (which occurs in 1d4 rounds). Strong winds move the entire cloud of mist 5 feet in the direction that the wind is blowing. Weaker wind has no effect.
This mystery does not function underwater.[/spoiler]