Masters of darkness, shadowmancers take their power from the shadow realm, using the arcane arts to bend the power of night. Once home to the elven gods the shadow realm is now a tomb, haunted by death and shadows, a dark parallel of the mundane plane.
Taking elements of the illusionist and small portions of the necromancer class the shadowmancer is a new arcane caster class offering a large number of unique spells. Many of the spells are drawn from various editions of d&d so balance may be a bit wonky, a smaller number of spells are completely new.
Shadowmancer
Requirements: Minimum CON 9
Prime requisite: INT
Hit Dice: 1d4
Maximum level: 14
Armour: None
Weapons: Dagger, staff (optional)
Languages: Alignment, Common
Arcane Magic
Magical research: A shadowmancer of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a shadowmancer reaches 9th level, they are also able to create magic items. Researched spells, effects, and magic items must be within the scope of the shadowmancer class, as judged by the referee.
Spell casting: Shadowmancers carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the shadowmancer’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level shadowmancer has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to shadowmancers is found below.
Using magic items: As spell casters, shadowmancers are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). They are, however, not able to use magic items with effects that create (e.g. a wand that shoots fireballs or uses the light spell).
Combat
Shadowmancers can only use daggers and are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat.
Shadowmancers and Staves (Optional Rule)
Optionally, shadowmancers may be allowed to wield a staff in combat.
Light Sensitivity
When in bright light (daylight, continual light), shadowmancers suffer a –2 penalty to attack rolls and a –1 penalty to Armour Class.
Infravision
Starting from 3rd level shadowmancers have 30’ of infravision increasing to 60’ at 8th level and 90’ at 12th level.
After Reaching 11th Level
A shadowmancer may build a stronghold, often a great tower. 1d6 apprentices of levels 1–3 will then arrive to study under the shadowmancer.
Shadowmancer Progression
Shadowmancers use the same progression table as the magic user.
Shadowmancer spell list
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