The Shadow Weave is a force of magic similar to the Weave. The Shadow Weave originates from Shar rather than from Mystra. Shar studied the Weave long ago, and created a dark distorted version of it; it is said to lie in between the strands of the Weave. Though the Shadow Weave has existed for quite some time (at least several millenia, only in recent years has its use spread rapidly and become known.

A spellcaster who wants to manipulate the Shadow Weave must either worship Shar, permanently lose a piece of his or her mind, or make some sort of arrangement with Shar and his or her existing patron deity. A Shadow Adept is a spellcaster who specializes in using the Shadow Weave.

The Shadow Weave is best suited for dark magic that drains life or muddles the mind and the senses, but less suited for magic that manipulates energy or matter. Spells from the schools of Enchantment, Illusion and Necromancy are enhanced, while those from the schools of Evocation and Transmutation are impaired. The Shadow Weave is also superior for fueling spells that create darkness (spells with the darkness descriptor), while it is impossible to use it to create light of any kind (spells with the light descriptor).

Since the Shadow Weave is a separate force of magic, it is not affected by areas of dead magic or wild magic within the Weave. An anti-magic field field however counters all magic within its area, and that includes wielders of shadow weave magic. Shadow weave users must also overcome any spell resistance a creature might have. It is harder for a Weave user to perceive, counter or dispel spells created by using the Shadow Weave, but at the same time it is also harder for a Shadow Weave user to affect spells created by using the Weave. Any magic item created using the Shadow Weave is a Shadow Weave item and affected by the same benefits and limitations as a Shadow Weave spell.

Spells[edit | edit source]

Black Labyrinth

Master, Shadowscape

Level/School: 9th/Conjuration (Creation)

Range: Long (400 ft. + 40 ft./level)

Area: One-mile-radius spread, centered on a point in space

Duration: 24 hours/2 levels (D)

Saving Throw: Will partial; see text

Spell Resistance: No

The air blackens, the shadows of the alleys lengthen, and the wind shrieks as the Shadow and Material Planes collide.

Black labyrinth causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists.

  • All attacks have a 50% miss chance.
  • Area effects with a source or target within the black labyrinth have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. To determine direction, use the rules for a missed splash weapon (PH 158).
  • All Search and Spot checks take a -10 penalty.
  • Any movement, from a 5-foot step to a full run and everything between, occurs in a random direction. (Again, use the rules for a missed splash weapon to determine direction.) Reroll any result that places the creature in an "illegal" space (in another creature's area, within a wall, and so on). A random roll that results in a fall off a ledge (or a similar mishap) is allowable. A successful Will save negates this particular effect, but that save must be repeated for each round of movement.
  • Any teleportation effects with a destination inside the black labyrinth deposit their passengers 1d% x 5 feet from the intended destination. If this would put them inside a solid object, treat as a mishap as described in the teleport spell. If this would send them outside the mystery's area, roll again. A teleport effect cast within the black labyrinth and intended to transport the subject to a point outside the affected area requires a successful Will save; failure indicates that the subject instead teleports to a random point within the blacklabyrinth.

When within your own black labyrinth, you are immune to the last two effects (movement and teleportation), but not the others. You may attempt to guide your companions through the labyrinth; this does not allow them to find their way automatically, but it does grant them a +4 bonus on Will saves to resist those two effects.

Deadly Shade

Initiate, Darkened Alleys

Level/School: 6th/Necromancy [darkness]

Range: Close (25 ft. + 5 ft./2 levels)

Area: 30-ft.-radius emanation

Duration: 1 round/level (D)

Saving Throw: Fortitude negates; see text

Spell Resistance: Yes

Tendrils of darkness flow from the ground like smoke, filling the area with writhing, shifting darkness. A cold draft washes over your soul even as the tendrils rise.

The area of deadly shade is filled with shadowy illumination, as per darkness (PH 216). In addition, each time you invoke this mystery, decide if you wish the spell to deal or absorb damage.

If you choose to deal damage, anyone within the area who suffers hit point damage from any source must make a Fortitude save. Failure indicates that the subject gains a negative level. Success prevents the negative level, but if the individual is damaged again within the area, he must attempt a new save. These negative levels fade in 1 hour per caster level, and they never cause permanent level loss.

If you choose instead to have the deadly shade absorb damage, all creatures within the area gain DR 4/-- and energy resistance 4 against all energy types. (This stacks with other forms of resistance or other sources that grant DR X/--.)

Fearful Gloom

Initiate, Darkened Alleys

Level/School: 4th/Necromancy [Darkness, Fear, Mind-Affecting]

Range: Close (25 ft. + 5 ft./2 levels)

Area: 30-ft.-radius emanation

Duration: 1 round/level (D)

Saving Throw: Will partial; see text

Spell Resistance: Yes

Plumes of blackness swiftly fill the air like a viscous fog. The shifting of shadow and mists just barely suggests the presence of screaming faces and indescribable horrors lurking in the dark.

The area of fearful gloom is filled with shadowy illumination, as per darkness (PH 216). All creatures within the area, or who enter it, must attempt a Will save or become frightened; on a successful save, they are shaken instead. If the creature has fewer than 5 HD, it is panicked on a failed save and frightened on a success. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the fearful gloom, the effects last an additional 2d6 rounds.

Grasping Shadows

Master, Shadowscape

Level/School: 7th/Conjuration (Creation)

Range: Medium (100 ft. + 10 ft./level)

Area/Target: 20-ft.-radius spread

Duration: 1 round/level

Saving Throw: Will partial

Spell Resistance: See text

Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby.

This mystery creates an area of grasping tendrils that function as the spell Evard's black tentacles (PH 228), with one additional hazard: Anyone successfully grappled by a tentacle must attempt a Will save or go blind. A successful save means the individual is safe from blinding during that particular grapple, but if she escapes and is then regrappled, she must make another saving throw. The blindness is permanent until magically cured.

Menagerie of Darkness

Master, Shadowscape

Level/School: 8th/Transmutation

Range: 30 ft.

Area: 30-ft.-radius emanation centered on you

Duration: 10 minutes/level (D)

Saving Throw: Will negates

Spell Resistance: Yes

Nearby animals and vermin abruptly shudder. Their mouths and eyes gape wide as a torrent of blackness flows into them from the surrounding gloom.

Any animals or vermin within the emanation, or who enter it, must make a Will save or immediately take on the aspects of their shadow selves, temporarily gaining the dark creature template (Tome of Magic 158). You gain control over these animals, as per the spell dominate animal (PH 224). You can command any number of them as a single move action if you are giving them all the same orders. If you wish to give different commands to different animals or vermin, however, you must spend a move action on each order.

At any given time, you may have a total number of Hit Dice of animals and vermin under your control equal to 4 x your caster level.

Menagerie of darkness does not affect animals or vermin with Hit Dice higher than your caster level.

Quicker than the Eye

Apprentice, Night's Long Fingers

Level/School: 1st/Transmutation

Range: Personal

Target: You

Duration: 1 minute/level (D)

A faint layer of shadow flows like ink over your hands, staining them pitch black -- and then, in an instant, they appear normal once more.

You gain a +5 enhancement bonus on Sleight of Hand checks (which you can now attempt even if you have no ranks in that skill). This bonus increases to +10 at 5th level, and +15 at 10th level. In addition, if you invoke umbral hand (Tome of Magic 152), you may attempt Sleight of Hand checks through it.

Sickening Shadow

Initiate, Darkened Alleys

Level/School: 5th/Necromancy [Darkness]

Range: Close (25 ft. + 5 ft./2 levels)

Area: 30-ft.-radius emanation

Duration: 1 round/level (D)

Saving Throw: Fortitude partial; see text

Spell Resistance: Yes

An oily black smoke rolls out of nowhere, obscuring sight and sound. It leaves a distasteful residue on everything within, and the scent is one of open sewers and putrefied flesh.

The area of sickening shadow is filled with shadowy illumination, as per darkness (PH 216). All creatures within the area, or those who enter it, must attempt a Fortitude save or be nauseated. Those who succeed are merely sickened. Creatures within the area must repeat the save each round until they either fail or leave the area. Once a creature has left the sickening shadow, the sickened effect lasts for 2d6 rounds. Nausea lasts for 1d4 rounds and is then followed by an additional 2d6 rounds of being sickened.

Trail of Haze

Apprentice, Night's Long Fingers

Level/School: 2nd/Illusion (Phantasm)

Range: Touch

Target: One creature

Duration: 10 minutes/level (D)

Saving Throw: Will negates

Spell Resistance: No

At your touch, the target seems almost to leak. A tiny plume of jet-black mist emerges from his flesh, first in a trickle, then an ever-increasing stream.

The mist emerging from the subject is an illusion that only you can see. It constantly drifts from the subject to your location, providing a nearly foolproof way of finding and identifying the subject. The trail stretches for a number of miles equal to half your shadowcaster level, so it is possible for the target to escape your detection if he moves fast enough (or teleports). If the subject leaves the plane, the trail ends, though it resumes if he returns before the duration expires. The haze allows you to track the target, identify him if he disguises himself, or even locate the square he is in should he become invisible.

Umbral Fist

Apprentice, Night's Long Fingers

Level/School: 3rd/Transmutation

Range: Personal

Target: You

Duration: 1 round/level (D)

Your hand turns jet black and seems to flicker as tiny wisps of shadow constantly leak from between your fingers and disappear.

For the duration of this mystery, you can, as a standard action, make a special attack against any foe within medium range (100 ft. + 10 ft./level). You must have line of sight to the target.

You can make any one of the following special attacks: bull rush, disarm, or trip. For purposes of adjudicating these attacks, make your touch attack as normal, if one is necessary. When actually resolving the opposed roll, however, substitute your caster level for your base attack bonus and either your Intelligence or Charisma modifier (your choice) for your Strength. Because the attack is made at a distance, it does not draw an attack of opportunity that such an attack would draw under normal circumstances, nor can your foe attempt to perform the same maneuver on you in turn, even if such is normally allowed.

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