Shadow Mage
Shadow Mage is a custom path for Wizard (not specialist Evoker) or Sorcerer with Arelith specific changes.
Introduction
Arelith Shadow Mages enjoy changes that benefit their Illusion, Necromancy, and Enchantment paths at the cost of serving Shar. This path has its own page for its unique mechanics applied on top of Wizard (not specialist Evoker) or Sorcerer. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki (wizard) or (sorcerer). The #Roleplay Tips section provides suggestions for character development. Shadow Mages also have a tie to Shar and the Shadow Weave.
Class Mechanics
Requirements
Alignment restrictions: any*
Path: Shadow (Weave) Mage is a path for Wizard (not specialist Evoker) and Sorcerer characters. It can be obtained after creating your character via selection on the path menu in the starter area, or by talking to a special Non-player-character (NPC) in-game (IG), which is strictly IG information and requires DM spawning which requires contacting DMs if it is a path you wish to pursue after character creation.
Shadow Weave
Many of the terms used when talking about "shadow" and "magic" tend to overstep their bounds. This happens because many arts and forms of power come from sources that are related in abstract ways.
Despite appearances, a Shadow Mage does not draw power from shadows, or even directly from the Plane of Shadow. In contrast to conventional mages, Shadow Mages use a mirrored variant of the Weave that is strictly controlled by Shar, the Mistress of the Night. They must usually petition and bargain to even achieve access to the Shadow Weave.
- Choosing a character alignment that does not match Shar's LE, NE, and CE spread is not mechanically enforced, but will probably earn a discussion from the DMs.
Class Features
Hit die: d4
Proficiencies: Wizard (not specialist Evoker) or Sorcerer proficiencies
Skill points: 2+ int modifier ((2 + int modifier) * 4 at 1st level)
Class Skills: Wizard (not specialist Evoker) or Sorcerer
Unavailable feats: weapon specialization
Bonus feats: Wizard (not specialist Evoker) or Sorcerer
Primary saving throw(s): will
Base attack bonus: +1/2 level
Spellcasting: Arcane (spell failure from armor is a factor), intelligence or charisma based on wizard or sorcerer respectively, as the base for the path
Level Progression
Hit points rolls on Arelith are always maximum.
Wizard (not specialist Evoker) or Sorcerer progression.
Spells
Wizard (not specialist Evoker) or Sorcerer progression.
Epic Shadow Mage
Wizard (not specialist Evoker) or Sorcerer epic progression.
Arelith Changes
Change | Level | Description |
---|---|---|
Path | - | Wizard or Sorcerer. Specialist Evoker Wizards cannot become Shadow Mages as Evocation spells are barred for Shadow Mages. |
Path Classes | - | Shadow (Weave) Mage is a path for Wizard (not specialist Evoker) and Sorcerer characters. It can be obtained after creating your character via selection on the path menu in the starter area, or by talking to a special NPC IG, which is strictly IG information and requires DM spawning which requires contacting DMs if it is a path you wish to pursue after character creation. |
Shadow Weave | - | A Shadow Mage uses the Shadow Weave to power their spells. This means: |
Boons | - |
|
Shadowdancer caster level and Sorcerer | - | Levels in Shadowdancer grant arcane caster levels and this grants bonus spell slots for Wizard, but not known spells for Sorcerer known spells. This means that a 4 Sorcerer / 10 Shadowdancer would cast spells at caster level 14 but would only have access to circle 3 Sorcerer spells, same as level 4 Sorcerer. Taking 20 levels in Sorcerer either first, or after 10 levels in Shadowdancer would result in the same number of known spells as a level 20 Sorcerer. |
Roleplay Tips
See Shadow Weave details.
External Links
- Information about shadow mage available on FRwiki.