SC- The Watcher- Shahde'
Darkmantle
Specialty Cleric of Shahde'
Darkmantles (in church) / Watchers (public)
Alignment: CG,N,CN
Favored Weapon: Dagger or Short Bow
Weapons Allowed: Any Cleric or Thief
Bonus NWP: Astronomy (INT)
Spheres:
Maj=Charm, Divination, Necromancy, Healing
Min=Protection, Combat, Creation, Wards
Barred= Animal, Light, Sun
Prime Requisite: Wis Alignment: Any Neutral Req. Profs: Knowledge; Shadow, Religion, Spellcraft
- Race Requirements/barring: none
- Special Powers granted: See below
- Spell like abilities: See below
Turn Ability: None
Watchers are the specialty chosen of Shahde'. Watchers control truth in their towns and keep secrets from those who would use them to their benefit. There are, thankfully, few churches of Shahde', or at least few known by the public. Shahde's chosen are seen skulking in shadows in the taverns, or under the awnings of market stalls. Watchers are often employed as spies or messengers of dark tidings. Some Watchers even act as generic clergy to help the condemned confess any crimes; these secrets are taken into the church. Watchers are usually wearing black or dark clothing, and often wear silver, if they wear any visible jewelry. Decorations of crescent moons or pairs of eyes are usually the adornment of choice.
A few of the Watcher's Ethos or Edicts:
Restrictions:
Abilities: (all 1/day unless otherwise noted)
Level - Ability
- Create Darkness 1/day, Additional cast/day every 3 levels. (4th, 7th, 11th)
- At 3rd level, Can cast Blindness as a Free Action. Additional cast/day every 3 levels. (7th, 11th,15th)
- At 5th level, Watcher can cast Steel Shadows, Bonus to AC equal to Wisdom bonus.
- At 6th level, Can cast Continual Darkness 1/day. Additional cast/day every 4 levels. (10,14,18)
- At 7th level, Watchers may cast forget (as the 2nd-level wizard spell) once per day.
- At 9th level, Watchers may cast nightmare (as the reversed form of the 5th-level wizard spell dream) once per day.
- At 10th level, Voice of Shadow- The Watcher can command and mentally control anyone INT13 or lower. 10+ gets a save.
- At 12th Level, Watcher may cast shadow door (as the 5th-level wizard spell)
- At 13th level, Watcher may cast eyebite (as the 6th-level wizard spell), or veil (as the 6th-level wizard spell) once per day.
- In darkness (even that of their own creation), Watchers have a +1 bonus to hit, damage, and on saving throws. This is not cumulative with other darkness modifiers, but replaces them unless they are more beneficial to the priest.
3rd Level
Armor of Darkness (Alteration)
Sphere: Protection, Shadow
Range: Touch
Components: V, S
Duration: 1 round/level
Casting Time: 6
Area of Effect: The caster or 1 touched creature
Saving Throw: None
This spell creates a flickering, impressive-seeming shroud of magical darkness around the caster or a single touched recipient creature. The aura can, if the caster desires, conceal the wearer's features. In any case, it improves the wearer's Armor Class by 1 point for every four experience levels of the caster (round down). It also lessens all nonmagical damage suffered by the wearer by 1d4 points per round. (This reduction changes to 2d4 points if the caster is of 12th level or greater.)
The wearer of armor of darkness can see through the armor as if it did not exist and is also afforded 60-foot-range infravision by the spell. All beings within armor of darkness are immune to hypnotic magic and other effects that depend on vision and receive a +2 bonus on saving throws vs. enchantment/charm school spells, charm sphere spells, and psionics of similar effect. Undead creatures wearing armor of darkness are immune to turning and dispelling attempts caused by things that they must seeāthe blow of a mace of disruption, for instance, would still destroy one it it failed its saving throw vs. the disruptive effect.
Whip of Shahde' (Invocation/Evocation)
Sphere: Necromantic
Range: 0
Components: V, S, M
Duration: 1 round/level
Casting Time: 6
Area of Effect: 5'-long, flexible beam of force
Saving Throw: Special
This spell creates a flickering black beam of force 1 inch in thickness surrounded by a purple halo. It is wielded by the caster, whom it cannot harm. If the caster successfully strikes with the whip in combat, the struck creature suffers 2d4 points of damage. Undead are affected as if by a turning attempt by a priest of three levels higher than the whip-caster.
Living creatures struck by a whip of Shahde' must also make a successful saving throw vs. spell or be unable to attack on the following round because they are writhing in pain and unable to control their actions. Writhing victims incur no Armor Class penalties, but must make successful Dexterity ability checks to avoid dropping all held and wielded items (one check per item). Victims struck in successive rounds are less prone to falling victim to this facet of the whip's attacks due Xo a numbness produced from repeated exposure. Hits in successive rounds cause the second saving throw to be at a +1 bonus, the third saving throw to be at a +2 bonus, and so on. A whip of Shahde' has no effect on even the most fragile of nonliving objects and cannot be used to bind, constrict, or entangle. It is considered a magical weapon for purposes of which creatures it may strike.
The material components of this spell are three sharp-edged pieces of black obsidian or glass and a long, black hair from any evil creature.
4th Level
Creature of Darkness (Alteration, Illusion/Phantasm)
Sphere: Sun/Darkness
Range:10 yards/level
Components:V,S,M
Duration:1round/level
Casting Time:7
Area of Effect:Special
Saving Throw:none
This spell creates a mobile, Vaguely human-shaped, bipedal field of magical darkness that quenches magical light and continual light on contact without itself being affected. This shadow person can be controlled from afar, floating at MV 12, and sent into areas where the caster cannot go. The caster then perceives the shadow person's surroundings dimly, as if seeing through eyes the person does not in tact possess. (This vision is not good enough to read by, see expressions, or recognize the features of a being.) This unintelligent aura of magical gloom cannot be used to cam' solid objects or convey magical effects requiring that a target be touched(though rumors hold that the most powerful Sharran priests employ an improved version of this spell that can do both those things). The shadow person can be used to lure, to warn (pointing to beings, objects, or even markings on a map), or for concealment.
If a living being walks within the creature of darkness, its magic expands it to completely cloak the being and so conceal its identity. Such a cloaked being can see as if the gloom of the creature did not exist. Living beings can attack or freely pass into, out of, and through a creature oj darkness without dispelling it. If a creature of darkness is worn in this manner by its creator, the caster can use the magic of the creature to levitate for up to four consecutive rounds (rising up to 20 feet per round) or as a feather fall. Either such usage ends the spell.
The material components of a creature of darkness are a bit of black or gray fur or down from any flying creature, a pinch of soot, and a strand of spider web.
Darkbolt (Invocation/Evocation)
Sphere: Combat
Range: 5 yards/level
Components: S
Duration: 1 round/level
Casting Time: 7
Area of Effect: 1 creature
Saving Throw: Special
This spell unleashes a 4-inch beam of darkness in a straight line from the caster's hand. The beam ends whenever it strikes a creature within range. One darkbolt can be hurled per round until the spell expires or the caster works another spell. A darkbolt does no damage to nonliving things, but chills living creatures for 2d4 points of damage and acts as a one-round hold spell on undead creatures. (A successful saving throw vs. paralyzation negates this effect on undead.) Struck victims are also afflicted with magical silence lasting Id4 rounds, if a struck creature succeeds at a saving throw vs. spell, it is not silenced, but takes only the damage.
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