DM's Corner:

New Character Class: ShadowThief

By Anon


My appologies to the club member who submitted this I lost the attached letter with your name.--JW

A New Character Class for use with the AD&D ® game system.

SHADOWTHIEF

Races Allowed: Human, Elf, Half Elf
Ability scores required: Dex 16, Int 13, Wis 14
Combat value: as rouge
Saving throws: as rouge Level Limits: 12th *non Humans
Multi Class: Shadowthief/ Fighter
Weapons allowed: dagger, crossbows, blowgun, dart.
Armor allowed: None

EXP.LEVELHIT DICE (d6)
2,30022
4,60033
9,20044
23,00055
46,00066
92,00077
172,50088
322,00099
600,0001010
1,035,0001110+1
1,380,0001210+2
Additional levels increase every 345,000 EXP

ABILITIES

Like All Rouges, the ShadowThiefhas been trained orhas learned to pick pockets, open locks, find/remove traps, detect noise, move silently, hide in shadows, climb walls, read languages, and back stab. These skills increase and are modified according to the rules listed in the PHB (except where noted below). Due to a ShadowThief's training in moving through shadows they gain + 10% bonus to MS and PP checks.

RITES of PASSAGE

Every three levels gained the ShadowThief must find a ShadowMaster. The ShadowThief must perform a set task. Each task will be different from the last, and no two will be the same. If failed, the ShadowThief will not advance in level until the task is mastered. Once passed the ShadowThief will receive the blessing of the Master (possibly new abilities and/or spells).

ABILITIES GAINED

At 3rd level the ShadowThiefgains the ability to cast and use ShadowMagic (see list below).

At 6th level the ShadowThiefbecomes 25% resistant to the effects of illusions and illusionary magic.

At 9th level the ShadowThiefhas a 99% chance to hide in shadows. Furthermore, the ShadowThief can summon one ShadowMonster (see MM for stats) to act as a permanent companion and guard.

At 15th level the new ShadowMaster can summon two ShadowMonsters into service. The ShadowMaster has the ability to create his own spell and magical items as per a normal wizard (see DMG for details). The ShadowMaster also has the abilities / authority to teach the ways of a ShadowThief.

A ShadowMaster can have a total of 10 students per level above 15th, and also gains one underling per level above 15th (the level of underlings is varied and usually consists of those who have failed their rites).

Each level past 15th, the ShadowMaster can summon two ShadowMonsters as companions until they are destroyed.

SPELL PROGRESSION
LEVEL12345678
310000000
420000000
521000000
621100000
732100000
832100000
932100000
1033321000
1133321100
1233332110
1333333211
1433333321
1533333332

SHADOWMAGIC SPELL LIST
*new spell see listing below

First - Dancing Shadow*, Shadow Protection*

Second - Shadow Sight*, Spectral Hand

Third - Shadow Cloak*, Wraith Form

Fourth - Alter Shadow*, Dimension Door, Phantasmal Killer, Shadow Monster

Fifth - Demi ShadowMonster, Personal ShadowGuard*, Shadow Door, Shadow Magic, SummonShadow

Sixth - Demi Shadow Magic, Shades

Seventh - Phase Door, Shadow Walk

Eighth - Shadow Form, Shadowus*

The ShadowThief acquires spell as do normal mages and wizards: They either find them, or it is taught by a master (which in this case would be when a rite was competed). The list of spells above is not all inclusive, the DM may wish to add any number of spells. ShadowMasters are always experimenting with new spell ideas, Players and DMs are encouraged to add totally new spells to the list.

ETHOS

The ShadowThiefs have many different beliefs and codes that vary from region to region. lt is said that the Shadow Dragon is the Avitar of the God of Shadows. lt is forbidden for any member of this makeshift cult to harm or kill a Shadow Dragon. If done the offender loses all abilities and skills (becomes first level thief) and will be forever hunted by other cult members.

NEW SPELLS

Dancing Shadow (illusion, alteration)
Level - 1st
Comp.- V, S, M
CastingTime- 1
Duration- 1 round+ 1 round per level
Range- 10 yards per level
Area of Effect- 10'x 10'area of shadow + 10' per level
Saving Throw - special

This spell enables the caster to cause any and all shadows in a 10' x 10' area to dance, swirl, and move about in a confusing manner. Those who are in the area of effect save -vs- spell or be disoriented; attacking at -2 for the duration ofthe spell.

The dancing effect has an added advantage for those with the ability to hide in shadows. A character with this ability has a 50% bonus to do so without being detected for as long as the person is within the area of effect. Only magical sight can penetrate the dancing shadows. This spell has no effect in an area void of shadows, such as total darkness.

The material component of this spell is a fine piece of cloth (worth no less than 100GP) made of black and white thread. The cloth is twirled about while casting the spell and is consumed by the incantation.

Shadow protection (abjuration)
Level - 1st
Comp.- V, S
Casting Time - 1
Duration - 3 rounds + 1 every level
Range - touch
Area of Effect - one person / creature
Saving Throw - none

This spell protects the recipient from any form of attack whether from shadow magic, or a creature of the realm of shadows. This spell confers a +2 bonus to the recipients saving throws while all those that the spell protects against attack at a -2 -vs- the recipient of the spell. This spell may only be cast on a willing person / creature.

Shadow Cloak (illusion, alteration)
Level-3rd
Comp.-V,S,M
Casting Time - 3
Duration - 3 rounds +1 round per level
Range - 0
Area of Effect - caster
Save - none

This spell cloaks the caster in shadows making them invisible tothe naked eye. Infrovision will not detect one under the effects of this spell . Magic sight similar to Shadow Sight and True Seeing can be used to detect a caster under this spell.

The caster remains invisible until a hostile action is made. Once the action is completed the spell will Re-Cloak the caster and will again be invisible. Attacking an invisible opponent using this spell does so at a -4 to hit.

Material components of this spell is a greyish black cloak of silk or leather (worth no less than 1000GP) The cloak must be worn for the spell to work but is not consumed by the spell casting. If torn or damaged the cloak must be replaced and is of no magical use.

Shadow Sight (divination) Level - 2nd
Comp.- V, S, M
Casting Time - 2
Duration - I round + 1 round per level
Range - 0
Area of Effect - 5' L x 15' W path
Saving Throw - 0

This spell allows the caster to peer into all shadows and darkness to see what may be hidden within. This would allow the caster to see a thief in hiding, a shadow monsters location, or suffer no effects from spells such as Dancing Shadows.

Shadow Sight is in no way like the more potent spell True Seeing. It only allows the caster to see things that are hidden within the confines of shadows and darkness, it will not reveal invisible objects or creatures.

The material component for this spell is a crystal lense ( worth no less than 500GP). The caster looks through the lens for the duration of the spell. The lens is not consumed by the spell.

Alter Shadow (necromancy, alteration)
Level - 4th
Comp.- V, S, M
Casting Time-4 rounds
Duration- 1 turn + 1 turn every 21 levels
Range - 90'
Area of Effect - one victims shadow
Saving Throw neg

This spell allows the caster to animate a chosen victims shadow using a portion ofthe victims life force. The victim is entitled to a saving throw to resist the effects. If the save is failed the shadow is animated and controlled by the caster.

The shadow has the following stats:
AC - 7 HD - = to 1/2 the total HD of the victim, Mv - 12, THACO - as caster, Damage - 1d8 of chill due to its negative energy.

If the shadow is slain the victim loses 1 HD or Level permanently, and casts no shadow until the lost life energy is somehow restored.

The material components ofthis spell is some personal item of the intended victim. This can be a lock of hair, blood, or a cherished possession. The item is consumed in the casting.

Personal ShadowGuard (necromancy, alteration)
Level - 5th
Comp.-V,S,M
Casting Time-5
Duration-special
Area of Effect-caster's shadow
Range-0
Saving Throw-nil

This spell is similar to the forth level spell alter shadow, except instead of animating the shadow of a victim, the caster animates his/her own shadow to serve as a guard forth caster. The caster can animate a total of 1 shadow + one shadow/2 levels from his /her own personal shadow. This shadow has HD equal to 1/2 the casters, attacks using the casters THACO, has an AC7 and saves as the caster. Like those shadows animated by the alter shadow spell, these shadows are made from negative life energy drawn from the caster, and any one touched by one ofthese shadows suffers 1d8 points of chill damage.

Furthermore, because these shadows are made ofthe casters life force, each shadow that is slain the caster loses 1hp permanently. If the caster loses enough hp to equal a HD, that HD and level are lost, and the caster can not gain new levels until his/her shadow is returned, and the life energy restored (i.e. double the exp. need for the next level).

The material components of this spell is a drop ofthe casters blood per shadow animated

Shadowus (illusion, alteration)
Level-8th
Comp.-S,M
Casting Time-8
Duration-3rd/2 levels
Range-0
Area of effect-the caster
SavingThrow-nil

This spell is similar to the 3rd level spell wraith form in that the caster becomes in substantial, and can only be hit by enchanted weapons of no less than +2. While underthis spcils effects the caster can move through any opening or small hole, and the caster can float (M R 5, class D) some 10' above the ground plus an additional 5'/3 levels.

This spell does not allow protection from the attacks of undead as the lower level spell does, but while under this spell the caster can attack using his/her THACO to do so, and delivers 1d8 points of damage per touch. Furthermore while in darkness orsome type of shadows, the caster is all but invisible to the naked eye 9 this enclouds inforvision). Only true seeing or shadow sight can reveal the casters location.

If the caster is slain while in this state, he/she is forever turned into a real shadow monster (see MM/3 12 for description). As stated above the caster can only be hit by magical weapon, but is subject to all attacks from the realms of shadows. If dispel magic is cast on the caster while under this spell, it will revert him/her to normal, ending the spell. Likewise the caster can end the spell with a mental thought. The material components ofthis spell is a scentless smoke stick, that is burned until the spell takes effect, and a pinch of ash thrown into the air about the caster.


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