Eventide Magus

"But my friend, you fail to comprehend just what I have done. The power at my fingertips is incredible, the knowledge I possess is tremendous and the price that I pay for these boons…is acceptable."
Darius Harper, Eventide Magus

Magic as most people know it, despite its great boons and varied forms, is fairly immutable in form. Every caster risks having their art dispelled, countered, or simply resisted. However, some individuals have discovered shadow magic, a highly morphic form of magic that overcomes these obstacles. Shadowcasters, as most of these individuals are called, have trained for years to gain the same proficiency with shadow magic that wizards gain with the more common variety.
Some wizards, however, have discovered a way to dabble in shadow magic. By dedicating themselves to the special craft as soon as they leave their wizarding college, some wizards have crafted special staves through which they first call forth shadow magic and ingrain it upon their essence.
Through this craft, these unusual arcanists have gained some measure of proficiency with both arcane and shadow magic. Although their power stems from an unstable source, the aptly named Eventide Magi can use this instability to their advantage, either flooding themselves with shadowstuff to grant themselves greater powers or straining their unstable magic further to break even the most basic rules of magic.
Adventures: An Eventide Magus adventures to push themselves and their magic further. By growing stronger, they can gain more power magic and can gain greater control over it. This development is a quest to most Eventide Magi in and of itself.
Some Eventide Magus adventure to prove that their magic is just as viable (or moreso) than those that other arcanists prefer. Such Eventide Magi seek to outdo and impress other spellcasters.
Characteristics: An Eventide Magus casts both spells and mysteries, allowing them a great deal of versatility. Furthermore, their ability to push beyond their normal limits grants them even more potential. However, almost every spell that an Eventide Magus casts may fail them, making them factor the possibility of failure into everything that they do. The Eventide Magus learns a limited number of spells and mysteries and gets a limited number of uses per day for each one. When arcane magic and mysteries are factored together, however, the Eventide Magus ends up about on par with other arcanists or mystery-users.
Alignment: An Eventide Magus comes from an ordered environment but utilizes an overly unpredictable and unreliable power source. Even so, many Eventide Magi are lawful. Similarly, even though the mysteries that an Eventide Magus calls upon are often associated with darkness and evil, Eventide Magi often fails to make any ethical connections regarding their powers. Even so, good Eventide Magi are a bit of a rarity.
Religion: An Eventide Magus often worships a god of magic. However, some of them instead choose to dedicate themselves to deities associated with shadows or darkness. Even though Eventide Magi no longer need to study in order to expand their power, many still put erudition above religion.
Background: Eventide Magi recognize each other as kindred spirits, dedicated to a unique art. Regardless of where they originated from or what their views may be, Eventide Magi have a lot in common with one another. Eventide Magi, more than anything else, see themselves as a subset of former wizardry, sometimes fighting for the right to enter wizard guilds or teach their craft at wizard colleges (through petition, not force).
Races: Of all races, humans and half-elves are probably the most common Eventide Magi possessing both the desire for strength and the innovation to discover the proper techniques.
Elves look upon Eventide Magi with a mixed sense of curiosity, acknowledging that the Magi have power but pointing out that focus in one form of magic is generally more successful than dabbling in two varieties.
Gnomes have an interesting tendency to become Eventide Magi, reveling at the chance to break magic's rules and utilizing the decent store of illusion magic at an Eventide Magi's disposal.
Dwarves and Half-Orcs rarely become Eventide Magi as they lack the personality (and in the cast of half-orcs, the intellect) to do so. Halflings, due to their nomadic lifestyle, have a hard time staying still long enough to learn the craft properly. Savage Humanoids rarely take up the path.
Other Classes: Eventide Magi love having a reliable combatant around, someone who can stand an extra round of combat if a spell or mystery accidentally backfires. Furthermore, they have no qualms about having another, more reliable spellcaster around, although the Magi will often try to outdo them. When around a wizard, the Eventide Magus either declares the wizard to be a rival or does everything in their power to win the wizard's approval. Acknowledging that there are magical feats beyond even their capabilities (such as healing), Eventide Magi are relieved to have a divine caster around.
Role: The Eventide Magi's role depends on what spells and mysteries they know. They are generally not as offensive as the wizards that they could've been, instead using more subtle tactics to aid others in combat. At the end of the day, the Eventide Magi is forced to dedicate themselves to a role by their low number of known abilities, however.
Abilities: Intelligence determines how powerful of a mystery or spell you can cast and how hard those mysteries and spells are to resist. Charisma, however, determines how likely the spell is to be cast properly. With low health and little or no armor, good constitution and dexterity scores go a long way to making a batter Eventide Magus.

Hit Die: d6

Level BAB Fort Ref Will Special 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 The Price, Ebon Staff, Apprentice Mysteries 2 1 - - - - - - - -
2nd +1 +0 +0 +3 Twilight Revelation 1/day 2 1 - - - - - - - -
3rd +1 +1 +1 +3 Still Mind 2 1 - - - - - - - -
4th +2 +1 +1 +4 The Price (Above Distraction) 3 2 1 - - - - - - -
5th +2 +1 +1 +4 Bonus Feat 3 2 1 - - - - - - -
6th +3 +2 +2 +5 Twilight Revelation 2/day 3 2 1 1 - - - - - -
7th +3 +2 +2 +5 Initiate Mysteries, Shadow Link +1 4 3 2 1 - - - - - -
8th +4 +2 +2 +6 The Price (Sureness of Shadows) 4 3 2 1 1 - - - - -
9th +4 +3 +3 +6 Greater Twilight Revelation 4 3 2 2 1 - - - - -
10th +5 +3 +3 +7 Twilight Revelation 3/day 5 4 3 2 1 1 - - - -
11th +5 +3 +3 +7 Slippery Mind 5 4 3 2 2 1 - - - -
12th +6/+1 +4 +4 +8 The Price (Power of Shadows) 5 4 3 3 2 1 1 - - -
13th +6/+1 +4 +4 +8 Master Mysteries, Shadow Link +2 6 5 4 3 2 2 1 - - -
14th +7/+2 +4 +4 +9 Twilight Revelation 4/day 6 5 4 3 3 2 1 1 - -
15th +7/+2 +5 +5 +9 Bonus Feat 6 5 4 4 3 2 2 1 - -
16th +8/+3 +5 +5 +10 The Price (Tenacity of Shadows) 6 6 5 4 3 3 2 1 1 -
17th +8/+3 +5 +5 +10 Supreme Twilight Revelation 6 6 5 4 4 3 2 2 1 -
18th +9/+4 +6 +6 +11 Twilight Revelation 5/day 6 6 5 5 4 3 3 2 1 1
19th +9/+4 +6 +6 +11 Mindblank 6 6 6 5 4 4 3 2 2 1
20th +10/+5 +6 +6 +12 The Price (Beyond Death) 6 6 6 5 5 4 3 3 2 1

CLASS SKILLS (2 + Int mod per level)
The Eventide Magus' class skills are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

Class Features:
All of the following are class features of the Eventide Magus.

Weapon and Armor Proficiency: You are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with your movements, which can cause your spells and mysteries with somatic components to fail.

Mysteries and Paths: In addition to the spellcasting ability that you obtain (see below), you can invoke mystical secrets called mysteries. You know two mysteries at 1st level and gain one additional mystery every class level. Up to 6th level, you can learn only apprentice mysteries. At 7th level, you gain access to initiate mysteries, and at 13th level you become able to use master mysteries. You can choose your mystery from any category you have access to (excluding fundamentals).
Shadow magic progresses in very specific stages. You may not "jump ahead" in a path, although you need not complete a path if you do not wish to. Within a category (apprentice, initiate, master), you can only learn mysteries of a new level if you have learned at least two mysteries of a previous level, and you must know all previous mysteries within a path to select a mystery from that path. As an exception to this rule, you must know three 1st level mysteries in order to learn 2nd level mysteries. However, you can always select the first mystery in a path of a category you have access to, even if you didn't complete the lower category paths.
Mysteries represent thought patterns and formulae so alien that other spells seem simple in comparison. As you progress, your connection to the Plane of Shadow allows your to ingrain your mysteries in your essence. When you are capable of casting only apprentice mysteries, you cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance, and are subject to interruption. Whenever you cast a mystery as an arcane spell, observers can make a DC 15 Perception check to note that shadows play about your staff (or hands, if you are not using your ebon staff) as you cast the mystery.
When you reach 2nd level, and every level afterwards, you may permanently alter any mystery cast as a spell to be cast as a spell-like ability, any mystery cast as a spell-like ability to be cast as a supernatural ability, or any supernatural ability so that it gets one extra daily use. If you make a mystery supernatural, the save DC changes to 10 + 1/2 class level + Intelligence modifier.
Every mystery you know may be used once per day, regardless of whether it is cast as a spell, spell-like ability, or supernatural ability. In addition, you can learn a mystery more than once. Each time you learn a mystery, you may use that mystery one additional time per day. You gain bonus mysteries of each level you can cast based on your Charisma score. Although you do not prepare spells, you must rest for 8 hours and meditate for 30 minutes each day to regain your use of mysteries just as a sorcerer or bard must rest and meditate to regain use of their spell slots. If your staff is within arm's reach while meditating, you need only meditate for 15 minutes.
In order to cast a mystery, you must have an Intelligence score of at least 10 + the mystery's level. The save DC for your mysteries equals 10 + mystery level + your Int modifier. Your levels in this class count for the purpose of determining your overall caster level.

Spellcasting: In addition to your mysteries, you cast arcane spells which are drawn from the Eventide Magus spell list (see below). You can cast any spell you know without preparing it ahead of time, the way a wizard or a cleric must, assuming you have not yet used up your spells per day for that spell level.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Intelligence modifier.
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Intelligence score.
Your selection of spells is extremely limited. You start play with knowledge of one first level spell, you gain one additional spell known every level afterwards. In addition, you can only learn a spell if you already know two spells of the previous spell level and can cast spells of that level.
At 4th level, and at every level afterwards, you may exchange one spell known for another spell of the same spell level.

Cantrips: You begin with knowledge of two 0-level spells, and gain additional ones as seen in the table above. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Ebon staff: Your connection to the shadows is purely superficial, the result of an extraplanar bargain. To access your new powers effectively, you are taught how to craft a staff to act as a focus and catalyst. Crafting the staff takes 24 hours and 10 gp in materials. The staff functions as a normal quarterstaff of your size with added supernatural abilities (see below).
If your ebon staff is destroyed, you must attempt a Fortitude saving throw DC10 + your level. Failure means you gain 1 negative level for 24 hours. A destroyed ebon staff maybe replaced by the same method it was created, but it may not be repaired by any means except through its Midnight Resilience ability.

The Price (Su): As an Eventide Magus, you have a steep price to pay for your abuse of magic. Whenever you casts a mystery or arcane spell gained by virtue of this class, you must roll a DC 12 umbral strain check (d20+Charisma modifier). If the check succeeds, the spell or mystery manifests normally. If the check fails, however, the mystery or spell is lost and you become fatigued. If already fatigued, you instead become exhausted. If already exhausted, the you become stunned for 1 round. These conditions bypass any immunity you may possess.
However, so long as you are willing to deal with the consequences, you can press your power even further and ignore normal limitations. You learn new ways to abuse the weave of magic as you level up.
Above Limitation: As a full-round action, you can cast a mystery or spell without using a daily use or spell slot. However, doing so increases the DC of the umbral strain check for every spell or mystery cast within the next 24 hours (including that one) by 1.
Above Failure: As a full-round action, you can cast a single spell or mystery with no chance of failure, so long as there is a daily use or spell slot remaining. However, doing so fatigues, exhausts, or stuns you as if you had failed your umbral strain check.
Above Distraction: Starting at 4th level, as a full-round action, you can cast a single spell or mystery in a way that provokes no attacks of opportunity, ignores all arcane failure from armor or shields used, and bypasses the need for any concentration checks. Doing so increases the DC of the umbral strain check for that spell or mystery by 2.
Sureness of Shadows: Starting at 8th level, as a free action, you can give up one daily mystery use or spell slot of the highest spell level available to you. In exchange, you gain a stacking +1 bonus on all umbral strain checks made within the next hour.
Power of Shadows: Starting at 12th level, as a full-round action, you can increase the caster level or save DC of a mystery or spell by +2. Doing so raises the DC of the umbral strain check for that spell or mystery by 2. Alternately, you can boost both the caster level and save DC. Doing so increases the DC of the umbral strain check by 5, however.
Tenacity of Shadows: Starting at 16th level, as a full-round action, you can cast a spell or mystery in such a way that it overcomes resistances and resists attempts to end it. Such a spell or mystery cannot be countered or dispelled and ignores all spell resistance. In addition, such a spell or mystery may be cast into, but not within, an antimagic zone or dead magic area. Similarly, a spell or mystery originating from outside of the area may pass into the area and continue functioning. A spell or mystery in such an area may persist for up to 3 rounds, after which time it ends as if its duration had run out. Casting a spell or mystery in this way raises the DC of the umbral strain check for that spell or mystery by 10.
Beyond Death: Starting at 20th level, if you are slain but your body remains intact, you return back to life (standing) at full health and with the dark template 1 round later. In addition, you return with no negative levels, as if affected by true resurrection. While in this state, the DC of all umbral strain checks and the save DCs of your spells and mysteries increase by 2 each round. If on any round you fail to successfully cast any spell or mystery, you are slain once more. In addition, you can also be slain through damage or death effects as normal. After dying again in such a manner, you may be returned to life normally. This functions once per day.

Twilight Revelation (Su): Your true power is to tap into the vast quantities of dark knowledge that permeate the plane of shadow. To do so, you enter a near trancelike state that extends your senses, increases your defenses against harm, and empowers both your mysteries and spellcasting.
While in this state, you gain low-light vision and add your Intelligence bonus (if any) as an insight bonus to all Perception checks you make. In addition, you gain Damage Reduction 2/-as the shadows absorb your physical injuries. In addition, whenever you cast a spell or mystery, it is cast as an extraordinary ability (but is affects incorporeal creatures as if a supernatural ability), you gain a +2 bonus on your umbral strain check, and the twilight revelation ends. However, while in such a state, you lose much coordination, taking a –2 penalty on all attack rolls.
A Twilight Revelation lasts up to 1 round/2 levels, although it may be ended prematurely if desired. At the end of a Twilight Revelation, you are dazed for 1 round as you head is left spinning with half-forgotten insights. If you hold your ebon staff while entering a Twilight Revelation, it takes no action to initiate a twilight revelation, although it must be activated during your turn. Otherwise, it takes a standard action.
You may use one Twilight Revelation each day at 2nd level and you gain one additional daily use every 4 levels afterwards.

Still Mind (Ex): At 3rd level, you gain a +2 bonus on saving throws against spells and effects from the school of enchantment. A combination of great discipline and mental overlap from the plane of shadow helps you resist effects that alter your mind.

Bonus Feat: At 5th level, and again at 15th level, you gain a bonus feat. The bonus feat must be a metamagic feat, metashadow feat, item creation feat, or any feat available to be selected as a Shadowcaster's bonus feats.

Shadow Link (Ex): At 7th level your link to the plane of shadows becomes stronger, granting you +1 to umbral strain checks with apprentice mysteries. At 13th level this again strengthens, increasing the bonus to umbral strain checks with apprentice mysteries to +2, and granting you a +1 bonus to umbral strain checks with initiate mysteries.

Greater Twilight Revelation (Su): At 9th level, you gain greater insights from the plane of shadow. While in a Twilight Revelation, you can see invisible and ethereal creatures and add your Intelligence bonus (if any) as an insight bonus to initiative checks. In addition, your damage reduction increases to 4/-. Lastly, when you cast a spell or mystery, you do not expend a spell slot or daily use and you gain an additional +2 (+4 total) bonus on your umbral strain check

Slippery Mind (Ex): At 11th level, if you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You only get this one extra chance to succeed on her saving throw.

Supreme Twilight Revelation (Su): At 17th level, you gain masterful insights into the nature of all things. You see the true nature of all creatures as if through a true seeing spell, can no longer be flanked, and automatically succeed on any saving throw allowed against a spell or effect from the illusion school. Furthermore, you add your Intelligence bonus (if any) as an insight bonus to your AC and your damage reduction increases to 6/-. Lastly, when you cast a spell or mystery, you may apply a single metamagic or metashadow feat without altering its casting time or spell level and without expending any daily uses of that feat and you gain an additional +2 (+6 total) bonus on your umbral strain check.

Mindblank (Su): At 19th level, the mental overlap between your mind and the plane of shadow blocks out all interference. You are continually affected as if by a mindblank effect.

Ebon staff
Ebon staves are supernaturally linked to their owner. Although it remains a normal quarterstaff in most respects, it has been supernaturally treated to gain and grant special abilities. Unlike magic items, an ebon staff is supernatural, meaning that its enchantments cannot be dispelled, although they are suppressed in an antimagic zone.

Owner Level Hardness Hit Points Special
1-2 +1 +5 Stealthy, Catalyst, Midnight Resilience
3-4 +2 +10 Cloak of Shadow
5-6 +3 +15 Darkvision 30ft
7-8 +4 +20 Call to Master
9-10 +5 +25 Darkvision 60ft
11-12 +6 +30 Shadowspace
13-14 +7 +35 Darkvision 90ft
15-16 +8 +40 Scry on Staff
17-18 +9 +45 Telepathy
19-20 +10 +50 Spell Immunity

Ebon staff Ability Descriptions: all ebon staves possess (or impart) abilities depending on their owner's class level, as shown on the table above. The abilities given on the table are cumulative.

Hardness Adj.: The number noted here is an improvement to the ebon staff's existing hardness. It represents the unusual toughness of an eventide magus' staff.
Hit Points Adj.: The number noted here is an improvement to the ebon staff's existing hit points. It represents the incredible resilience of an eventide magus' staff.
Stealthy (Ex): The presence of an ebon staff obscures the features of its owner. While an ebon staff is within arm's reach, the owner gains the Stealthy feat.
Catalyst (Su): While holding your ebon staff, magic is more easily bent to the will of an ebon staff's owner. While held within its owner's hand, an ebon staff lowers the DC of all umbral strain checks by 2.
Midnight Resilience (Su): An ebon staff is unusually resilient. It receives saving throws even while unattended as if it were a magic item with a caster level equal to its owner's class level. In addition, it naturally heals one hit point every night at midnight.
Cloak of Shadow (Su): If its owner is 3rd level or higher, an ebon staff allows its owner to submerge himself within darkness. A number of times per day equal to its owner's charisma modifier, while in an area of shadowy illumination or darker, the owner of an ebon staff may conceal themselves in shadow as an immediate action, granting them a 50% miss chance against a single attack. The ebon staff must be held by its owner in order to utilize this ability.
Darkvision (Su): If its owner is 5th level or higher, an ebon staff grants its owner the ability to see through darkness. While holding the ebon staff, its owner gains darkvision out to the indicated distance, or increases existing darkvision by 1/3 the distance.
Call to Master (Su): One problem that Eventide magi often deal with is the possibility of a stolen ebon staff. If its owner is 7th level or higher, an ebon staff can be called to its owner once per day. It teleports to the Eventide magus across any distance (but not across planar boundaries). If it is attended, the holder gets a Will save DC 10 + 1/2 class level + Intelligence Modifier to prevent it from teleporting.
Shadow Space (Su): If the owner is 11th level or higher, an ebon staff can be stored in a pocket of the plane of shadow. Its owner must spend a standard action to do so. After being stored, it can remain in the pocket for any amount of time and can be called back as a swift action.
Scry on Staff (Su): If the owner is 15th level or higher, an Eventide magus can scry on his ebon staff (as if casting the scrying spell) once per day.
Telepathy (Su): If the owner is 17th level or higher, the ebon staff grants him the ability to communicate telepathically with any creature within 100 feet that possesses a language. In order to benefit from this telepathy, the ebon staff must be held by its owner.
Spell Immunity (Su): It the owner is 19th level or higher, the ebon staff gains immunity to all hostile spells that allow spell resistance, as if they had failed to overcome its spell resistance.

Eventide Magus Spell List:
0: Detect Magic, Daze, Disrupt Undead, Ghost Sound, Mage Hand, Message, Prestidigitation, Ray of Frost, Touch of Fatigue
1 Comprehend Languages, Dancing Darkness, Darting Duplicate, Disguise Self, Expeditious Retreat, Grease, Identify, Mage Armor, Magic Aura, Mindlink, Obscuring Mist, Shield, Silent Image, Shadow Trap, Vanish, Ventriloquism
2 Blur, Darkness, Darkvision, Dark Whispers, Detect Thoughts, Dust of Twilight, Eldritch Conduit, Euphoric Cloud, Investigative Mind, Invisibilty, Minor Image, Mirror Image, Oppresive Boredom, Protective Penumbra, See Invisibility, Spider Climb, Twilight Haze
3 Arcane Sight, Ash Storm, Deeper Darkness, Dispel Magic, Displacement, Gaseous Form, Hold Person, Major Image, Nondetection, Penumbral Disguise, Phantasmal Affliction, Pugwampi's Grace, Shadow Enchantment, Slow, Suggestion, Tongues
4: Arcane Eye, Black Tentacles, Dimensional Anchor, Dimension door, Dreadscape, Greater Invisibility, Horrific Doubles, Overwhelming Grief, Phantasmal Killer, Remove Curse, Scrying, Shadow Conjuration, Shadow Invasion, Shadow Projection
5: Break Enchantment, Damnation Stride, Dismissal, Grand Destiny, Hold Monster, Persistent Image, Seeming, Sending, Shadow Evocation, Shadowform, Suffocation, Telepathic Bond, Teleport, Waves of Fatigue
6: Analyze Dweomer, Antimagic Field, Ether Step, Greater Dispel Magic, Greater Shadow Enchantment, Legend Lore, Mass Suggestion, Mislead, Permanent Image, Probe Thoughts, Programmed Image, Shadow Walk, True Seeing, Veil
7: Banishment, Greater Arcane Sight, Greater Scrying, Greater Shadow Conjuration, Greater Teleport, Hungry Darkness, Mass Hold Person, Mass Invisibility, Plane Shift, Project Image, Simulacrum, Spell Turning, Vision, Waves of Exhaustion.
8 Antipathy, Bilocation, Curse of Night, Demand, Dimensional Lock, Discern Location, Greater Shadow Evocation, Maze, Moment of Prescience, Orb of the Void, Protection From Spells, Screen, Sympathy
9 Divide Mind, Foresight, Greater Create Demiplane, Greater Shadow Transmutation, Imprisonment, Mass Hold Monster, Shades, Spellbane, Time Stop, Wall of Suppresion, Weird

An Eventide Magus can select from any mystery available to a Shadowcaster, which can be found in Tome of Magic, or in this list.