Into The Shadowlands v1.4
Into The Shadowlands v1.4
Shadowlands
       Written and Designed by House DM
                         v1.4
T h i s s u p p l e ment to Shadowdark by the Arcane
             L i b rar y includes 9 new classes:
LEGAL
Both the Assassinate and Mount talent’s from Cursed Scroll 2: Red
      Sands, used with permission from The Arcane Library.
Apothecary          4-5
                            Arcane Mishap Tables    46
Assassin             6
                            Devastation Table       47
Barbarian            7
                            Other
Druid               8-9
                            Additional Rules       48-50
Knight              10-11
                            Corruption Rules        51
Paladin            12-13
                            Diseases               52-53
Ranger               14
Sorcerer 15-16
Warlock 17-20
Spell Lists
Druid 21-22
Priest 23
Sorcerer/Wizard 24-26
Warlock 27-28
                                                           3
   Apothecary Class
Potion masters, plague doctors,         Brew. By spending 3gp worth of
and mad scientists who obsess           ingredients, you can begin
over unstable concoctions, strange      brewing a single dose of one
liquids, odd herbs, and the secret      concoction from the Concoction
sciences of alchemy.                    List. The process takes 1d6 hours
                                        to co mplete and requires an
Weapons: Club, crossbow, dagger,        o p e n f lame.
handaxe, mace, shortsword,
spear, staff                            O n ce complete, make a DC 15
                                        INT check. If you succeed, your
Armor: Light and medium                 brew yields +1 dose. If you
                                        succeed with a natural 20, you
Hit Points: 1d6 per level               may double one of the numerical
                                        values of each dose created this
Languages. You know one                 way.
additional common language.
Bandolier. Up to 5 of your
concoctions are free to carry.
                   APOTHECARY TALENTS
  2d6     Effect (Reroll 3-5 if DC would be reduced below DC 9)
                                                                            4
                            CONCOCTION LIST
                            ASSASSIN TALENTS
   2d6      Effect (2 duplicate = reroll, 10-11 duplicate = +1 use/day)
                                                                                     6
        Barbarian Class
Nomadic warriors draped in furs,        Relentless. When you are reduced
muscled brutes, or just someone         to 0 H P and don’t die outright,
who wants to wield a big-ass            make a DC 9 CON check. On a
axe. Death doesn’t come easily to       success, you instead go to 1 HP
you, except when dealing it             and the DC increases one step.
                                        T h e D C resets to 9 when you
yourself.
                                        co m p l ete a rest .
Weapons: All melee weapons
                    BARBARIAN TALENTS
  2d6     Effect (2 duplicate = +1 use/day)
                                                                           7
                    Druid Class
Wild speakers, storm callers,                   Spellcasting. You can cast druid
and primordial shamans who                      spells you know. You know two
act as stewards of land, water,                 tier 1 spells of your choice from
and sky.                                        the druid spell list.
Weapons: club, dagger, handaxe,                 Each time you gain a level, you
javelin, shortbow, spear, staff                 choose new druid spells to learn
                                                a cco rd ing to the Druid Spells
Armor: Light and wood shields                   Known table. You may change
                                                your known spells after resting.
Hit Points: 1d4 per level
Wild Form. Yo u kn ow t h e Wi l d
Form spell. I t d o e s n’ t co u n t
toward your number of known
spells .
                                                                                        8
                       DRUID SPELLS KNOWN
                         Spells Known By Spell Tier
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
                         DRUID TALENTS
2d6       Effect
3-5       Learn one additional druid spell of any tier you know
6-9       +2 to WIS stat or +1 to druid spellcasting checks
10-11     Gain advantage on casting one spell you know
 12       Choose a talent or +2 points to distribute to stats
                                                                      9
               Knight Class
Hono r- b o u n d f i g h te rs , sw i f t   Martial Adept. Choose one type
cavaliers, and heavily armored               of weapon, such as longswords.
soldie rs w h o d raw s te e l w i t h       You gain +1 to attack and damage
focus and purpose.                           rolls with that weapon type.
                                                                                 10
                             COMMON MOUNTS
                 Camel                                        Mastiff
AC 10, HP 1 2 , ATK 1 h o o f +3 ( 1 d 6 )      AC 11, HP 4, ATK 1 bite +1(1d6), MV
or 1 spit (near) +0 (1d4), MV double            n ea r, S +1, D +1, C + 0, I -2 , W +1,
near, S +3, D +0, C +3, I -2 , W +1,            Ch -2, AL N, LV 1
Ch -3, AL N, LV 2
                 Horse                                          Mule
AC 11, HP 11, ATK 1 hoof +3(1d6), MV            AC 10, HP 7, ATK 1 hoof +2(1d4), MV
double near, S +3, D +1, C +2, I -3,            near, S +2 , D + 0, C +2 , I -3, W +1,
W +1, Ch -2, AL N, LV 2                         Ch -2 , AL N, LV 1
UNCOMMON MOUNTS
                    Elk                                         Ram
AC 12 , HP 1 1 , ATK 1 h o o f +3 ( 1 d 6 ) ,   A C 1 2 , H P 12 , AT K 1 ram +3( 1d8),
MV double near, S +3, D +2, C +2,               MV double near, S +3, D +1, C +2 ,
I -2, W +2, Ch +0, AL N, LV 2                   I -3, W +1, Ch -2 , AL N, LV 2
                               KNIGHT TALENTS
     2d6     Effect
                                                                                     12
                    PALADIN TALENTS
2d6     Effect
                                                                13
               Ranger Class
Tracke rs , ex p e r t g u i d e s , a n d      Craft Salve. Make a DC 15 WIS
vigila n t wa tch e rs , s k i l l e d a t      check to craft a salve from nearby
navig a t i n g t h e b o rd e rl a n d s o f   flora or fungi. The salve has one
civiliz a t i o n .                             of the following properties and
                                                expires in 1 day :
Weapons: All weapons                             • Restores 1d6 hit points
                             RANGER TALENTS
   2d6      Effect (2 duplicate = reroll)
                                                                                      14
            Sorcerer Class
Mages, conjurer’s, and arcane                     Sorcery. You have a number of
freaks, who seek to conquer their                 mana points (MP) equal to your
powe rs b e fo re t h e i r p owe rs              sorcerer level x 2 that can help
consu m e t h e m .                               you empower or unleash your
                                                  spells.
Weapons: Dagger, staff
                                                  As an action, you can recover 1
Armor: None                                       MP. You regain all of your MP
                                                  when you complete a rest.
Hit Points: 1d4 per level                          • Empower: You may spend MP
                                                      to boost a failed spellcasting
Spellcasting. Yo u c a n c a s t                      check and turn it into a
sorcere r s p e l l s yo u kn ow.                     success. Each 1 MP spent,
                                                      increases your spellcasting
You know two tier 1 spells of your                    check by 1.
choice from the sorcerer spell list.               • Unleash: When you succeed
                                                      on a spellcasting check, you
Each time you gain a level, you                       may spend 5 MP to change
choose new sorcerer spells to                         your roll into a natural 20.
learn according to the Sorcerer                       If you do, succeed on a
Spells Known table.                                   DC 18 CON check or gain 1
                                                      exhaustion. If you fail by 10
To cast a sorcerer spell you know,                    or more, you also gain +1
                                                      corruption.
make a s p e l l c a s t i n g ch e ck by
rollin g d 20 + C H A . T h e D C to
succe s s f u l l y c a s t a s p e l l i s 1 0
+ the s p e l l ’s t i e r.
If you ro l l a n a t u ra l 1 o n a
spellcasting check, you must also
roll o n t h e co rre s p o n d i n g
arcan e m i s h a p s t a b l e fo r t h e
spells t i e r.
                                                                                       15
                SORCERER SPELLS KNOWN
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
                       SORCERER TALENTS
2d6       Effect
3-5       Learn one additional sorcerer spell of any tier you know
6-9       +2 to CON or CHA stat, or +3 to your max MP
10-11     Gain +5 to your max MP
 12       Choose a talent or +2 points to distribute to stats
                                                                      16
             Warlock Class
Schol a rs , u rch i n s , m e rch a n t s    Spellcasting. You can cast
and soldiers, all are welcome to              warlock spells you know. At 1st
make d ea l s fo r d a rk a n d               level, choose INT or CHA to be
powe r f u l g i f t s .                      your spellcasting ability score.
Hit Points: 1d4 per level                     Each time you gain a level, you
                                              choose new warlock spells to
Languages. Yo u kn ow o n e                   learn according to the Warlock
additi o n a l l a n g u a g e re l eva n t   Spells Known table. You may
to you r pa t ro n .                          change your known spells after
                                              resting.
Pact Boon. Your patron bestows
a gift u p o n yo u fo r yo u r l oya l       To cast a warlock spell you know,
ser vice . Yo u g a i n o n e o f t h e       make a spellcasting check by
follow i n g pa c t b o o n s :               rolling D20 + your spellcasting
  • Arcane Pact                               ability score. The DC to successfully
                                              cast a spell is 10 + the spell’s tier.
  • Blood Pact
  • Grave Pact                                If you roll a natural 1 on a
  • Steel Pact                                spellcasting check, you must also
                                              ro l l o n the corresponding
See Pa c t B o o n d e s c ri p t i o n s     a rc a n e mishaps table for the
on Pa g e 1 9.                                s p e l l s tier.
                                                                                       17
                   WARLOCK SPELLS KNOWN
Level 1 2 3 4 5
1 2 - - - -
2 3 - - - -
3 3 1 - - -
4 3 2 - - -
5 3 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 3 3 2 2 -
9 3 3 2 2 1
10 3 3 3 2 2
                       WARLOCK TALENTS
2d6       Effect
 2        Learn one additional spell of any tier, from any spell list,
          and gain +2 corruption
3-5       Gain advantage on casting one spell you know
6-8       +2 to CHA or INT stat, or +1 to spellcasting checks
9-11      Gain your pact boon enhancement
12        Choose a talent or +2 points to distribute to stats
                                                                         18
                                PACT BOONS
Blood Pact. Yo u kn ow t h e F i n d
Familiar spell and it doesn’t count
toward yo u r n u m b e r o f kn ow n
spells . Yo u r fa m i l i a r h a s h i t
points e q u a l to 5 + yo u r l eve l ,
can lev i t a te , a n d fo l l ows yo u r
commands telepathically. You can
cast spells through your familiar.
 • Enhancement: + 5 m a x h i t
     po i n t s to yo u r b l o o d pa c t
     fa m i l i a r.
                                                                                  19
                           PACT MASTERY
                                                                                20
      Druid Spell List
TIER 1                                     TIER 2
• Alarm                                    • A n i mal Messenger
• Cure Wo u n d s • Au g ur y
• Ent a n g l e • B a rkskin
• Fae ri e F i re • Ea r t hbind
• Fog • F l a me Blade
• Loc a te P l a n t s o r A n i m a l s • G u s t of Wind
• Mu d • H ea t Metal
• Poi s o n D a r t • I nv i s ibility
• Pro d u ce F l a m e • Lo c a te Objec t
• Shi l l e l a g h • Rust
• Spea k w i t h A n im a l s • S p i ke Grow th
• Wil d Fo rm • Wa rp Wood
                                                                   21
TIER 3                                 TIER 5
• Cal l L i g h t n i n g              • Awa ken
• Fab ri c a te • Ea r t hquake
• Fea r • F i re storm
• Grea te r S h i l l e l a g h • H ea l
• Res to ra t i o n • S h a pechange
• Spea k w i t h D ea d • S u n burst
• Wa l l o f Wa te r • Wi n dwalk
• Wa te r B rea t h i n g
TIER 4
• All I s O n e
• Bli g h t
• Com m u n e
• Con t ro l Wa te r
• Dea t h Wa rd
• Hyd ro B l a s t
• Mo o n b ea m
• Pol y m o rp h
• Reg e n e ra te
• Sto n e s k i n
• Tra n s p o r t v i a P l a n t s
• Wa l l o f F i re
• Wa l l o f I ce
                                                                 22
    Priest Spell List
TIER 1                                 TIER 4
• Cure Wo u n d s                      • Co m mune
• Lig h t • D ea t h Ward
• Pro te c t i o n f ro m Ev i l • F l a me Strike
• Res i s t Co l d • P i l l a r of Sal t
• Shi e l d o f Fa i t h • R e g enerate
• Turn U n d ea d • Wra th
TIER 2                                 TIER 5
• Aug u r y                            • D i v i ne Vengeance
• Bli n d / D ea fe n • D o m inion
• Ble s s • H ea l
• Glo rb s • P l a n e Shift
• Sm i te • Pro p hecy
• Zon e o f Tr u t h • Wo rd of Recall
TIER 3
• Com m a n d
• Lay to R e s t
• Ma s s Cu re
• Pro te c t i o n f ro m E n e rg y
• Reb u ke U n h o l y
• Res to ra t i o n
• Spea k w i t h D ea d
                                                                23
        Sorcerer/Wizard
           Spell List
TIER 1                             TIER 2
• Aet h e r F i e l d              • Aci d Arrow
• Ala rm • A l te r Self
• Bu rn i n g H a n d s • D a rkness
• De te c t M a g i c • Ea r t hbind
• Fea t h e r Fa l l • F i xe d Objec t
• Fin d Fa m i l i a r • G u s t of Wind
• Floa t i n g D i s k • G l o rbs
• Fog • H o l d Person
• Ho l d Po r t a l • I nv i s ibility
• Lig h t • Kn o ck
• Ma g e A rm o r • Lev i tate
• Ma g e H a n d • Lo c a te Objec t
• Ma g i c M i s s i l e • M i rror Image
• Mu d • M i s ty Step
• Pro d u ce F l a m e • Rust
• Shi e l d • S h a tter
• Sho ck • S i l e nce
• Sle e p • We b
                                                          24
TIER 3                                 TIER 4
• Ani m a te D ea d                    • A rc a ne Eye
• Dis p e l M a g i c • C l o u dkill
• Fab ri c a te • Co n f usion
• Fly • D i v i nation
• Gas e o u s Fo rm • Et h e realness
• Has te • H yd ro Blast
• Ice S to rm • M o d if y Memor y
• Illu s i o n • Pa s swall
• Lig h t n i n g B o l t • Po l y morph
• No n d e te c t i o n • S to n eskin
• Pro te c t i o n f ro m E n e rg y • Te l e kinesis
• Sen d i n g • Te rror
• Slow • Wa l l of Fire
• Spea k w i t h D ea d • Wa l l of Force
• Wa l l o f Wa te r • Wa l l of Ice
                                                                25
TIER 5
• Ant i m a g i c S h e l l
• Cha i n L i g h t n i n g
• Con e o f Co l d
• Crea te U n d ea d
• Dis i n te g ra te
• Do m i n a te Pe rs o n
• Fire s to rm
• Ho l d M o n s te r
• Inv u l n e ra b i l i ty
• Pla n e S h i f t
• Powe r Wo rd K i l l
• Pri s m a t i c O rb
• Scr y i n g
• Sha p e ch a n g e
• Sum m o n Ex t rap l a n a r
• Tel e p o r t
• Tim e s to p
• Wis h
                                 26
Warlock Spell List
TIER 1                             TIER 3
• Aet h e r F i e l d              • D i s p el Magic
• Bu rn i n g H a n d s • E l d ri tch Hunger
• Cha rm Pe rs o n • Fea r
• Fog • Fly
• Ma g e A rm o r • M a g i c Circle
• Ren d i n g S t ri ke • L i fe Sap
• Pro te c t i o n f ro m Ev i l • S l ow
TIER 2                             TIER 4
• Bli n d / D ea fe n              • B l i g ht
• De te c t T h o u g h t s • Et h e realness
• Fla m e B l a d e • F l a me Strike
• Ho l d Pe rs o n • M o d if y Memor y
• Inv i s i b i l i ty • R e g enerate
• Mis ty S te p • Po l y morph
• Sile n ce • Te rror
                                                           27
TIER 5
• Circl e o f D ea t h
• Ho l d M o n s te r
• Inv u l n e ra b i l i ty
• Jud g m e n t
• Pla n e S h i f t
• Powe r Wo rd K i l l
• Scr y i n g
• Sha p e ch a n g e
• Sum m o n Ex t ra p l a n a r
• Tel e p o r t
                                  28
                                 Spells
         AETHER FIELD                                ANIMAL MESSENGER
For the spell’s duration, you can               You touch an animal or large tree
see and hear a creature or location             and imbue it with sentience.
you choose that is on the same
                                                You can’t cast this again until you
plane.
                                                complete penance.
Each round, creatures you view
                                                 • Animal. Their INT, WIS, and
may make a WIS check vs your                        CHA become 10, they know
last spellcasting check . On a                      the languages you know,
succe s s , t h ey b e co m e awa re                and regard you as friendly.
of you r m a g i c a l o b s e r va t i o n .
                                                 • Tree. It becomes a Treant.
You cannot cast this spell again                    Roll on the reaction table
until you complete a rest.                          with a +2 bonus to
                                                    determine how the Treant
                                                    reacts to you.
                                                                                      29
          BARKSKIN                          CHAIN LIGHTNING
Tier 2, druid                          Tier 5, sorcerer, wizard
Duration: Focus                        Duration: Instant
Range: Close                           Range: Far
      CALL LIGHTNING
Tier 3, druid
Duration: Focus
Range: Far
                                                                               30
      CONE OF COLD                           DEATH WARD
Tier 5, sorcerer, warlock, wizard    Tier 4, druid, priest
Duration: Instant                    Duration: 10 rounds
Range: Self                          Range: Close
                                                                       31
       DRUID GROVE                       EARTHQUAKE
Tier 5, druid                     Tier 5, druid
Duration: 12 hours                Duration: Focus
Range: Close                      Range: Far
You open a portal to a natural,   You tap into the primeval force of
abundant, and protected           nature to cause an earthquake in
pocket dimension where you        a double near-sized circle.
may rest safely. None may enter
                                  Creatures that enter the area or
without your blessing.
                                  begin their turn within take 1d12
You can’t cast this again until   damage, fall to the ground, and
you complete penance.             must move near to stand up.
                                  Focusing on the spell longer
                                  increases its effec t:
         EARTHBIND                 • 2 Rounds. Buildings and
                                      structures begin to collapse.
Tier 2, druid, sorcerer, wizard       Any inside or close take 2d12
Duration: Instant                     damage.
Range: Far                         • 5 Rounds. The earth cracks
One flying creature you can see       and deep fissures open that
within range is immediately           swallow all within range.
pulled to the ground by strands   You can’t cast this again until
of magical energy. Creatures      you complete penance.
grounded this way do not take
fall damage.
                                       ELDRITCH HUNGER
                                  Tier 3, warlock
                                  Duration: Focus
                                  Range: Far
                                                                       32
            ENTANGLE                                   FAST FEET
Tier 1, druid                                Tier 1, sorcerer, wizard
Duration: 3 rounds                           Duration: 5 rounds
Range: Near                                  Range: Close
                                                            FEAR
       ETHEREALNESS
                                             Tier 3, sorcerer, warlock, wizard
Tier 4, sorcerer, warlock, wizard            Duration: Instant
Duration: 10 rounds                          Range: Near
Range: Self
                                             You create a terrifying illusory
You immediately vanish and enter             effect. All creatures of LV 3 or
the Ethereal Plane.                          less within range must
                                             immediately make a morale
For the duration, you move at half
                                             check (DC 15 WIS).
speed, can only affect and be
affected by other creatures on the           This spell does not affect
Ethereal Plane, and you can move             creatures that are immune to
through objects you perceive from            morale checks.
the prior plane.
                                                    FIND FAMILIAR
           FAERIE FIRE
                                             Tier 1, sorcerer, warlock, wizard
Tier 1, druid                                Duration: Instant
Duration: Focus                              Range: Close
Range: Far
                                             You gain the service of a 1 hit
Each creature and object within              point spirit that takes the form
a near-sized sphere sheds a blue,            of an animal no larger than a
green, or violet glowing light out           house cat. It can perform
to a close distance.                         simple tasks for you and as an
                                             action, you can see and hear
They cannot benefit from being
                                             through your familiar’s senses.
invisible and attacks made
against affected creatures are               If your familiar dies, you take
made with advantage.                         1d6 damage.
                                                                                 33
         FIRESTORM                                 FREEZE
Tier 5, druid, sorcerer, wizard      Tier 2, sorcerer, wizard
Duration: Focus                      Duration: Varies
Range: Far                           Range: Near
                                                                          34
       GUST OF WIND                        HELLISH REBUKE
Tier 1, druid, sorcerer, wizard       Tier 1, warlock
Duration: 2 rounds                    Duration: 10 Rounds
Range: Near                           Range: Self
You call for th a burst of strong     The next time you would be hit
wind capable of dispersing gas        by an attack, you can immediately
or vapor, shutting doors, or          end this spell to deal 1d12 damage
extinguishing candles, torches,       to the attacker.
and similar unprotected flames.
                                                    HEX
              HASTE                   Tier 1, warlock
Tier 3, sorcerer, wizard              Duration: Focus
                                                                           35
          ICE STORM                           LOCATE OBJECT
Tier 3, druid, sorcerer, wizard         Tier 2, druid, sorcerer, wizard
Duration: Focus                         Duration: Focus
Range: Far                              Range: Self
You conjure a storm of jagged           You can sense the direction of one
ice to rain down on a near-sized        familiar object within 1,000 ft.
cube within range.
Creatures can only move
through this area at half speed.            LOCATE PLANTS OR ANIMALS
Creatures that enter the area or        Tier 1, druid
begin their turn within take 2d6
                                        Duration: Focus
damage.
                                        Range: Far
                                                                             36
     MARKED FOR DEATH                               MUD
Tier 3, warlock                     Tier 1, druid, sorcerer, wizard
Duration: Focus                     Duration: 5 rounds
Range: Near                         Range: Near
You mark a creature with the        Turn a near-sized cube section
Doom. That creature takes 1d12      of ground into slick mud.
damage at the beginning of          Creatures can only move through
each of their turns for the         this area at half speed.
duration.
                                    Bipedal creatures that enter
                                    the area or begin their turn
                                    within must succeed on a DEX
     MODIFY MEMORY                  check vs your spellcasting
Tier 3, druid, sorcerer, wizard     check or fall to the ground and
                                    must move near to stand up.
Duration: 1 hour
Range: Near
                                                                        37
     NATUREʼS GRASP                      PRIMORDIAL WARD
Tier 2, druid                       Tier 5, druid
Duration: 3 rounds                  Duration: 10 rounds
Range: Near                         Range: Close
You call forth vines and roots to   You call on the primeval forces of
entangle creatures in a near-       the land to infuse one creature
sized cube within range.            you touch with the power of the
                                    ancients.
Entangled creatures can’t move
and must succeed on a STR           The target gains a luck token
check vs your spellcasting check    and at the start of each of their
to free themselves.                 turns, they gain 1d12 temporary
                                    hit points.
      NONDETECTION
                                         PRODUCE FLAME
Tier 3, sorcerer, wizard
Duration: 1 day                     Tier 1, druid, sorcerer, wizard
Range: Close                        Duration: Varies
                                    Range: Self
You hide a creature or near-sized
area from scrying magic . The       You conjure a small flame in
creature or area can’t be           your hand to be used as light
perceived by scrying magic for      or to ignite.
the duration.                        • Light. Sheds light to a near
                                        distance for 30 minutes.
                                     • Ignite. Hurl the flame at a
        POISON DART                     target up to near for 1d6
                                        damage.
Tier 1, druid
Duration: Instant
Range: Near
                                           RAY OF FROST
You conjure a shard soaked in
                                    Tier 1, sorcerer, wizard
poison and shoot it at a creature
within range for 1d4 damage.        Duration: Instant
They take 1 damage at the           Range: Near
beginning of their turn, for 1d4    A ray of frost streaks from your
rounds.                             open palm at a creature within
                                    range for 1d6 damage. That
                                    creature moves at half speed
                                    until the end of their next turn.
                                                                         38
      RENDING STRIKE                                 RUST
Tier 1, warlock                      Tier 2, druid
Duration: Instant                    Duration: Instant
Range: Near                          Range: Close
Tier 3, druid
Duration: 1 hour                           SHADOW BLADE
Range: Close
                                     Tier 2, sorcerer, warlock, wizard
Mark an area you can see within
                                     Duration: 5 rounds
range with a small rune. After 1
                                     Range: Self
minute, the next creature to come
within close of the rune will        You summon a short blade made
become restrained by magical         of shadows to your hand. Use your
tethers.                             spellcasting modifier for attack
                                     rolls you make with this weapon.
The restrained creature can’t
                                     The blade deals 1d6 damage, has
move and must succeed on a
                                     the thrown property, and is
STR check opposed by your
                                     magical.
spellcasting check to free itself.
The restrained creature makes        You are trained with this weapon
this check with disadvantage.        and, for the duration, can conjure
                                     the blade back to your hand if you
                                     are disarmed.
                                                                          39
     SHADOW GUARD                            SHILLELAGH
Tier 4, warlock                     Tier 1, druid
Duration: 5 rounds                  Duration: 5 rounds
Range: Self                         Range: Self
                                                                        40
    SPEAK WITH ANIMALS                           TERROR
Tier 1, druid                        Tier 4, sorcerer, warlock, wizard
Duration: 10 minutes                 Duration: Instant
Range: Near                          Range: Near
You can communicate with one         You conjure a powerful illusion
type of animal within range.         of terror. Up to 1d4 creatures of
                                     LV 8 or less within range must
                                     immediately make a morale
       SPIKE GROWTH                  check with disadvantage (DC
                                     15 WIS).
Tier 2, druid
                                     This spell does not affect
Duration: Focus
                                     creatures immune to morale
Range: Near
                                     checks.
Sharp spikes and thorns rise from
the ground in a near-sized cube.
Creatures can only move through                 TIMESTOP
this area at half speed. Creatures   Tier 5, sorcerer, wizard
that enter the area or begin their
                                     Duration: Focus
turn within take 2d4 damage.
                                     Range: Near
                                                                             41
    TRANSPORT VIA PLANTS                      WALL OF ICE
Tier 4, druid                        Tier 4, druid, sorcerer, wizard
Duration: Focus                      Duration: 10 rounds
Range: Close                         Range: Far
You touch a large plant, opening     You conjure a wall of ice up to
a magical portal to another large    60 ft long, 20 ft high, and 1 ft
plant on the same plane of           thick. You choose its shape.
existence.
                                     When conjured, creatures close
You must have seen or touched        to it take 2d6 damage.
the destination plant at least
                                     The wall is solid, has AC 12, and
once before.
                                     30 hit points.
Any creature that steps through
the portal instantly teleports to
the destination plant.                     WALL OF WATER
                                     Tier 3, druid, sorcerer, wizard
       WALL OF FIRE                  Duration: Focus
                                     Range: Far
Tier 4, druid, sorcerer, wizard
Duration: Focus                      You conjure a wall of water up to
                                     30 ft long, 10 ft high, and 1 ft thick.
Range: Far
                                     You choose its shape.
You conjure a wall of fire up to
                                     Creatures can only move through
60 ft long, 20 ft high, and 1 ft
                                     this area at half speed. Ranged
thick. You choose its shape.
                                     weapon attacks that would enter
When conjured, creatures close to    the wall’s space are made with
it t a ke 3 d 6 d a m a g e .        disadvantage and damage from
If a creature moves through or       fire is halved if it must pass
begins their turn within the wall,   through the wall.
they take 3d6 damage.
                                              WARP WOOD
                                     Tier 2, druid
                                     Duration: 5 rounds
                                     Range: Near
                                                                               42
     WATER BREATHING                              WIND WALK
Tier 3, druid                            Tier 5, druid
Duration: 1 hour                         Duration: 10 rounds
Range: Close                             Range: Self
You and up to 3 other creatures          You change your form into that
w i t h i n ra n g e c a n b rea t h e   of the wind. You can fly double
under water.                             near, hover in place, and cannot
                                         be brought below 1 HP for the
                                         spell's duration.
                                                                                43
                 Advanced
                Spellcasting
Natural 20. When rolling a          Pay Tribute
spellcasting check, if you roll a
                                    Druid, Paladin, Priest
natural 20, choose one of the
following benefits from the list    When you roll a natural 1 on a
below and add it to your spell.     spellcasting check, you lose the
                                    ability to cast that spell again until
 • Double Dice. Double the
                                    you pay tribute. This failure can
   number of damage dice
   rolled.                          be explained as having angered
                                    your deity or offset the balance
 • Double Targets. Double the       of nature.
   number of targets affected.
                                    To pay tribute, you must bring
 • Double Duration. Double the
                                    an offering to a place deemed
   duration of the spell.
                                    relevant to the source of your
 • Recovery. Recover one of         magic . For Priests, maybe it's a
    your failed spells.             temple or shrine dedicated to
                                    your deity. For Druids, perhaps
                                    a particular grove in the woods
Natural 1. Generally speaking,
                                    or body of water. For Paladins,
this is bad. Depending on your
                                    a shrine or place in memor y or
caster class, you must suffer an
                                    service of your oath. If unsure, ask
Arcane Mishap or Pay Tribute.
                                    your GM.
                                    Consult the Sacrifice Value Table
Arcane Mishap                       in the Shadowdark core rules to
Sorcerer, Warlock, Wizard           determine the value you must pay.
                                                                             44
Changing Spells. Druids, priests,               Manalith. A manalith, or arcane
and warlocks may change their                   m o n o l i th, is a mysterious rune
known spells after completing a                 cove re d stone formation that
rest.                                           hums with arcane power.
                                                They also serve as unexpendable
                                                i n s t r u c tions for learning a
Burning Spells. Anytime you cast
                                                particular spell, notably spells of
a spell, you may bypass the need
                                                tier 3 or higher. They are extremely
for a spellcasting check by burning
                                                rare, ancient, and heavily sought
the spell. A burned spell cannot
                                                after by spellcasters and others
be cast again until you complete
                                                in positions of power.
a rest .
                                                A manalith tends to hum louder
This choice must be made before
                                                if a nearby spellcaster has the
rollin g t h e ch e ck .
                                                stored spell on their spell list .
                                                You may draw on the power of a
Blood Magic. B l o o d M a g i c i s a n        manalith and learn the spell within
ancient and dark power that any                 by absorbing its power for 1 day
class with the spellcasting ability             and then succeed on a DC 15 CON
can tap into.                                   check . Spells learned this way
Any time you fail a spellcasting                don’t count toward your number
check , you may force the spell                 of known spells.
to succeed by fueling it with your
own b l o o d a n d g a i n i n g +1
point o f co rr u p t i o n .
Blood M a g i c c a n eve n fo rce a
spellcasting check of a natural 1
to succeed but the caster must
still ro l l o n t h e a rc a n e m i s h a p
table o r m a ke p e n a n ce . Fa i l e d
spells c a s t w i t h b l o o d m a g i c
are no t l o s t .
                                                                                       45
         Arcane Mishap
             Tables
               ARCANE MISHAP TIER 1-2 TABLE
1d6 Effect
1d6 Effect
1d6 Effect
                                                                     46
                      DEVASTATION TABLE
d12 Effect
 6    You open a por tal to another dimension and are sucked inside.
      It closes behind you. Set up a private session with the GM.
 7    A powerful curse grips you, leaving its dark mark on the palms of
      your hands. While cursed, you make spellcasting checks with
      disadvantage.
10    You lose the ability to cast all spells of a random tier. This effect can
      only be reversed by absorbing power from a manalith.
                                                                            47
    Additional Rules
Temporary Hit Points. Temporary            New Armor & Weapon
hit points are not the same as              • Helm. Counts as medium
hit points. They merely act as an             a rmor, 1 gear slot , 8gp.
additional buffer against damage.             Negates all damage from 1
 • They are lost first any time               critical hit, then destroyed.
    you take damage.                        • Seax. 2gp. M. C. d4 damage.
 • They last until depleted or                Brutal.
    you complete a rest .
 • Gaining temporary hit points            New Weapon/Armor Properties
   while at 0 HP, does not
                                            • Sundering. When you are
   st a b i l i ze yo u .
                                              hit with a melee attack, you
 • If you gain temporar y hit                 may choose to destroy this
    points while you already have             weapon or armor to negate
    temporary hit points, you gain            all damage from the attack.
    or keep the greater amount.               Shields, spears, and staff ’s
                                              gain this property.
                                            • Brutal. Roll damage dice
Armor Type. This is a small
                                              w i t h advantage.
adjustment to how Shadowdark
categorizes different armor and
allows players to have more
customization and flavor.
For example, choosing to wear
a gambeson instead of leather
armor. Or choosing brigandine
armor over chainmail.
All chainmail is medium armor,
but n o t a l l m e d i u m a rm o r i s
chain m a i l .
      Leather > Light Armor
                                                                              48
Equipment. Two small “quality of              Default Class Buffs. While I am
life” changes to equipment .                  s t i l l p l ay testing these new
  • Flint and Steel. This tool is             classes, here are some minor
     quite small and thus no                  adjustments to each of the four
     longer takes up a gear slot.             core classes to assist in keeping
     Add it to your “Free to Carry”           them viable choices.
     box instead.
  • Gems. Gems are tiny and no                Fighter. Gains the Fighting
     longer take up a gear slot.              Spirit ability.
     They are instead added to
                                               • Fighting Spirit. 1/day, as a
     your “Free to Carr y ” box.
                                                  free action, you can tap
     Note that unusually large
                                                  into your fighting spirit to
     gems may take up a gear                      gain temporary hit points
     slot. If only you were that                  equal to 1d4 + CON.
     lucky.
                                                                                   49
A Note on Initiative. Try your best
to delay rolling for initiative. It
can be frustrating for players to
approach an encounter
diplomatically or strategically
and then be forced into combat
without even a chance to negotiate
or find a way around it.
I personally like to reward creative
thinking and find that it makes
for a richer story.
Give your players a chance to
interact first, even if you intend
for the encounter to be combat.
Your players might surprise you.
Alternative Initiative. O n ce
comba t b e co m e s u n avo i d a b l e ,
roll fo r i n i t i a t i ve !
All players roll a D20 + CHA and
must meet or beat the encounter
initiative DC set by your GM.
  • DC 9. Basic, slow, or unaware
     enemies.
  • DC 12. Average enemies.
                                             50
                    Corruption
Corruption. Corruption can be                  Tier 1: (1 - 3 points)
gained from:                                   Can be removed with major acts
  • Rolling a natural 1 for a                  of kindness or rare magic.
     spellcasting check as a                   Lawfully aligned NPC’s find you
     sorcerer, warlock, or wizard              suspicious and may choose to
                                               withhold their services from you
  • Committing an evil or
                                               (merchants, smiths, barkeeps, etc).
     heinous act
  • Failing checks to resist                   Tier 2: (4 - 6 points)
     certain monster attacks,                  Extremely difficul t to remove
     environmental factors, or
                                               and very few, if any, know how.
     curses
                                               You can no longer acquire or use
  • Rolling a 2 on the sorcerer                luck tokens.
     or warlock talent table
                                               Tier 3: (7 - 9 points)
If you ever reach 10 corruption                Just about permanent. You gain
points, your PC becomes                        the following:
consumed by darkness and is
                                                • +2 AC
under the control of the GM.
                                                • +10 max HP .
Removing Corruption. At the                     • +2 bonus to all spellcasting
GM’s discretion, PC’s may be                       checks or +2 bonus to all
able to find someone who                           attack and damage rolls.
knows the Corruptum
Incantatem spell. This person
should be very difficult to track
down and will likely ask a heavy
favor of your PC’s.
Corruptum Incantatem. An 8
hour ritual that co n s u m e s
5 0 0 g p wo r t h o f m a te ri a l s a n d
a l u ck to ke n to re m ove o n e
point of tier 1 or tier 2
corruption from another creature.
                                                                                     51
                    Diseases
Diseases can be contrac ted            Grey Scale.
from adventuring in toxic and           • Contraction. Any physical
disease-ridden areas or suffering          contact with the skin of the
an injury from an infected creature.       infected.
                                        • Effect. The skin cracks and
Axox.                                      takes on a gray hue over
                                           the course of d20 days.
•   Contraction. By entering               After which, the mind
    your blood stream, typically
                                           deteriorates and the
    a claw or bite from the
    infected.                              infected becomes a savage
                                           and violent grey-scaled
•   Effect. Symptoms show up               monster that attacks
    in 1d6 days after any form of          anything on sight.
    physical exertion. Whenever
    the infected exerts                 • Known Cures. Seek the aid
    themselves by moving more              of a priest.
    than near or making an
    attack, they take 1d6
    damage as their bones              Maginox.
    pierce their innards.               • Contraction. Rare deep
                                           earth metals are known to
•   Known Cures. Brew a tea of
    rutmorg root and askamirr              radiate Maginox. Avoid
    leaves. Drink two full cups            these toxic metals at all
    to cure.                               cost.
                                        • Effect. Symptoms show up
                                           in 1d8 hours as intense
Eye Rot.                                   headaches. After which, the
 • Contraction. Drinking                   infected has disadvantage
    infected water or infected             on all spellcasting checks.
    particles coming into               • Known Cures. Proximity to a
    contact with ones eyes.                Manalith or even a
 • Effect. Causes bleeding                 fragment of one will relieve
    from the eyes in 1d4 hours.            symptoms. For a full cure,
    After which, the infected              seek the aid of a priest.
    typically goes blind in 1d8
    days.
 • Known Cures. Distill a serum
    of violetti vuori and add 2
    drops to each eye.
                                                                          52
Mindfire.                           Dranus Gorgus
 • Contraction. Inhaling or          • Contraction. Most commonly
    ingesting spores from the           contracted from a wound
    infected or directly from           made with a rusty weapon.
    Mindfire Mushrooms.              • Effect. No longer recover to
 • Effect. Symptoms show up             full HP after resting.
    almost immediately. The             Instead you recover 1 HP
    infected loses the ability to       and find yourself regularly
    focus, think logically, and         reminiscing on the days of
    notice their surroundings.          old.
    Gives disadvantage on all        • Known Cures. For a full cure,
    INT and WIS checks.                 seek the aid of a priest.
 • Known Cures. Should run its
    course in d20 days.
The Scourge.
•   Contraction. Eating infected
    food or being bit by an
    infected dog, rat, flea, or
    humanoid.
•   Effect. Symptoms show up
    in 1d4 days, after which, the
    infected cannot gain the
    benefits of resting. From
    then, in 4d4 days, they die
    and rise as a violent zombie
    in 1d4 hours.
•   Known Cures. None.
                                                                       53
 “There’s nothing better than sitting down at the
table with your best buds, crackin’ open a cold one
with a fresh slice of za, and rolling bones together.
-Jake House DM
                                                      54
                    WE SEARCH THE BODY
d20 Result
1 An old leg of mutton and a cut purse. The coin must’ve fallen out.
5 A small flask of whiskey and a cloth pouch with 23cp and 8sp inside.
 7    A fragile looking glass jar filled with live bees and an oak wood
      club with strange markings on it.
18    A peculiar platinum coin embossed with the letters V.D. and the
      visage of a distillery behind them.