Pathfinder Campaign Setting: Inner Sea Magic

You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.

Feat Type(s)
Benefit

When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a –2 penalty on the dispel check.

Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the tenebrous spell’s effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check.

You cannot use this feat on spells with the light descriptor.

A tenebrous spell uses up a spell slot one level higher than the spell’s actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion (shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic feat for all other purposes).


The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Campaign Setting: Inner Sea Magic

SECTION 15

  • Advanced Bestiary, Copyright 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  • Pathfinder Campaign Setting: Inner Sea Magic, Copyright 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  • Marid from the Tome of Horrors III, Copyright 2005, Necromancer Games, Inc.; Author: Scott Greene.
  • Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
  • System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  • Pathminder, Copyright 2016, Drumanagh Wilpole.