Thougts on Shadow mage (Moved)

Discussions related to character builds and mechanics may occur here.

Moderators: Active DMs, Forum Moderators

Post Reply
User avatar
Skeletor
Arelith Supporter
Arelith Supporter
Posts: 165
Joined: Mon Feb 27, 2017 6:59 pm

Thougts on Shadow mage (Moved)

Post by Skeletor » Thu Jan 04, 2018 7:30 pm

've been playing a shadow mage for a while, and found it quite appealing. Now i'm hearing it might be updated soon, so i tought i'd just post about how it's worked for me so far before the changes.

At first i tought the path would be trash, since it granted barred all evocation, offering only +2dc on enchantment, illusion, necromancy and HIPS at lvl 20, and some synergy with SD but no spellslots for SD levels. .
Also, later on i realized using the Shadow conjuration version of fireball FAILS so it really means it when it says NO evocation :P

So i started seeking ways to make it work, and this is what i came up with:

The wizard class doesn't have hide and move silently as class skills (obviously) BUT the Palemaster does. So I took the gift that grants +4hide/ms at class creation, plus two skill focuses on hide and ms at lvl 1 (human).

I went 4 wizard, 3 palemaster, and from them on wizard. Used the first 3 palemaster levels to dump skill points into hide and move silently. Add some items, high dex and you can get a reasonable high hide/ms at a very low lvl.

Wizard and palemaster pile up for undead summons, wich lets me get a decent summon for my bucks. Also, palemaster grants spellslots and caster level at odd levels, so 3 palemaster lvls is just like taking 2 wizard levels. Thus my spell progression is only slowed 1 lvl, put on par with a Sorceror. Not too bad for what i'm getting!

Now to the crux of the matter. NO EVOCATION. I know taking fireballs off from a wizard is like chopping an arm, but once you think about it, it's not the end of the world.

Remember, if you go to the high lvl area tossing down fireballs and Isaacs, monsters are going to aggro you to death, and you'll die pretty fast. A lot of time it's not the WORLD DESTROYING magic that trashes monster rooms, but the spells that you use to protect yourself topped with a sprinkle of damage and disabling.

Spells like CLOUDKILL are now EXCELLENT monster killers, particulary if you use shadows or undead which are imune to poison. Cloudkill has this hard-coded effect that makes it so if you'r imune to some of the effects, you'r imunt to all of them. Some poison imunity, and you'r imune to your own cloudkill and so are your undead and shadows. Also, since it was recoded, it drains 1d4+1 constitution with a fort save for half. THIS IS HUGE.

It means Cloudkill ALWAYS drains constitution unless the enemy is imune to ability drain or poison. Have you ever cursed those poison traps that leave you at 3 con and make your HP go from 200 to 33 ? Well Cloudkill can do that against the enemy while your summons are fighting them. It keeps draining constitution, thus reducing fortitude saves each round, making ITSELF harder to resist. Also, if you have some more spellslots, you can toss a STINKING CLOUD on top of the CLOUDKILL. Stinking cloud is fort save vs stun, and is also a poison effect. Thus Cloudkill makes it harder to resist each round, while your undead can chop off the enemy.

Now what about undead ? Well necromancy is a VERY GOOD way to deal with them, either with DEATH TO UNDEATH or summoning your own undead, which are imune to whatever they bring and can hold their own. Also, control undead is a nice perk to use. Remember UNdead will saves are generally and simply put, the worst.

Now what about enemies which are have the common undeath imunities but don't register as undead ? Well, on Arelith some of these are also imune to evocation, and those who are not can be dealt with by the Flame arrow spell which is conjuration magic, and does GODLY amounts of single target damage.

Finally, Shapechange, and tenser transformation. Tenser's is an EXCELLENt spell, cast haste and a lot of horrid buffs like mestill's acid cheat sheat and let them chew on fake temporary HP. Also, you can empower and maximize it to get some outreageous amounts of hp. Shapechange also works very well with this specially the golem morph.

Now i'll take a fourth palemaster lvl later on, to dump hide and move silently AFTER i get HIPS, and to get two uses a day of summon greater undead, so i can summon 3 undead for free twice a day and complete my undead summoner build.

So, i think the shadow mage does works the way it's built now.

HOWEVER....

There is the case of asking oneself. "But why do I take the Shadow mage ? I could get the same results with a regular mage, keep evocation, and just skip the palemaster and it's undead summons, and dip 5 shadowdancer lvls for hips. All i loose is the undead summons and some +2 DC on some spells that don't work all the time". And i can still get 2 undead summons with the wizard's summon greater undead and 3 once a day by using mummy dust even if i don't get palemaster free uses of summon greater undead and create greater undead that summons 3 for free.
The difference would be only marginal, i mean +5 caster lvls a shadowmage would get from shadowdancer levels are not that much because getting evocation back is NOT a small deal even if you can do without. Also, and finally, if you become a specialist wizard to get extra spell slots, you'd get 2 barred schools instead of 1!


And sadly you'd be right. While i absolutely love the novelty of it, there isn't THAT much going for it right now. I agree on buffing it up a bit if that's the Dev Team's intention.

**EDIT, corrected this, i got some mechanics wrong and couldn't follow all my own ramblings in the final conclusion :roll: :roll: It should all be correct right now.

User avatar
BegoneThoth
Posts: 1589
Joined: Fri Oct 06, 2017 5:20 am

Re: Thougts on Shadow mage (Moved)

Post by BegoneThoth » Thu Jan 04, 2018 7:34 pm

You took skill focus hide and move silent pre epic?
\

User avatar
Skeletor
Arelith Supporter
Arelith Supporter
Posts: 165
Joined: Mon Feb 27, 2017 6:59 pm

Re: Thougts on Shadow mage (Moved)

Post by Skeletor » Thu Jan 04, 2018 8:13 pm

I'm thinking of taking epic skill focus (both) on late levels.

User avatar
BegoneThoth
Posts: 1589
Joined: Fri Oct 06, 2017 5:20 am

Re: Thougts on Shadow mage (Moved)

Post by BegoneThoth » Thu Jan 04, 2018 8:19 pm

You could have gotten another spell/greater spell focus instead, or craft feats, would have been more useful then a bonus that's the same you can get on a piece of gear.

You don't need skill focus for epic.

You also mention fireball a lot and it's just not a good spell. Shadow Mage has issues but by virtue of being almost a full caster it's solid. Though I think you're really off the mark with your pale master combo thing, as you're effectively double limiting yourself and taking a huge CL loss in the process.
\

User avatar
Skeletor
Arelith Supporter
Arelith Supporter
Posts: 165
Joined: Mon Feb 27, 2017 6:59 pm

Re: Thougts on Shadow mage (Moved)

Post by Skeletor » Thu Jan 04, 2018 8:44 pm

BegoneThoth wrote:You could have gotten another spell/greater spell focus instead, or craft feats, would have been more useful then a bonus that's the same you can get on a piece of gear.

You don't need skill focus for epic.

You also mention fireball a lot and it's just not a good spell. Shadow Mage has issues but by virtue of being almost a full caster it's solid. Though I think you're really off the mark with your pale master combo thing, as you're effectively double limiting yourself and taking a huge CL loss in the process.

I'm pilling the bonuses on top of each other, so I don't see +3 natural hide/move silently as replaceable by a piece of gear, but additive to it.

I'm mentioning fireball but I'm meaning all evocation (Isaacs, incendiary cloud at 8, and of course firebrand which is a HUGe difference on how you play).

Palemaster has been modified, each time it provides extra spell slots, you gain +CL. at 4 palemaster, i'll be +2 CL, so i'm only lowering 2 points of CL. I don't see a HUGE loss in the process as you say. Is -2 truly so terrible ? :?

Palemaster also lets you summon undead without using components, since the only undead summoning spell you get without them is summon undead which summons only 1 undead at a time. I know it's a minor thing since you can just well... make components... but I want free! :D

Also, a full wizard can only summon 3 undead once a day with mummy dust, the actuall epic spell. The most it can summon without is 2 with summon greater undead.

Instead, at lvl 4 palemaster, you get 2 uses per day of the Palemaster summon greater undead, which has been set to summon 3 undead at a time, and this consumes no components.

User avatar
BegoneThoth
Posts: 1589
Joined: Fri Oct 06, 2017 5:20 am

Re: Thougts on Shadow mage (Moved)

Post by BegoneThoth » Thu Jan 04, 2018 9:26 pm

Enjoy then. But I think you may have just done better with EDK on a more traditional shadow mage build with more spell foci, or abandoning shadow mage and doing a proper PM build.
\

User avatar
Skeletor
Arelith Supporter
Arelith Supporter
Posts: 165
Joined: Mon Feb 27, 2017 6:59 pm

Re: Thougts on Shadow mage (Moved)

Post by Skeletor » Fri Jan 05, 2018 12:41 am

What's the more traditional Shadow mage build ? The path is relatively new! :shock: :shock: :shock:

How would you build it ?

Also, i will have Dragon Knight and it will be a Dracolich :mrgreen:

Improv
Posts: 146
Joined: Tue Oct 17, 2017 11:54 pm

Re: Thougts on Shadow mage (Moved)

Post by Improv » Fri Jan 05, 2018 5:06 am

Probably 26 Shadow Mage/ 4 bard, like almost every non-Shadow mage..

User avatar
One Two Three Five
Posts: 1139
Joined: Sat Mar 18, 2017 7:09 am

Re: Thougts on Shadow mage (Moved)

Post by One Two Three Five » Fri Jan 05, 2018 5:08 am

I would've done a straight up 27 wizard/3 bard (26/4, whichever your preference idk- the latter lets you take bard a bit earlier for hide and move silently though) with spell focuses in ench, illu, and necro. Maybe abjur too if you can fit it. Ench, illu, and necro have a lot of overlap (mind spells and death spells) so trade whichever you like least for conjuration focus, too.

Shadow mage is mechanically worse than wild mage (Or normal wizard, kind of), so you're going to want to really ride those bonuses that make it unique, that being the DC boost almost exclusively. Howeverrrrrrr, DC mages aren't in the best place, really. Not that that's a bad thing.

Taking shadowdancer gives you basically nothing.
The devil does not need any more advocates
Clerics are just socially acceptable warlocks.

Improv
Posts: 146
Joined: Tue Oct 17, 2017 11:54 pm

Re: Thougts on Shadow mage (Moved)

Post by Improv » Fri Jan 05, 2018 8:42 pm

Shadowmages are less powerful than wild mages but it's such a different playstyle I'm glad the choice is there, and you almost can't compare. It's like dex based rogues vs barbarians, barbarians will almost always do better in straight PVE and PVP but that stealth does open up a world of possibilities (especially HiPS which opens a whole new hit-and-run kind of casting style!)

I would probably build 26/4 since if you're playing a shadow mage I think it's gonna be really hard to wait until level 28 to dip bard for hide, MS and disguising skill. But it doesn't matter than much and others might want the HiPS right at level 20 and mummy dust at 21 and just do 27/3.

I do hope something is done for them some day! There's potential there. I said this before but since they're forced to worship Shar I would rather see them use piety than components. Since that's a less costly and time consuming resource to replenish (esp. with magic and trickery aspects) they would be able to more freely use epic abilities like -scry (which is totally up the shadowmage alley) and toss off high level necro and illusion spells like Weird and Wail of the Banshee that most mages have to be more conservative about using. That alone would make them way more playable at high levels.

User avatar
PresidentCthulhu
Arelith Gold Supporter
Arelith Gold Supporter
Posts: 60
Joined: Thu Jul 06, 2017 5:49 pm
Location: GMT+1

Re: Thougts on Shadow mage (Moved)

Post by PresidentCthulhu » Fri Jan 05, 2018 11:53 pm

This is the more traditional route I took... You can swap the race it was a specific concept. I think it is by far more optimal if you think about sticking to epic levels and doing pvp here and then.

Sun elf shadow weaver (+1 ECL)
Stats: Str: 9 Dex: 12 Con: 14 Wis: 10 Int: 21 Cha: 8 (Advancements : + 7 int)
Gifts: Learning (+2 Int), Stardom (+6 Perf.), Sneak (+4 hide/ms)
Levels: 1-18 wizard, bard 19-21, 22-29 wizard, 30 bard

Feats
1 SF: Enchantment
3 GSF: Enchantment
5 SF: Abjuration
6 GSF: Abjuration
9 SF: Necromancy
10 GSF: Necromancy
12 SF: Illusion
15 GSF: Illusion, Extend spell
18 Craft wand
21 Mummy dust
23 ESF: Abjuration
24 ESF: Discipline
26 ESF: Enchantment
27 ESF: Illusion
29 ESF: Necromancy
30 Dragon-knight

Skills
1 - S.craft (4), Conc. (4), Heal (4), Lore (4)
18 - S.craft (21), Conc. (21), Heal (21), Lore (21)
19 - S.craft (22), Conc. (22), Heal (22), Lore (22), Disc. (22), Tumble (22), Hide (14), M.S. (14) UMD (10), Perf. (11)
20 - S.craft (23), Conc. (23), Heal (23), Lore (23), Disc. (23), Tumble (23), Hide (15), M.S. (15) UMD (12), Perf. (12)
21 - S.craft (24), Conc. (24), Heal (24), Lore (24), Disc. (24), Tumble (24), Hide (16), M.S. (16) UMD (15), Perf. (13)
22 - S.craft (25), Conc. (25), Heal (25), Lore (25), Disc. (24), Tumble (24), Hide (16), M.S. (16) UMD (15), Perf. (13)
29 - S.craft (32), Conc. (32), Heal (32), Lore (32), Disc. (24), Tumble (24), Hide (16), M.S. (16) UMD (15), Perf. (13)
30 - S.craft (33), Conc. (33), Heal (33), Lore (33), Disc. (33), Tumble (33), Hide (27), M.S. (27), UMD (25), Perf. (23)
Your friendly neighborhood eldritch horror

User avatar
Skeletor
Arelith Supporter
Arelith Supporter
Posts: 165
Joined: Mon Feb 27, 2017 6:59 pm

Re: Thougts on Shadow mage (Moved)

Post by Skeletor » Sun Jan 07, 2018 5:20 pm

I woul have them use piety but only for necromancy illusion and enchantment. Ive already made almost 100 components i want to use at least some!

User avatar
Hunter548
Posts: 1869
Joined: Mon Sep 08, 2014 5:40 am

Re: Thougts on Shadow mage (Moved)

Post by Hunter548 » Sun Jan 07, 2018 6:19 pm

Skeletor wrote:I woul have them use piety but only for necromancy illusion and enchantment. Ive already made almost 100 components i want to use at least some!
Why? They're not clerics, so it doesn't make thematic sense. And keeping piety up is just as annoying as components (Or even more so, since you can't stockpile piety beyond the 100% cap), so it doesn't really help with consumables.
UilliamNebel wrote:
Wed Feb 12, 2020 10:24 pm
You're right. Participating in the forums was a mistake. Won't do this again.
Anime Sword Fighter wrote: I have seen far too many miniskirt anime slave girls.

User avatar
BegoneThoth
Posts: 1589
Joined: Fri Oct 06, 2017 5:20 am

Re: Thougts on Shadow mage (Moved)

Post by BegoneThoth » Sun Jan 07, 2018 6:49 pm

Yeah on Thazar I carry four full pouches and 200 individual spell components.

I can't imagine being that "stocked" with piety.
\

Improv
Posts: 146
Joined: Tue Oct 17, 2017 11:54 pm

Re: Thougts on Shadow mage (Moved)

Post by Improv » Tue Jan 09, 2018 5:23 am

I'm never playing another character who has to deal with spell components. I have to log in on days I'm not otherwise playing to craft them so I can have enough when I go out adventuring. They're certainly not worth the cost of attempting a level 9 damage spell that probably won't work with high Arelith DCs. I'm sure once they're a wealthy level 30 they can buy all they need I don't see how they're easier than piety to keep up with, piety can be raised quite quickly with the right aspects and purchased at any altar. Just my opinion I guess but that change would get me playing a shadowmage.

And as they are mechanically forced to worship Shar (and be in her favor) there is most certainly a divine aspect to the class. (I'd rather they be more like warlocks and have to be Shar friendly, but not necessarily a worshipper to open up more options for shadowmages but..)

User avatar
BegoneThoth
Posts: 1589
Joined: Fri Oct 06, 2017 5:20 am

Re: Thougts on Shadow mage (Moved)

Post by BegoneThoth » Tue Jan 09, 2018 6:07 am

Improv wrote:I'm never playing another character who has to deal with spell components. I have to log in on days I'm not otherwise playing to craft them so I can have enough when I go out adventuring. They're certainly not worth the cost of attempting a level 9 damage spell that probably won't work with high Arelith DCs. I'm sure once they're a wealthy level 30 they can buy all they need I don't see how they're easier than piety to keep up with, piety can be raised quite quickly with the right aspects and purchased at any altar.
Well you can get glass anywhere and Greenstone is abundant near almost all towns and spawns don't change, you can also find stores selling stacks of 100 greenstone for <5000 gold frequently.

Even if you adventure like crazy it's hard to out pace production. It's absurdly easy.
\

User avatar
Opustus
Posts: 818
Joined: Tue Jun 13, 2017 9:07 pm

Re: Thougts on Shadow mage (Moved)

Post by Opustus » Wed Jan 10, 2018 1:26 am

Improv wrote:And as they are mechanically forced to worship Shar (and be in her favor) there is most certainly a divine aspect to the class. (I'd rather they be more like warlocks and have to be Shar friendly, but not necessarily a worshipper to open up more options for shadowmages but..)
Lore belongs everywhere!

Faerunian peoples are widely polytheistic; although the deity mechanics don't currently support this theme, it's being looked at by the developer team for an update - which is so awesome.

The Shadow Weave lore is really interesting and is open to a lot of interpretation in the way of character motives and the kind of stance different factions in Arelith might take towards it. I don't think that having someone as a deity means that you actively worship her; that's up to you to decide how your character serves deities if she indeed does at all. Tapping into the Shadow Weave makes the character inextricably linked to Shar, but that does not mean your character would have to revere her further than what is required for scholarly pursuits or the instrumentation of the Shadow Weave.

The power struggle of the gods for power and control over different areas of the universe, if you will, is a complex issue, and characters can have very ambiguous reasons for doing whatever; they could even be doing some god's bidding purely bona fide, as a victim of propaganda or blind faith. Shar fits well into this category; other gods like Talona, Bane, or Beshaba run systems which subjugate followers. I think your assessment of a character having to be Shar friendly in order to use Shadow Weave is fair, however.
Characters: all poor babies suffering from neglect

User avatar
Skeletor
Arelith Supporter
Arelith Supporter
Posts: 165
Joined: Mon Feb 27, 2017 6:59 pm

Re: Thougts on Shadow mage (Moved)

Post by Skeletor » Mon Jan 22, 2018 9:31 pm

I'm about to finish my build now, reaching lvl 24 in a few thousands xp, and then at lvl 25 my build will be effectively over. So i'll do a small self interview about this!

Epilogue:

:ugeek: What did you enjoy the most ?

:D THe challenge, of course. It has a very different play style, and you end up doing things in ways you hadn't considered before. THe stealthiness is a nice addition to the mage. Rp wise, it's very strong, with all the Sharan specifics IG things on the server. It's the evil cult you love to hate!

:ugeek: Where the perks good enough ?

:? Gods no lol! . Hips is fun, but when you stealth, half of the joke is not being noticed. If i approach a warrior that's hating me and go "Lol HIPS!" he will take out that scroll of truesight and finish me in a few seconds. You acomplish stealth by stealthing out of the inmediate area, and then following him around so he doesn't know you'r there. Of course, it's godly against those who have no truesight alternatives, but it's not a tool that will work reliably well. It does have it's uses on pve, but it's not overall better than just casting invisibility, darkness, greater sanctuary or many other alternatives. Or, you know... stealthing without HIPS like i did the past 22 levels without a problem. I must confess hips is not that big of an improvement for the stealthy mage, since you have a lot of other means to get out of line of sight for stealthing.

The extra DC is fun, but it's only a 10% efficiency increase... not really a total gamechanger i must say.

:ugeek: What about the restrictions ?

:| Super limiting! I know so many of us say evocation is dumb brute force, but i must say the better alternative of having o'l nuke-to-the-face vs not having it, is quite challenging. Bigbies, incendiary cloud, igms and Firebrand. Without those things available for metamagic, your spell component costs SKYROCKET, because not that many lower level spells are that useful.

:ugeek: Did you enjoy it ?

:lol: Yes definitely!

User avatar
Drow4d20
Posts: 125
Joined: Mon Dec 11, 2017 10:30 pm
Location: Saint Petersburg, Russia
Contact:

Re: Thougts on Shadow mage (Moved)

Post by Drow4d20 » Wed Jan 24, 2018 5:43 pm

This is the chart I'm using for my Shadow Mage. I don't really think you will need ESF on skills. Just use quicken cast for haste in emergencies, try to stay hasted and bounce back and forth between Improved Invisibility and HIPS. If PvP and a melee character gets close to you, you're probably screwed either way. So I would make damn sure with spellcasting that they do not get near you.

They are updating Shadow Mage soon and I am hoping they open a shadow dragon stream for EDK. Perhaps even exclusive to the build because you basically NEED to take conjuration with this build or you're screwed. And though mummy dust may be nice, I think that the idea of this build is to keep moving quickly and disabling your opponent while using damage over time or death magic spells. I would rather use my shadow summons and finish with a EDK.

Since build gets +6 necro with just GSF I am getting ESF: Transmutation for teleporting, bonuses to ability score buffs, and golem constructing for yet another strong summon to replace mummy dust.

3 bard pre epic, 1 at 29. Good balance of wizard bonus feats and the extra skills you would want. Keep in mind that though HIPS and sneaking are cool, you won't get HIPS until level 20, so you may as well save those points and rely on invisibility, damage reduction, and concealment until about level 17. I recommend going straight to level 17 on wizard so that you have all your spells available for when you take 3 bard levels 18, 19, 20. On those levels you should maximize Discipline, hide, move silently, then divide the remainder onto tumble and UMD. I would take lower tumble at first and try to make it so you can use wands of bark skin. Then at level 29 max out hide, MS, and discipline.

High AC doesn't really seem necessary for this build. The idea is to try and avoid melee. Tumble, discipline, and defensive casting will aid you in quicken casting haste to run, HIPS, Improve invisibility, then continue attacking or run for your life. Cloudkill is an awesome spell. I haven't had issues with my conjuration summons or shadows being bothered by it.



Gift: Melee-Magthere (-2 Cha, +2 Con)
Dual wield mage staff and offhand weapon, I like daggers.

Ability Scores:
Str 9
Dex 10
Con 17 +1=18
Int 20 +6=26
Wis 8
Cha 8

Skills: Concentration, Discipline, Heal, Hide, Move Silently, Lore, Spellcasting, Tumble, UMD

>Wizard: (Concentration, Heal, Lore, Spellcasting)
1 Feat: SF: Conjuration
2
3 Feat: GSF: Conjuration
4
5 Bonus Feat: SF: Necromancy
6 Feat: GSF: Necromancy
7
8
9 Feat: SF: Illusion
10 Bonus Feat: GSF: Illusion
11
12 Feat: SF: Abjuration
13
14
15 Feat: GSF: Abjuration, Bonus Feat: Quicken Spell
16
17
>Bard: (Discipline, Hide, Move Silently, Tumble, UMD)
18 Feat: SF: Transmutation
19
20
>Wizard: (Concentration, Heal, Lore, Spellcasting)
21 Feat: GSF: Transmutation
22
23 Bonus Feat: ESF: Conjuration, HIPS
24 (Epic Wizard) Feat: Dragon Knight
25
26 Bonus Feat: Maximize Spell
27 Feat: ESF: Abjuration
28
>Bard:(Discipline 30, Hide 32, Move Silently 32, Tumble 30, UMD 25)
29
>Wizard: (Concentration 33, Heal 33, Lore 25, Spellcasting 33)
30 Feat: ESF: Transmutation, Bonus Feat: ESF: Illusion
"Do what thou wilt shall be the whole of the law."

Seven Sons of Sin
Posts: 2186
Joined: Mon Sep 08, 2014 3:40 am

Re: Thougts on Shadow mage (Moved)

Post by Seven Sons of Sin » Wed Jan 24, 2018 11:14 pm

Opustus wrote:
Improv wrote:And as they are mechanically forced to worship Shar (and be in her favor) there is most certainly a divine aspect to the class. (I'd rather they be more like warlocks and have to be Shar friendly, but not necessarily a worshipper to open up more options for shadowmages but..)
Lore belongs everywhere!

Faerunian peoples are widely polytheistic; although the deity mechanics don't currently support this theme, it's being looked at by the developer team for an update - which is so awesome.

The Shadow Weave lore is really interesting and is open to a lot of interpretation in the way of character motives and the kind of stance different factions in Arelith might take towards it. I don't think that having someone as a deity means that you actively worship her; that's up to you to decide how your character serves deities if she indeed does at all. Tapping into the Shadow Weave makes the character inextricably linked to Shar, but that does not mean your character would have to revere her further than what is required for scholarly pursuits or the instrumentation of the Shadow Weave.

The power struggle of the gods for power and control over different areas of the universe, if you will, is a complex issue, and characters can have very ambiguous reasons for doing whatever; they could even be doing some god's bidding purely bona fide, as a victim of propaganda or blind faith. Shar fits well into this category; other gods like Talona, Bane, or Beshaba run systems which subjugate followers. I think your assessment of a character having to be Shar friendly in order to use Shadow Weave is fair, however.
Yeah, Shar is great. Don't you know she's actually the fallen goddess of the Sun that was spurned by the jealous Selune and the treasonous Mystra?

#onegoddessonesun
Previous:
Oskarr of Procampur, Ro Irokon, Nahal Azyen, Nelehein Afsana (of Impiltur), Vencenti Medici, Nizram ali Balazdam, (Roznik) Naethandreil

Post Reply