Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tome of Shadow (Shadow Magic Revitalization)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Realms of Chaos" data-source="post: 3732465" data-attributes="member: 54946"><p><strong><span style="font-size: 15px">Burst of Shadow</span></strong></p><p>Evocation/Illusion (Shadow)</p><p><strong>Level:</strong> Sorcerer/Wizard 9</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 20 feet</p><p><strong>Area:</strong> 20 ft. cone</p><p><strong>Duration:</strong> Instantaneous or Permanent</p><p><strong>Saving Throw:</strong> Will Half and Fortitude Partial</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>As you complete the casting, you notice a miniscule portal to the plane of shadows open up at your fingertips. Fostering it with your own magical energy, you force it to enlarge, spilling waves of shadowstuff upon your enemies.</em></p><p></p><p>All targets within the range of this effect take 1d6/level damage (maximum 225d6). Due to its partially illusory nature, anyone succeeding on a will save takes only half that much damage. Any target that succeeds on their will save must make an additional fortitude save or become blinded as their sense of sight is overwhelmed by the assault.</p><p></p><p><strong><span style="font-size: 15px">Cloak of Shadow</span></strong></p><p>Abjuration</p><p><strong>Level:</strong> Assassin 4, Bard 6, Hexblade 4</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target</strong> You</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As the material components dissolve into the air, a black cape materializes on your back, flowing in rhythm to some unfelt breeze.</em></p><p></p><p>While this spell is in effect, you are immune to nonmagical projectiles. In addition, as a move action, you may fly up to twice your speed with average maneuverability. If you do not end this movement on another solid surface, however, you begin to fall.</p><p><em>Material Component:</em> a bat wing and a single drop of a demon’s ichor.</p><p></p><p><strong><span style="font-size: 15px">Dark Avatar</span></strong></p><p>Illusion (Shadow) </p><p><strong>Level:</strong> Blackguard 4, Cleric 6</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft.+ 5 ft./2 levels)</p><p><strong>Effect:</strong> One shadow duplicate of caster</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As you crush the material component in your hand, a gigantic avatar appears behind you, bearing your likeness and ready to interpose itself between you and your foes.</em></p><p></p><p>This spell creates a large creature within range, armed with a shadowy version of your weapon. The creature cannot move and has hit points equal to your caster level x 5. Each turn, it makes an attack at your highest attack bonus, dealing 1d4/level damage with a successful hit. The creature can make attacks of opportunity and the DC of all tumble checks to get past them are increased by 1/2 of your caster level.</p><p><em>Material Component:</em> An oil of darkness, which is harmlessly crushed in the hand as the spell is cast.</p><p></p><p><strong><span style="font-size: 15px">Dark Banishment</span></strong></p><p>Conjuration (Teleportation)</p><p><strong>Level:</strong> Sorcerer/Wizard 8</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature Touched</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None or Will Negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>As your hand makes contact with your foe, you watch their outline become blurred by shadow. Slowly, you watch them fade out of sight.</em></p><p></p><p>The target of this spell is sent to the Plane of Shadow. If the Target is a native to the Plane of Shadow, they may make a Will save to negate this spell’s effects.</p><p></p><p><strong><span style="font-size: 15px">Dark Mist</span></strong></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Bard 1, Sorcerer/Wizard 2</p><p><strong>Components:</strong> S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 20 ft.</p><p><strong>Effect:</strong> Illusory Cloud spreads in 20-ft. radius from you, 20 ft. high</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As you form the final gesture of this spell, an inky blackness like smoke spreads from your hands. Despite its opacity, you can see easily through it to your allies, much in the same way as they can see you.</em></p><p></p><p>This spell creates an area of fog that acts to most as an <em>obscuring mist</em> spell. However, you and up to one individual/2 caster levels, chosen at the time of this spell’s casting, can see through the fog as if it weren’t there.</p><p>In addition, neither wind nor fire can eliminate the cloud and this spell may be cast underwater. </p><p></p><p><strong><span style="font-size: 15px">Darkened Mind</span></strong></p><p>Abjuration</p><p><strong>Level:</strong> Assassin 1, Bard 2, Cleric 2, Secrecy 2</p><p><strong>Components:</strong> V, S </p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 hour/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As the spell is cast, you feel your mind get caught in a fog. Despite this apparent fogginess, you appear to think with equal ease.</em></p><p></p><p>While under the effects of this spell, the caster is immune to any attempt to read their mind or make telepathic contact with them, although other divination effects (such as those that divine alignment) function normally against the caster.</p><p>In addition, the caster’s manner becomes nearly as unreadable as their mind, imposing a –4 penalty on any sense motive check made against them.</p><p></p><p><strong><span style="font-size: 15px">Dim</span></strong></p><p>Evocation [Darkness]</p><p><strong>Level:</strong> Sorcerer/Wizard 1, Hexblade 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 0 ft.</p><p><strong>Area:</strong> 10 ft./level-radius emanation</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As you cast this spell, you watch the area around you go dark. It stops short of full darkness, however, at a twilight shadow.</em></p><p></p><p>All squares filled with bright illumination within range are lowered to shadowy illumination.</p><p>Any light or darkness spell can dispel or counter Dim.</p><p></p><p><strong><span style="font-size: 15px">Disperse Shadows</span></strong></p><p>Evocation [Light]</p><p><strong>Level:</strong> Cleric 1, Paladin 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> 0 ft.</p><p><strong>Effect:</strong> 10 ft./level-radius emanation</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As you cast this spell, the darkness are lifted as if by an unseen source of light, throwing darkness into dim illumination.</em></p><p></p><p>All squares filled with darkness within range are increased to shadowy illumination.</p><p>Any light or darkness spell can dispel or counter Disperse Shadows.</p><p></p><p><strong><span style="font-size: 15px">Ebon Relay</span></strong></p><p>Evocation</p><p><strong>Level:</strong> Sorcerer/Wizard 3</p><p><strong>Components:</strong> S, V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> 1 5-ft. square</p><p><strong>Duration:</strong> 1 hour</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>You set up a seed of darkness in the air, connecting it to yourself with a transient link of shadows. Using this link, you can launch further spells from this seed of darkness.</em></p><p></p><p>Once per round, as a swift action, you may cast an evocation, conjuration, or illusion spell of 2nd-level The spell must have a casting time of 1 standard action or less. You may use either your line of sight or its line of sight (and it is treated as having darkvision out to 60 ft. for this purpose.) but it does not allow you to see from its perspective and the 5-foot square must have a line of effect with the spell’s target, if any.</p><p></p><p><strong><span style="font-size: 15px">Ephemeral Transformation</span></strong></p><p>Transmutation</p><p><strong>Level:</strong> Sorcerer/Wizard 7</p><p><strong>Components:</strong> V, S, M, XP</p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> 1 willing or helpless creature</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Will Negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>At the end of the long and tedious process, the target’s skin has darkened and their shadow has lengthened. They end the process as a new creature, a creature of shadow.</em></p><p></p><p>The target of this mystery loses one level (or 2 constitution, if they possess no level) but gains the dark template.</p><p><em>Material Component:</em> The (mostly intact) remains of another dark creatures.</p><p><em>XP Cost:</em> 1,000</p><p></p><p><strong><span style="font-size: 15px">Escape Tactics</span></strong></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Bard 4, Sorcerer/Wizard 6</p><p><strong>Components:</strong> V</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> Self + up to one willing ally/caster level. </p><p><strong>Duration:</strong> 1d4 minutes</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As the final syllable of the incantation escapes your mouth, each of your targets becomes surrounded by illusory copies of themselves. For a brief moment, each of the copies stands calmly. Then, each copy simultaneously starts screaming and running in random directions.</em></p><p></p><p>This spell creates 1d6+2 illusory copies of each of this spell’s targets anywhere within range. For the duration of the spell, each illusory copy runs around blindly, screaming, shouting curses, or challenging others to follow. Each illusion contains audible, olfactory, thermal, and tactile components, in addition to its visual component. Once cast, there is no maximum distance that these copies can travel. Each illusory copy has an AC equal to the touch AC of its original. Alas, there is a bit of a connection between each copy and the original and if a copy is dealt damage, the original takes half that amount of nonlethal damage as that copy is destroyed.</p><p></p><p><strong><span style="font-size: 15px">Fortress of Secrecy</span></strong></p><p>Conjuration (Creation)</p><p><strong>Level:</strong> Secrecy 9</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Effect:</strong> Extradimensional Fortress, up to three 10-ft. cubes/level (S)</p><p><strong>Duration:</strong> 2 hours/level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As the spell is cast, a glittering, black passageway opens up where you have designated. Despite its opaque nature, you know that safe haven lies just beyond the doorway.</em></p><p></p><p>You conjure up an extradimensional dwelling that has a single entrance within range. The entry point looks like a shimmering blackness in the air that is 4 feet wide and 8 feet high. Furthermore, it is invisible to all but you, although a see invisibility or more powerful effect will reveal its presence. Only those you designate (to a maximum of one other/level, including pets, mounts, and familiars) may enter the mansion, and the portal is destroyed behind you when you enter. Once observers have passed beyond the entrance, they find the ruined remains of a grand fortress that looks as though it had been laid by siege for eons. The primary building material is wood, but each hinge is attached randomly and by any connector, from mud to gold to deffication. The atmosphere is damp and of anxiety and paranoia.</p><p>You can create any floor plan you desire to the limit of the spell’s effect. The place is very roughly furnished, and contains sufficient stale (but edible) foodstuffs to feed a dozen people per caster level.</p><p>Once inside the fortress, no exterior divination effects can be used in regards to any of its inhabitants, even if these divination effects would merely be used to gather information about the inhabitants. In addition, even though the Fortress exists in a way that makes it coterminous with all planes, no exterior force can break into or dispel the Fortress once the entrance has closed. Furthermore, no inhabitants within can be contacted from the outside by sources such as <em>dream</em>, <em>demand</em>, <em>nightmare</em> or <em>sending</em>. Once per round, as a standard action, you may send a message, as the sending spell, cast at your caster level, to any individual on any plane with no chance of failure. No individual may be contacted more than once during a single use of this spell.</p><p>As a standard action, any inhabitant of the fortress can send themselves to any plane of existence. If the return to the plane from which this spell was cast, they emerge near the original entrance to the spell. Otherwise, they emerge at a random location on the new plane (although multiple creatures moving to the same plane within one round of each other arrive in close proximity to each other). Either way, all items associated with the fortress disappear when someone leaves it. Anyone leaving the fortress finds the trip to be a one-way journey, with no way back to the extradimensional haven. When the caster leaves the fortress, the spell ends, forcing everyone else onto the same plane as the caster.</p><p></p><p><strong><span style="font-size: 15px">Hunter of the Night</span></strong></p><p>Transmutation</p><p><strong>Level:</strong> Druid 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 minute</p><p><strong>Range:</strong> Touch</p><p><strong>Target</strong> Animal Touched</p><p><strong>Duration:</strong> 24 hours</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As you weave incantations over the animal you touch, you prepare it to deal with darkness, weaving a bit of shadow into its being to aid the process.</em></p><p></p><p>The animal targeted by this spell gains a number of benefits. First of all, it gets darkvision out to 60 feet. Secondly, it gets a +2 enhancement bonus to its Dexterity score. Lastly, it gains immunity to fatigue and exhaustion.</p><p></p><p><strong><span style="font-size: 15px">Net of Shadow</span></strong></p><p>Illusion (Shadow</p><p><strong>Level:</strong> Sorcerer/Wizard 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 immediate action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level</p><p><strong>Effect:</strong> Anchored plane of shadow, up to 20 ft. to a side</p><p><strong>Duration:</strong> Duration 1 minute/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As you unleash this net of shadows, it launches out, anchoring itself vertically or horizontally.</em></p><p></p><p>If this spell is used, it must adhere to at least two opposite surfaces. If used to make a horizontal plane, it stops falling with no damage and can carry 200 pounds/level before breaking. Alternatively, it can be used to slow down other flying or falling assailants. If used to make a vertical plane, it is limited to stopping others from following. The plane created via this spell has 5 hit points/level and has a break DC of 10+caster level. This spell cannot be used if even one of the squares that the plane would occupy is already occupied.</p><p></p><p><strong><span style="font-size: 15px">Phantasmal Pack</span></strong></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Druid 4</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Effect:</strong> Conjured shadow beasts</p><p><strong>Duration:</strong> Concentration+1 round</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>Drawing upon the natural ambient shadows around you, you form several beasts, formed fully of nature’s shadows.</em></p><p></p><p>You conjure 1d6+2 medium incorporeal animals, the nature of is determined by the druid but has no effect on the spell. The animals do nothing but make attacks of opportunity if not otherwise directed. As a swift action, one animal can be made to move up to 30 feet in any direction. As a move action, one or more animals can be made to make attacks against adjacent foes, using your caster level as their attack bonus and dealing 2d6+ your caster level nonlethal damage with a successful attack, or twice that with a critical hit. The animals also provide flanking. If any animal is successfully dealt damage, they are destroyed.</p><p></p><p><strong><span style="font-size: 15px">Phantom Avatar</span></strong></p><p>Illusion (Phantasm, Shadow) [Cold, Fear, Mind-Affecting]</p><p><strong>Level:</strong> Cleric 8</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Area:</strong> 30 ft.-radius emanation, centered on a point in space</p><p><strong>Duration:</strong> Instantaneous, and then 1d4 rounds</p><p><strong>Saving Throw:</strong> Will negates or Will partial</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>You draw upon a small fraction of your deity’s might, turning it into coherent form through use of shadow, and then instilling the fear through the use of phantasm. As the spell is cast, an avatar of your deity seems to rise from out of nowhere. As the avatar makes its attack, even you can feel a surge of cold pass over you.</em></p><p></p><p>This spell creates an illusory avatar of your deity to inspire fear within your deity’s foes. All creatures of an opposed alignment to your deity in at least one axis must make a Will save or take 1d6 cold damage/level and become panicked for 1d4 rounds. All creatures opposed to the alignment of your deity in both the good-evil axis and the lawful-chaotic axis take half damage and become shaken for 1d4 rounds even if they make a successful Will save.</p><p></p><p><strong><span style="font-size: 15px">Pin Shadows</span></strong></p><p>Necromancy</p><p><strong>Level:</strong> Hexblade 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 swift action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> 1 creature</p><p><strong>Duration:</strong> 1 round</p><p><strong>Saving Throw:</strong> Reflex negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>In the blink of an eye, you pin your opponent’s shadow to the ground, rendering them unable to move.</em></p><p></p><p>If the target fails their saving throw, they become immobilized.</p><p></p><p><strong><span style="font-size: 15px">Selective Sight</span></strong></p><p>Illusion (Glamer)</p><p><strong>Level:</strong> Secrecy 4</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You + up to 1 target/level</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>You mask yourself from head to toe with the invisibility of this spell, but leave a few chinks in this new armor for your allies to see through.</em></p><p></p><p>Selective Sight functions as the <em>invisibility</em> spell. However, up to one ally/level can see you as if you were not invisible. Furthermore, when you take an offensive action, only the target(s) of your offensive action become able to see you (although they can point out your location to others, should they survive the experience).</p><p></p><p><strong><span style="font-size: 15px">Shadow Assault</span></strong></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Sorcerer/Wizard 3</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 swift action</p><p><strong>Range:</strong> See Text</p><p><strong>Effect:</strong> One 3rd-level or lower evocation spell</p><p><strong>Duration:</strong> See Text</p><p><strong>Saving Throw:</strong> Will Negates</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>Briefly skimming across the surface of shadow magic, you unleash another attack, much like your previous one in nature, but with far less substance behind it.</em></p><p></p><p>Shadow Assault imitates the effects of any single 3rd-level or lower evocation spell that you have cast within the last round. Before any other saving throws are allowed, the target may make a Will save to disbelieve. In addition, the target is allowed spell resistance, even if the imitated spell did not. Lastly, if the spell imitated has a duration longer than instantaneous, its duration is halved.</p><p></p><p><strong><span style="font-size: 15px">Shadow Impediment</span></strong></p><p>Transmutation</p><p><strong>Level:</strong> Druid 1, Ranger 1, Sorcerer/Wizard 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./level)</p><p><strong>Area:</strong> 1 5 ft-square/level</p><p><strong>Duration:</strong> 10 minutes/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>You weave magic about the ground, causing each shadow cast to impede movement.</em></p><p></p><p>Each of the selected 5 ft-squares is treated as being difficult terrain. In addition, anyone walking through such as square takes 1 damage, as the semi-solid shadows scrape against them.</p><p></p><p><strong><span style="font-size: 15px">Shadow Replication</span></strong></p><p>Illusion (shadow)</p><p><strong>Level:</strong> Bard 6</p><p><strong>Components:</strong> None</p><p><strong>Casting Time:</strong> 1 round</p><p><strong>Range:</strong> See Text</p><p><strong>Area/Target/Effect:</strong> See Text</p><p><strong>Duration:</strong> See Text</p><p><strong>Saving Throw:</strong> See Text</p><p><strong>Spell Resistance:</strong> See Text</p><p></p><p><em>You begin to weave strands of shadow together like the many threads of a tapestry. Instead of a fine piece of art, however, you create raw magic from these shadows.</em></p><p></p><p>Shadow Replication imitates the effects of any apprentice mystery, cast at your caster level.</p><p><strong>Note:</strong> The experience of casting this spell is difficult to put in words, and impossible to pass down in the form of scroll or other magic item, although mysteries copied using this spell may be used to create other magic items.</p><p></p><p><strong><span style="font-size: 15px">Shadow Snare</span></strong></p><p>Conjuration (Creation)</p><p><strong>Level:</strong> Druid 2, Ranger 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Area</strong> 1 5-foot square</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> Reflex negates</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em> Running your hand along the ground, you set shadows against the ground to trap the first person who passes by.</em></p><p></p><p>The first creature to walk into the designated 5-foot square takes 2d6 nonlethal damage unless they succeed on a Reflex Save. If that creature carries a nonmagical light source, they instead take 4d6 cold damage, unless they succeed on their Reflex Save, in which case they only take 2d6 nonlethal damage.</p><p>A Shadow Snare is suppressed so long as it is in the area of a magical light or darkness effect.</p><p></p><p><strong><span style="font-size: 15px">Shadow Steed</span></strong></p><p>Transmutation</p><p><strong>Level:</strong> Blackguard 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> 1 Mount</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>As you cast this spell, your mount almost seems to disappear as some of its flesh seems to fade away.</em></p><p></p><p>The mount targeted by this spell gains a 20% miss chance against all attacks. In addition, they can walk across semi-solid surfaces and liquid as if it were solid ground.</p><p></p><p><strong><span style="font-size: 15px">Shadow Thought</span></strong></p><p>Transmutation</p><p><strong>Level:</strong> Sorcerer/Wizard 6</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 Standard Action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One creature with an intelligence of 2 or less</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>Worming shadow into their psyche, you grant your unwitting target the gift of true cognition.</em></p><p></p><p>If this spell is used on a non-intelligent creature or a creature who’s intelligence score has been lowered to 0, that creature gains an intelligence score of 1d6+4 for the spell’s duration. If they have not been damage so far in the encounter, their initial attitude towards the caster and their allies is indifferent.</p><p>Alternately, if this spell is used on a creature with an intelligence of 1 or 2, that creature gains a +4 enhancement bonus to their intelligence score for the duration of this ability. An animal so affected is treated as a magical animal for the duration of the spell.</p><p></p><p><strong><span style="font-size: 15px">Shadow Touch</span></strong></p><p>Evocation [Cold]</p><p><strong>Level:</strong> Assassin 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> touch</p><p><strong>Target:</strong> creature touched</p><p><strong>Duration:</strong> instantaneous</p><p><strong>Saving Throw:</strong> Fortitude half</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p><em>You conceal your hands with a layer of cold, which you then attempt to pass onto your foe.</em></p><p></p><p>If your touch attack against your target succeeds, your target takes an amount of cold damage equal to your normal sneak attack damage. This spell effects creatures normally immune to sneak attacks.</p><p></p><p><strong><span style="font-size: 15px">Transient Foe</span></strong></p><p>Illusion (Shadow)</p><p><strong>Level:</strong> Sorcerer/Wizard 5</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 round</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Effect:</strong> 1 shadow copy of a foe</p><p><strong>Duration:</strong> See Text</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p><em>Bearing a small piece of your foe, you make a lesser copy of them. Although you know it cannot beat the original, it can certainly help.</em></p><p></p><p>This spell summons an illusory double of your foe. It has 50% as many hit points as the foe and only deals 50% as much damage as the foe with each successful attack. If the foe’s attacks come with any secondary effect (such as poison or disease), that benefit is lost unless it is completely mechanical (such as improved grab or rend). The Illusory Copy imitates all spells known/prepared by the target up to 4th level, as well as all spell-like abilities imitating spells up to 4th level. In addition, any spell-like abilities normally usable at will are usable only three times each day. The values of any energy resistance, fast healing, spell resistance, and damage reduction are halved while any regeneration is lost.</p><p>The illusory double may only take offensive action against their original copy (although others may get caught in the crossfire) or others standing in the way of that goal. The spell lasts for the duration of the encounter, until either the original flees in a way that the double cannot duplicate or until the original is dead.</p><p>You may only have one Transient Foe spell active at any given time.</p></blockquote><p></p>
[QUOTE="Realms of Chaos, post: 3732465, member: 54946"] [B][SIZE="4"]Burst of Shadow[/SIZE][/B] Evocation/Illusion (Shadow) [B]Level:[/B] Sorcerer/Wizard 9 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 20 feet [B]Area:[/B] 20 ft. cone [B]Duration:[/B] Instantaneous or Permanent [B]Saving Throw:[/B] Will Half and Fortitude Partial [B]Spell Resistance:[/B] Yes [I]As you complete the casting, you notice a miniscule portal to the plane of shadows open up at your fingertips. Fostering it with your own magical energy, you force it to enlarge, spilling waves of shadowstuff upon your enemies.[/I] All targets within the range of this effect take 1d6/level damage (maximum 225d6). Due to its partially illusory nature, anyone succeeding on a will save takes only half that much damage. Any target that succeeds on their will save must make an additional fortitude save or become blinded as their sense of sight is overwhelmed by the assault. [B][SIZE="4"]Cloak of Shadow[/SIZE][/B] Abjuration [B]Level:[/B] Assassin 4, Bard 6, Hexblade 4 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal [B]Target[/B] You [B]Duration:[/B] 1 minute/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As the material components dissolve into the air, a black cape materializes on your back, flowing in rhythm to some unfelt breeze.[/I] While this spell is in effect, you are immune to nonmagical projectiles. In addition, as a move action, you may fly up to twice your speed with average maneuverability. If you do not end this movement on another solid surface, however, you begin to fall. [I]Material Component:[/I] a bat wing and a single drop of a demon’s ichor. [B][SIZE="4"]Dark Avatar[/SIZE][/B] Illusion (Shadow) [B]Level:[/B] Blackguard 4, Cleric 6 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft.+ 5 ft./2 levels) [B]Effect:[/B] One shadow duplicate of caster [B]Duration:[/B] 1 round/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As you crush the material component in your hand, a gigantic avatar appears behind you, bearing your likeness and ready to interpose itself between you and your foes.[/I] This spell creates a large creature within range, armed with a shadowy version of your weapon. The creature cannot move and has hit points equal to your caster level x 5. Each turn, it makes an attack at your highest attack bonus, dealing 1d4/level damage with a successful hit. The creature can make attacks of opportunity and the DC of all tumble checks to get past them are increased by 1/2 of your caster level. [I]Material Component:[/I] An oil of darkness, which is harmlessly crushed in the hand as the spell is cast. [B][SIZE="4"]Dark Banishment[/SIZE][/B] Conjuration (Teleportation) [B]Level:[/B] Sorcerer/Wizard 8 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] Creature Touched [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None or Will Negates [B]Spell Resistance:[/B] Yes [I]As your hand makes contact with your foe, you watch their outline become blurred by shadow. Slowly, you watch them fade out of sight.[/I] The target of this spell is sent to the Plane of Shadow. If the Target is a native to the Plane of Shadow, they may make a Will save to negate this spell’s effects. [B][SIZE="4"]Dark Mist[/SIZE][/B] Illusion (Shadow) [B]Level:[/B] Bard 1, Sorcerer/Wizard 2 [B]Components:[/B] S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 20 ft. [B]Effect:[/B] Illusory Cloud spreads in 20-ft. radius from you, 20 ft. high [B]Duration:[/B] 1 round/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As you form the final gesture of this spell, an inky blackness like smoke spreads from your hands. Despite its opacity, you can see easily through it to your allies, much in the same way as they can see you.[/I] This spell creates an area of fog that acts to most as an [I]obscuring mist[/I] spell. However, you and up to one individual/2 caster levels, chosen at the time of this spell’s casting, can see through the fog as if it weren’t there. In addition, neither wind nor fire can eliminate the cloud and this spell may be cast underwater. [B][SIZE="4"]Darkened Mind[/SIZE][/B] Abjuration [B]Level:[/B] Assassin 1, Bard 2, Cleric 2, Secrecy 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal [B]Target:[/B] You [B]Duration:[/B] 1 hour/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As the spell is cast, you feel your mind get caught in a fog. Despite this apparent fogginess, you appear to think with equal ease.[/I] While under the effects of this spell, the caster is immune to any attempt to read their mind or make telepathic contact with them, although other divination effects (such as those that divine alignment) function normally against the caster. In addition, the caster’s manner becomes nearly as unreadable as their mind, imposing a –4 penalty on any sense motive check made against them. [B][SIZE="4"]Dim[/SIZE][/B] Evocation [Darkness] [B]Level:[/B] Sorcerer/Wizard 1, Hexblade 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 0 ft. [B]Area:[/B] 10 ft./level-radius emanation [B]Duration:[/B] 1 minute/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As you cast this spell, you watch the area around you go dark. It stops short of full darkness, however, at a twilight shadow.[/I] All squares filled with bright illumination within range are lowered to shadowy illumination. Any light or darkness spell can dispel or counter Dim. [B][SIZE="4"]Disperse Shadows[/SIZE][/B] Evocation [Light] [B]Level:[/B] Cleric 1, Paladin 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] 0 ft. [B]Effect:[/B] 10 ft./level-radius emanation [B]Duration:[/B] 1 minute/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As you cast this spell, the darkness are lifted as if by an unseen source of light, throwing darkness into dim illumination.[/I] All squares filled with darkness within range are increased to shadowy illumination. Any light or darkness spell can dispel or counter Disperse Shadows. [B][SIZE="4"]Ebon Relay[/SIZE][/B] Evocation [B]Level:[/B] Sorcerer/Wizard 3 [B]Components:[/B] S, V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Target:[/B] 1 5-ft. square [B]Duration:[/B] 1 hour [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]You set up a seed of darkness in the air, connecting it to yourself with a transient link of shadows. Using this link, you can launch further spells from this seed of darkness.[/I] Once per round, as a swift action, you may cast an evocation, conjuration, or illusion spell of 2nd-level The spell must have a casting time of 1 standard action or less. You may use either your line of sight or its line of sight (and it is treated as having darkvision out to 60 ft. for this purpose.) but it does not allow you to see from its perspective and the 5-foot square must have a line of effect with the spell’s target, if any. [B][SIZE="4"]Ephemeral Transformation[/SIZE][/B] Transmutation [B]Level:[/B] Sorcerer/Wizard 7 [B]Components:[/B] V, S, M, XP [B]Casting Time:[/B] 10 minutes [B]Range:[/B] Touch [B]Target:[/B] 1 willing or helpless creature [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Will Negates [B]Spell Resistance:[/B] Yes [I]At the end of the long and tedious process, the target’s skin has darkened and their shadow has lengthened. They end the process as a new creature, a creature of shadow.[/I] The target of this mystery loses one level (or 2 constitution, if they possess no level) but gains the dark template. [I]Material Component:[/I] The (mostly intact) remains of another dark creatures. [I]XP Cost:[/I] 1,000 [B][SIZE="4"]Escape Tactics[/SIZE][/B] Illusion (Shadow) [B]Level:[/B] Bard 4, Sorcerer/Wizard 6 [B]Components:[/B] V [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Target:[/B] Self + up to one willing ally/caster level. [B]Duration:[/B] 1d4 minutes [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As the final syllable of the incantation escapes your mouth, each of your targets becomes surrounded by illusory copies of themselves. For a brief moment, each of the copies stands calmly. Then, each copy simultaneously starts screaming and running in random directions.[/I] This spell creates 1d6+2 illusory copies of each of this spell’s targets anywhere within range. For the duration of the spell, each illusory copy runs around blindly, screaming, shouting curses, or challenging others to follow. Each illusion contains audible, olfactory, thermal, and tactile components, in addition to its visual component. Once cast, there is no maximum distance that these copies can travel. Each illusory copy has an AC equal to the touch AC of its original. Alas, there is a bit of a connection between each copy and the original and if a copy is dealt damage, the original takes half that amount of nonlethal damage as that copy is destroyed. [B][SIZE="4"]Fortress of Secrecy[/SIZE][/B] Conjuration (Creation) [B]Level:[/B] Secrecy 9 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Effect:[/B] Extradimensional Fortress, up to three 10-ft. cubes/level (S) [B]Duration:[/B] 2 hours/level (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As the spell is cast, a glittering, black passageway opens up where you have designated. Despite its opaque nature, you know that safe haven lies just beyond the doorway.[/I] You conjure up an extradimensional dwelling that has a single entrance within range. The entry point looks like a shimmering blackness in the air that is 4 feet wide and 8 feet high. Furthermore, it is invisible to all but you, although a see invisibility or more powerful effect will reveal its presence. Only those you designate (to a maximum of one other/level, including pets, mounts, and familiars) may enter the mansion, and the portal is destroyed behind you when you enter. Once observers have passed beyond the entrance, they find the ruined remains of a grand fortress that looks as though it had been laid by siege for eons. The primary building material is wood, but each hinge is attached randomly and by any connector, from mud to gold to deffication. The atmosphere is damp and of anxiety and paranoia. You can create any floor plan you desire to the limit of the spell’s effect. The place is very roughly furnished, and contains sufficient stale (but edible) foodstuffs to feed a dozen people per caster level. Once inside the fortress, no exterior divination effects can be used in regards to any of its inhabitants, even if these divination effects would merely be used to gather information about the inhabitants. In addition, even though the Fortress exists in a way that makes it coterminous with all planes, no exterior force can break into or dispel the Fortress once the entrance has closed. Furthermore, no inhabitants within can be contacted from the outside by sources such as [I]dream[/I], [I]demand[/I], [I]nightmare[/I] or [I]sending[/I]. Once per round, as a standard action, you may send a message, as the sending spell, cast at your caster level, to any individual on any plane with no chance of failure. No individual may be contacted more than once during a single use of this spell. As a standard action, any inhabitant of the fortress can send themselves to any plane of existence. If the return to the plane from which this spell was cast, they emerge near the original entrance to the spell. Otherwise, they emerge at a random location on the new plane (although multiple creatures moving to the same plane within one round of each other arrive in close proximity to each other). Either way, all items associated with the fortress disappear when someone leaves it. Anyone leaving the fortress finds the trip to be a one-way journey, with no way back to the extradimensional haven. When the caster leaves the fortress, the spell ends, forcing everyone else onto the same plane as the caster. [B][SIZE="4"]Hunter of the Night[/SIZE][/B] Transmutation [B]Level:[/B] Druid 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 minute [B]Range:[/B] Touch [B]Target[/B] Animal Touched [B]Duration:[/B] 24 hours [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] No [I]As you weave incantations over the animal you touch, you prepare it to deal with darkness, weaving a bit of shadow into its being to aid the process.[/I] The animal targeted by this spell gains a number of benefits. First of all, it gets darkvision out to 60 feet. Secondly, it gets a +2 enhancement bonus to its Dexterity score. Lastly, it gains immunity to fatigue and exhaustion. [B][SIZE="4"]Net of Shadow[/SIZE][/B] Illusion (Shadow [B]Level:[/B] Sorcerer/Wizard 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 immediate action [B]Range:[/B] Medium (100 ft. + 10 ft./level [B]Effect:[/B] Anchored plane of shadow, up to 20 ft. to a side [B]Duration:[/B] Duration 1 minute/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As you unleash this net of shadows, it launches out, anchoring itself vertically or horizontally.[/I] If this spell is used, it must adhere to at least two opposite surfaces. If used to make a horizontal plane, it stops falling with no damage and can carry 200 pounds/level before breaking. Alternatively, it can be used to slow down other flying or falling assailants. If used to make a vertical plane, it is limited to stopping others from following. The plane created via this spell has 5 hit points/level and has a break DC of 10+caster level. This spell cannot be used if even one of the squares that the plane would occupy is already occupied. [B][SIZE="4"]Phantasmal Pack[/SIZE][/B] Illusion (Shadow) [B]Level:[/B] Druid 4 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Effect:[/B] Conjured shadow beasts [B]Duration:[/B] Concentration+1 round [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]Drawing upon the natural ambient shadows around you, you form several beasts, formed fully of nature’s shadows.[/I] You conjure 1d6+2 medium incorporeal animals, the nature of is determined by the druid but has no effect on the spell. The animals do nothing but make attacks of opportunity if not otherwise directed. As a swift action, one animal can be made to move up to 30 feet in any direction. As a move action, one or more animals can be made to make attacks against adjacent foes, using your caster level as their attack bonus and dealing 2d6+ your caster level nonlethal damage with a successful attack, or twice that with a critical hit. The animals also provide flanking. If any animal is successfully dealt damage, they are destroyed. [B][SIZE="4"]Phantom Avatar[/SIZE][/B] Illusion (Phantasm, Shadow) [Cold, Fear, Mind-Affecting] [B]Level:[/B] Cleric 8 [B]Components:[/B] V, S, DF [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area:[/B] 30 ft.-radius emanation, centered on a point in space [B]Duration:[/B] Instantaneous, and then 1d4 rounds [B]Saving Throw:[/B] Will negates or Will partial [B]Spell Resistance:[/B] Yes [I]You draw upon a small fraction of your deity’s might, turning it into coherent form through use of shadow, and then instilling the fear through the use of phantasm. As the spell is cast, an avatar of your deity seems to rise from out of nowhere. As the avatar makes its attack, even you can feel a surge of cold pass over you.[/I] This spell creates an illusory avatar of your deity to inspire fear within your deity’s foes. All creatures of an opposed alignment to your deity in at least one axis must make a Will save or take 1d6 cold damage/level and become panicked for 1d4 rounds. All creatures opposed to the alignment of your deity in both the good-evil axis and the lawful-chaotic axis take half damage and become shaken for 1d4 rounds even if they make a successful Will save. [B][SIZE="4"]Pin Shadows[/SIZE][/B] Necromancy [B]Level:[/B] Hexblade 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 swift action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Target:[/B] 1 creature [B]Duration:[/B] 1 round [B]Saving Throw:[/B] Reflex negates [B]Spell Resistance:[/B] Yes [I]In the blink of an eye, you pin your opponent’s shadow to the ground, rendering them unable to move.[/I] If the target fails their saving throw, they become immobilized. [B][SIZE="4"]Selective Sight[/SIZE][/B] Illusion (Glamer) [B]Level:[/B] Secrecy 4 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal [B]Target:[/B] You + up to 1 target/level [B]Duration:[/B] 1 minute/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]You mask yourself from head to toe with the invisibility of this spell, but leave a few chinks in this new armor for your allies to see through.[/I] Selective Sight functions as the [I]invisibility[/I] spell. However, up to one ally/level can see you as if you were not invisible. Furthermore, when you take an offensive action, only the target(s) of your offensive action become able to see you (although they can point out your location to others, should they survive the experience). [B][SIZE="4"]Shadow Assault[/SIZE][/B] Illusion (Shadow) [B]Level:[/B] Sorcerer/Wizard 3 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 swift action [B]Range:[/B] See Text [B]Effect:[/B] One 3rd-level or lower evocation spell [B]Duration:[/B] See Text [B]Saving Throw:[/B] Will Negates [B]Spell Resistance:[/B] Yes [I]Briefly skimming across the surface of shadow magic, you unleash another attack, much like your previous one in nature, but with far less substance behind it.[/I] Shadow Assault imitates the effects of any single 3rd-level or lower evocation spell that you have cast within the last round. Before any other saving throws are allowed, the target may make a Will save to disbelieve. In addition, the target is allowed spell resistance, even if the imitated spell did not. Lastly, if the spell imitated has a duration longer than instantaneous, its duration is halved. [B][SIZE="4"]Shadow Impediment[/SIZE][/B] Transmutation [B]Level:[/B] Druid 1, Ranger 1, Sorcerer/Wizard 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./level) [B]Area:[/B] 1 5 ft-square/level [B]Duration:[/B] 10 minutes/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]You weave magic about the ground, causing each shadow cast to impede movement.[/I] Each of the selected 5 ft-squares is treated as being difficult terrain. In addition, anyone walking through such as square takes 1 damage, as the semi-solid shadows scrape against them. [B][SIZE="4"]Shadow Replication[/SIZE][/B] Illusion (shadow) [B]Level:[/B] Bard 6 [B]Components:[/B] None [B]Casting Time:[/B] 1 round [B]Range:[/B] See Text [B]Area/Target/Effect:[/B] See Text [B]Duration:[/B] See Text [B]Saving Throw:[/B] See Text [B]Spell Resistance:[/B] See Text [I]You begin to weave strands of shadow together like the many threads of a tapestry. Instead of a fine piece of art, however, you create raw magic from these shadows.[/I] Shadow Replication imitates the effects of any apprentice mystery, cast at your caster level. [B]Note:[/B] The experience of casting this spell is difficult to put in words, and impossible to pass down in the form of scroll or other magic item, although mysteries copied using this spell may be used to create other magic items. [B][SIZE="4"]Shadow Snare[/SIZE][/B] Conjuration (Creation) [B]Level:[/B] Druid 2, Ranger 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area[/B] 1 5-foot square [B]Duration:[/B] Permanent [B]Saving Throw:[/B] Reflex negates [B]Spell Resistance:[/B] No [I] Running your hand along the ground, you set shadows against the ground to trap the first person who passes by.[/I] The first creature to walk into the designated 5-foot square takes 2d6 nonlethal damage unless they succeed on a Reflex Save. If that creature carries a nonmagical light source, they instead take 4d6 cold damage, unless they succeed on their Reflex Save, in which case they only take 2d6 nonlethal damage. A Shadow Snare is suppressed so long as it is in the area of a magical light or darkness effect. [B][SIZE="4"]Shadow Steed[/SIZE][/B] Transmutation [B]Level:[/B] Blackguard 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] 1 Mount [B]Duration:[/B] 1 minute/level [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]As you cast this spell, your mount almost seems to disappear as some of its flesh seems to fade away.[/I] The mount targeted by this spell gains a 20% miss chance against all attacks. In addition, they can walk across semi-solid surfaces and liquid as if it were solid ground. [B][SIZE="4"]Shadow Thought[/SIZE][/B] Transmutation [B]Level:[/B] Sorcerer/Wizard 6 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 Standard Action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Target:[/B] One creature with an intelligence of 2 or less [B]Duration:[/B] 1 round/level [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] Yes [I]Worming shadow into their psyche, you grant your unwitting target the gift of true cognition.[/I] If this spell is used on a non-intelligent creature or a creature who’s intelligence score has been lowered to 0, that creature gains an intelligence score of 1d6+4 for the spell’s duration. If they have not been damage so far in the encounter, their initial attitude towards the caster and their allies is indifferent. Alternately, if this spell is used on a creature with an intelligence of 1 or 2, that creature gains a +4 enhancement bonus to their intelligence score for the duration of this ability. An animal so affected is treated as a magical animal for the duration of the spell. [B][SIZE="4"]Shadow Touch[/SIZE][/B] Evocation [Cold] [B]Level:[/B] Assassin 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] touch [B]Target:[/B] creature touched [B]Duration:[/B] instantaneous [B]Saving Throw:[/B] Fortitude half [B]Spell Resistance:[/B] Yes [I]You conceal your hands with a layer of cold, which you then attempt to pass onto your foe.[/I] If your touch attack against your target succeeds, your target takes an amount of cold damage equal to your normal sneak attack damage. This spell effects creatures normally immune to sneak attacks. [B][SIZE="4"]Transient Foe[/SIZE][/B] Illusion (Shadow) [B]Level:[/B] Sorcerer/Wizard 5 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 round [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Effect:[/B] 1 shadow copy of a foe [B]Duration:[/B] See Text [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No [I]Bearing a small piece of your foe, you make a lesser copy of them. Although you know it cannot beat the original, it can certainly help.[/I] This spell summons an illusory double of your foe. It has 50% as many hit points as the foe and only deals 50% as much damage as the foe with each successful attack. If the foe’s attacks come with any secondary effect (such as poison or disease), that benefit is lost unless it is completely mechanical (such as improved grab or rend). The Illusory Copy imitates all spells known/prepared by the target up to 4th level, as well as all spell-like abilities imitating spells up to 4th level. In addition, any spell-like abilities normally usable at will are usable only three times each day. The values of any energy resistance, fast healing, spell resistance, and damage reduction are halved while any regeneration is lost. The illusory double may only take offensive action against their original copy (although others may get caught in the crossfire) or others standing in the way of that goal. The spell lasts for the duration of the encounter, until either the original flees in a way that the double cannot duplicate or until the original is dead. You may only have one Transient Foe spell active at any given time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tome of Shadow (Shadow Magic Revitalization)
Top