[Nada from these made the cut.]

 

Shadow Lantern.

Creates a shadowy light-source that only the caster can see.

 

Illusion (Shadow)

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target, Effect or Area: One torch or lantern

Duration: 1 hour/level (D)

Saving Throw: Will negates

Spell Resistance: Yes (harmless)

 

Description

This spell is perhaps the most commonly used among the apprentices of the penumbral lords, as they must often find their way around in the lightless warrens preferred by their masters.  It has come into prominence recently as a tool used frequently by the Scaled of Hedrada.  A temple to Belsameth below the streets of Femulyae is lit entirely by such shadowy flames, shedding a light only visible to her faithful.

 

Spell Effect

This spell causes a freshly doused torch (or lantern) to begin to burn with a vivid violet flame, shedding a shadowy light in a 20-ft. radius.  The effect is immobile, but can be cast on a movable object.  Unlike a traditional daylight spell, the flame from a shadow lantern is only partially real, and can only be seen by the caster of the spell.  Even the light shed by this flame, while allowing the caster to find his way down a winding passageway, identify what spell components she is holding or even read his spell books in an otherwise lightless room, is invisible to all others.  At the time of casting, the arcanist may designate up to one additional person per caster level to also be able see by this shadowy light source, but all to be designated must be touching the torch or lantern to be affected during the time of casting.  If the torch or lantern candle is re-lit with normal fire, the spell instantly ends, regardless of remaining duration.

 

Material Components: A torch or lantern candle (the entire lantern is not expended if the candle is affected by this spell) that is extinguished during the casting by being dipped in tar or having black ink dripped on its flame.

 

Shadow Missiles.

Creates magical projectiles of shadow.

 

Illusion (Shadow)

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target, Effect or Area: Up to five creatures, no two of which can be more than 15 ft. apart

Duration: Instantaneous

Saving Throw: Will half

Spell Resistance: Yes

 

Description

Deception has long been of importance to the master of shadow magic, as their enemies are many and powerful.  The warrior-wizard, Soltares, who wished his foes to be unable to gauge his true magical strength, crafted this spell.  His students, some of them non-human, now carry it to far lands to maintain their own illusions of arcane mastery.

 

Spell Effect

The caster conjures a series of shadowy projectiles of magical force that strike unerringly at any target or targets designated within range.  These missiles appear and function nearly identically to the more commonly used magic missile spell, with the following exceptions;  the quasi-real shadow forces evoked for the creation of the shadow missiles can be resisted, allowing a saving throw vs. Will to halve damage from each missile individually, and all damage actually scored is treated as subdual damage (see Core rulebook I, p. 134-135), fading rapidly over time and causing no lasting harm or risk of death.  Also unlike magic missile, the caster can evoke one shadow missile / caster level, up to a maximum of five such missiles at 5th level.  Defenses designed to protect against the standard form of magic missiles, such as a shield spell, will also work against shadow missiles.

 

Shadowblade.

Shadow forces enhance a metal dagger.

 

Illusion (Shadow)

Level: Brd 1, Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target, Effect or Area: One tiny bladed weapon

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

 

Description

A simple shadow conjuration crafted by the wizard Mokharitos during a month-long training course before an audience of fellow arcanists, this spell found its way into a hundred spellbooks before the rise of the Penumbral Pentagon and the subsequent decrease in the popularity of shadow-fueled magics.

 

Spell Effect

The caster evokes seven identical after-images of shadowy force around a single size Tiny bladed weapon (generally a dagger) in hand.  The blade so affected is treated as a +1 magic weapon for the purpose of damage reduction and attack rolls throughout the duration, but inflicts seven extra points of damage on any successful hit as the shadowy blades follow the original dagger into the targets flesh.  This blade can be used or even thrown normally throughout the spells duration, perhaps dozens of times in the hand of a high level caster, but the shadowy forces will not manifest if the blade is held by anyone other than the caster.

At 3rd level, the caster can evoke this effect on a size Small bladed weapon such as a short sword or sickle.  At 5th level, it can be triggered on a size Medium weapon, such as a longsword or scimitar.  Finally, at 7th level or higher, the spell may be placed on a size Large bladed weapon, such as a glaive or greatsword.  The casters size is irrelevant for the purpose of this casting, and no larger blade can be so affected, regardless of level.

 

Material Components: A handful of spider legs from a monstrous spider (of any size) and a weapon that is consumed by shadows at the end of the spells duration.  The weapon may be masterwork, but gains no benefit to attacks, as the enhancement bonus from the shadowy transformation supercedes any masterwork enhancement bonus, and the weapon is destroyed, consumed by shadows, at the end of casting regardless.  A magical weapon cannot be affected by this spell.

 

Shadow Images.

Creates multiple shadowy duplicates of the caster.

 

Illusion (Shadow)

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 action

Range: Personal

Target, Effect or Area: Creates seven duplicates of quasi-real shadows

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: No

 

Description

Sinda is not a name recorded in many historical texts, for she prefers her anonymity above all else.  This shadowy enhancement of the popular mirror image illusion is the only thing in her secretive life that she has been willing to allow her name to be attached to, although it is rumored that her less publicized accomplishments may be as impressive as those of her teacher, the infamous Dar’Tan.

 

Spell Effect

This spell crafts illusory duplicates of the caster, much like the lower level mirror image spell, but these images are quasi-real constructs of magical shadow and may not be dispersed on a single hit.  Each of the seven such shadowy constructs are treated as having your Armor Class and 1 hit point / caster level, as well as your saving throws versus damaging effects.  Note that an area effect spell could well destroy them all regardless, as they are still quite delicate.

 

Focus: Seven tiny puppets, dolls or figurines that have been dipped in black ink, dried and then dressed up in tiny outfits made to resemble the casters clothing and / or visible gear.  They are linked by many loops of fine black thread, like hopelessly entangled marionettes and are dangled about during the spells casting.  The dolls need not be of any special quality, and even rag dolls or carved wooden stick figures will suffice, if properly prepared and attired.

 

Barrage.

Creates shadow clones of the caster that launch quasi-real attacks.

 

Illusion (Shadow)

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 action

Range: Personal

Target, Effect or Area: Creates shadow clones of the caster that launch quasi-real attacks

Duration: 1 round

Saving Throw: Will negates

Spell Resistance: Special

 

Description

The penumbral lord Dar’Tan is blamed for many things, particularly in the city of Mithril, but this powerful spell of shadow predates even him, and was used to great effect by a respected master of illusioncraft in the Titanswar, the self-styled ‘lord of the night,’ Mokharitos.  He spread much disinformation about how the spell worked, so much so that alternate tales portray it as a special evocation of his charred wooden battle staff, or a special gift from his dark patron Belsameth or a spell learned at the knee of his 'godfather' Yugman (who, upon hearing this rumor, was said to retort, 'Mokharitos, who?').  Those arcanists who have mastered this spell find it useful to maintain the disinformation about how it functions, and although it is known by a dozen mages across the face of the Scarred Lands; its true workings remain a mystery.

 

Spell Effect

For a single round, the caster calls up shadowy duplicates of herself, appearing like night black mirror images.  These shadow clones are able to replicate the casters next action with quasi-real shadow forces, such as those used during a shadow evocation spell.

 

One duplicate of the caster is created per four full caster levels (to a maximum of 5 at 20th level) within any adjacent squares.  The very next action taken by the caster, whether later in that same round (through the use of haste effects, quicken metamagics or the two minds spell), or in the following round, will be mirrored by the duplicates, whether that action be spellcasting, missile weapon use, melee combat or the use of an item that was in the casters possession at the time of casting (such as a scroll or wand).  The duplicates will identically mimic any evocation spell that the caster invokes in the following action, up to 5th level, with no effects of these shadowy replications lasting beyond the single round of their existence (which would render shadowy duplications of flaming spheres or walls of stone ineffectual).  As the shadow forces that lend these attacks strength are partially illusion, each attack from a duplicate allows first a Will save to completely negate all damage (even in the case of a duplicated melee or ranged weapon attack), and then any normal saving throw to mitigate or escape damage that is normally allowed by that effect.

 

In any event, any damage inflicted by the spells, items or weapon attacks of a shadow duplicate is treated as subdual damage, not real damage, and fades within hours (see Core rulebook 1, p. 134-135).  Damage from spells duplicated never harms the caster, even if one or more include the caster in their area of effect.  He is treated as automatically making the Will save to avoid all harm in such situations (although his own real casting may well harm him if he throws a fireball at his feet!).  Any non evocation spell may appear to be mimicked, but will have no effect and will manifest as obvious shadowy outlines of no substance as a real material attack, or evoked force must be present to draw substance from.  Non-attack options are possible, and the images will move with the caster, even pushing in concert to assist in forcing open a stuck door (or overbear a vastly stronger opponent), but actions such as drinking a potion will have no effect, as only the single real potion will affect the caster, the action being otherwise wasted.  Despite the appearance of the shadow duplicates, they are not real, nor are they composed of shadowy matter, only manifesting one material or magical energy attack before fading into nothingness.  Any attack on a shadowy duplicate, before, during or after it has acted, will pass through it harmlessly and any attacker will be able to differentiate you from them, as they are black and featureless creations of shadow and they do not switch positions as a mirror image duplicate does.  Each image stands within an adjacent 5-ft. square, unless circumstances require them to share a square with each other, or with the caster, such as to batter down door in unison, cross a narrow threshold or strike a single opponent with their staves.  Being incorporeal, occupying the same square as each other, the caster, or an opponent does not impair their actions.

 

Duplicates always target the exact same creature or area as the caster, and cannot take any different action, behaving identically to the casters next action.  Their shadow force duplications of the casters action do not materially affect him in anyway, so that he does not expend charges if he and they all fire a wand of lightning at an adversary, or expend multiple spell slots if they follow his lead in dropping shadowy duplicates of his magic missile at a target or targets.  In the case of a physical attack, the shadow duplicates are assumed to have identical statistics and attributes, attacking exactly as the caster does for this round, even to the point of sharing any beneficial magical bonuses (or penalties!) the caster possessed at the time of casting.

 

Note that if the caster were to cast this spell and follow it up with a fireball, causing her four duplicates to hurl identical quasi-real shadow fireballs at the same area, no creature could die from the subdual damage caused by the extra fireballs (although the real damage from the original fireball could kill them), they would simply fall to the ground unconscious, the damage from the genuine fireball being scored before the subdual damage from any shadowy duplicates.

 

Material Components: A mirror, which must be smashed facedown onto the ground as this spell is cast.