[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.