Sunday, January 2, 2011

Campaign Design - Spells: Enter Shadow

Enter Shadow (found in the Book of Roguish Luck)

Level: Shadowsworn 3, Sorcerer/Wizard 4
Components: S, M
Casting Time: 1 standard action
Range: Personal or Touch
Target, Effect, or Area: You or one creature plus one creature per four caster levels
Duration: One minute per caster level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You or creatures you touch enter another creature's shadow and become incorporeal. By joining that creature's shadow, you and the other subjects that enter it's shadow become part of the host creature, lingering within its shadow. if the spell is cast from a hidden location, the host creature does not notice what has happened if you make a successful Hide check opposed by its Spot check. A creature that does not want to be part of this spell is entitled to a Fortitude save to negate this effect.

You can follow the host creature as long as the duration lasts and there is some darkness available. If the host creature enters an area of bright illumination (such as an open sky at noon or the area of a daylight spell), the spell ends immediately and the host creature's shadow ejects all creatures. In this case, each of the ejected creatures must make a Fortitude save (DC 16) or be stunned for 1 round.

If you wish to leave the host creature's shadow before the spell's duration expires, you can do so at will, but unless you make a successful Hide check (opposed by the target's Spot check), the host notices the change in its shadow. You determine in what order creatures enter or leave a host creature's shadow. The host is entitled to an attack of opportunity against any creature leaving its shadow after the first.

You can cast shadow jump from within the host creature's shadow to simplify the process of leaving its shadow. Doing so moves you (but not other creatures) to the target of the jump.

Arcane material component: One drop of frozen or liquid shadow per creature affected (worth 50 shillings each).

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