Showing posts with label Shadow. Show all posts
Showing posts with label Shadow. Show all posts

Tuesday, June 11, 2019

Campaign Design - Bloodlines: Shadow Sûl-Blooded

Shadow Sûl-Blooded
(adapted from Unearthed Arcana)

Shadow dragons are not as numerous as many other types of dragons, and they are often disinclined to peaceful interaction with those of other species, but their predilection for lairs located in or near crossroads between worlds puts them in contact with a surprising number of passers by. While this bloodline is rare, it is not unheard of, as shadow dragons do, from time to time, become fascinated with particular travelers and ensnare them in their shadowy webs of deception. Those descended from Œmbar are not as strong and tough as those descended from other dragon bloodlines, but they make up for that with stealth and cunning.

Shadow Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
—+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
—Charisma +1
8th
Skill Augmentation (Listen and Spot)Shadow Blend (Su)
10th
—Shadow Sûl affinity +21
12th
Charisma +1+1 to natural armor
14th
—+2 on Move Silently checks
16th
Shadow Blend (Su)Mirror Image, once per day (Sp)
18th
—Intelligence +1
20th
Shadow Sûl affinity +21Shadow Walk, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with shadow dragons and other creatures descended from shadow dragons, including others with this bloodline.



Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Shadow Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select shadow dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Shadow Sûl-Blooded dragon shaman must choose the Shadow Sûl Totem.

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Monday, January 3, 2011

General Rules: Monsters - Dragon, Shadow

Dragon, Shadow (from Monsters of Færûn)
Dragon (Shadow)

Special Attacks: Breath Weapon, Create Shadows, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Keen Senses, Shadow Blend
Skills: Shadow dragons have 6 skill points per Hit Die, plus bonus points equal to their Intelligence modifier x Hit Dice and purchase the following skills at 1 rank per skill point: Listen, Spot, and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, and Knowledge (any)(all skills taken individually) at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.
Feats: Shadow dragons have one feat plus an additional feat per 4 hit dice. Dragons favor Cleave, Improved Initiative, Improved Sunder, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus, and any metamagic feat that is available and useful to sorcerers. They can also choose from the following feats: Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Underground
Organization: Wyrmling, very young, young, juvenile, and young adult: Solitary or clutch (2 - 5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: Solitary, pair, or family (1 -2 and 2 - 5 offspring)
Challenge Rating: Wrymling 2; very young 3; young 5; juvenile 7; young adult 10; adult 12; mature adult 15; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23
Treasure: Double standard
Alignment: Always neutral evil
Advancement: Wyrmling 5 - 6 HD (Tiny); very young 8 - 9 HD (Small); young 11 - 12 HD (Small); juvenile 14 - 15 HD (Medium); young adult 17 - 18 HD (Medium); adult 20 - 21 HD (Large); mature adult 23 - 24 HD (Large); old 26 - 27 HD (Huge); very old 29 - 30 HD (Huge); ancient 32 - 33 HD (Huge); wyrm 35 - 36 HD (Gargantuan); great wyrm 38+ HD (Gargantuan)

Shadow dragons are sly and devious creatures with ties to the Realm of Shadows descended from the dragon sire Œmbar. They are most often found where ties to the Realm of Shadows is strongest.

Shadow dragons have translucent scales and dark bodies, giving them an indistinct appearance - from a distance, they seem to be nothing but a foreboding mass of shadows.

Combat
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Shadow dragons prefer to attack from hiding, employing their shadow blend ability. They use illusion spells to confuse and misdirect their foes.

Shadow Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
4d12+4 (30)
+0
80 feet; fly 150 feet (average)19 (+2 size, +7 natural)
12
19
Very Young
S
7d12+7 (52)
+0
80 feet; fly 150 feet (average)21 (+1 size, +10 natural)
11
21
Young
S
10d12+10 (75)
+0
80 feet; fly 150 feet (average)24 (+1 size, +13 natural)
11
24
Juvenile
M
13d12+26 (110)
+0
80 feet; fly 150 feet (poor)26 (+16 natural)
10
26
Young Adult
M
16d12+32 (136)
+0
80 feet; fly 150 feet (poor)29 (+18 natural)
10
29
Adult
L
19d12+57 (180)
+0
80 feet; fly 150 feet (poor)31 (-1 size, +22 natural)
9
31
Mature Adult
L
22d12+88 (231)
+0
80 feet; fly 150 feet (poor)
34 (-1 size, +25 natural)
9
34
Old
H
25d12+125 (287)
+0
80 feet; fly 150 feet (poor)
36 (-2 size, +28 natural)
8
36
Very Old
H
28d12+140 (322)
+0
80 feet; fly 150 feet (poor)39 (-2 size, +31 natural)
8
39
Ancient
H
31d12+186 (387)
+0
80 feet; fly 150 feet (poor)42 (-2 size, +34 natural)
8
42
Wyrm
G
34d12+238 (459)
+0
80 feet; fly 150 feet (clumsy)43 (-4 size, +37 natural)
6
43
Great Wyrm
G
37d12+296 (536)
+0
80 feet; fly 150 feet (clumsy)
46 (-4 size, +40 natural)
6
46

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+4/-4
+6 (1d4)
+1 (1d3)
-
-
-
-
Very Young
+7/+4
+11 (1d6+1)
+6 (1d4)
-
-
-
-
Young
+10/+7
+14 (1d6+1)
+9 (1d4)
-
-
-
-
Juvenile
+13/+15
+18 (1d8+2)
+13 (1d6+1)
+13 (1d4+1)
-
-
-
Young Adult
+16/+19
+21 (1d8+3)
+16 (1d6+1)
+16 (1d4+1)
-
-
-
Adult
+19/+27
+26 (2d6+4)
+21 (1d8+2)
+21 (1d6+2)
+21 (1d8+6)
-
-
Mature Adult
+22/+32
+29 (2d6+6)
+24 (1d8+3)
+24 (1d6+3)
+24 (1d8+9)
-
-
Old
+25/+41
+33 (2d8+8)
+28 (2d6+4)
+28 (1d8+4)
+27 (2d6+12)
DC 29 (2d8+12)
-
Very Old
+28/+45
+37 (2d8+9)
+32 (2d6+4)
+32 (1d8+4)
+32 (2d6+13)
DC 32 (2d8+13)
-
Ancient
+31/+49
+41 (2d8+10)
+36 (2d6+5)
+36 (1d8+5)
+36 (2d6+15)
DC 34 (2d8+15)
-
Wyrm
+34/+57
+43 (4d6+11)
+38 (2d8+5)
+38 (2d6+5)
+38 (2d8+16)
DC 37 (4d6+16)
DC 37 (2d6+16)
Great Wyrm
+37/+61
+47 (4d6+12)
+42 (2d8+6)
+42 (2d6+6)
+42 (2d8+18)
DC 39 (4d6+18)
DC 39 (2d6+18)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+6
+5
+6
1, 15-foot cone (14)
-
12
-
Very Young
5 feet by 5 feet/5 feet
+7
+6
+7
1, 20-foot cone (16)
-
13
-
Young
5 feet by 5 feet/5 feet
+10
+8
+10
1, 20-foot cone (18)
-
15
-
Juvenile
5 feet by 5 feet/5 feet
+11
+9
+11
2, 30-foot cone (20)
-
17
1st
Young Adult
5 feet by 5 feet/5 feet
+14
+11
+14
2, 30-foot cone (22)
22
20
3rd
Adult
5 feet by 10 feet/10 feet
+16
+12
+15
3, 40-foot cone (24)
24
22
5th
Mature Adult
5 feet by 10 feet/10 feet
+19
+14
+18
4, 40-foot cone (26)
26
25
7th
Old
10 feet by 20 feet/10 feet
+21
+15
+19
5, 50-foot cone (29)
29
27
9th
Very Old
10 feet by 20 feet/10 feet
+23
+17
+22
5, 50-foot cone (32)
32
28
11th
Ancient
10 feet by 20 feet/10 feet
+25
+18
+23
6, 50-foot cone (34)
34
30
13th
Wyrm
20 feet by 40 feet/15 feet
+28
+20
+26
7, 60-foot cone (37)
37
31
15th
Great Wyrm
20 feet by 40 feet/15 feet
+30
+22
+28
8, 60-foot cone (39)
39
33
17th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
11
14
14
10
13
15
Energy Drain Immunity
Very Young
13
16
16
10
13
17
Shadow Blend
Young
13
16
16
10
13
17
-
Juvenile
15
18
18
10
15
19
Mirror Image
Young Adult
17
18
18
10
15
19
Damage Reduction 5/+1
Adult
19
20
20
10
17
21
Dimension Door
Mature Adult
23
20
20
10
19
21
Damage Reduction 10/+1
Old
27
24
24
10
21
25
Nondetection
Very Old
29
26
26
10
21
27
Damage Reduction 15/+1
Ancient
31
28
28
10
23
29
Shadow Walk
Wyrm
33
30
30
10
25
31
Damage Reduction 20/+3
Great Wyrm
35
32
32
10
27
33
Create Shadows

Blindsight (Ex): A shadow dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon's age category.

Breath Weapon (Su): The shadow dragon's breath weapon is a cone of billowing, smoky shadows with an energy drain effect. Creatures within the cone gain the number of negative levels shown on the accompanying table; the saving throw to remove the negative level is shown on the table as well. A successful Reflex save (against the same DC) reduces the number of negative levels by half (rounded down). Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.

Create Shadows (Su): Three times per day, a great wyrm shadow dragon can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour (this is a creation effect). All normal and magical light sources are negated within this radius. All characters and creatures gain a +4 bonus on Hide checks within the shadows, and can hide even if directly observed. Shadow dragons and other creatures with ties to the Plane of Shadow gain total concealment within the shadows (50% miss chance), thought they can move and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to Armor Class because they are considered invisible.

Crush: A jumping or flying shadow dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are only effective against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must attempt a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attacks. Pinned opponents take crush damage each round if they don't escape.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or charges. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save remain immune to the dragon's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex): Shadow dragons are immune to sleep and paralysis effects. Deep dragons are also immune to energy drain effects.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Shadow Blend (Su): During any conditions other than full daylight, a shadow dragon can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities as listed on the table above.

Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet, centered on the dragon's rear. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage. Affected creatures can attempt Reflex saves to take half damage.

Spell-Like Abilities: Three times per day - mirror image, nondetection; twice per day - dimension door; once per day - shadow walk.

Spells: A shadow dragon knows and casts arcane spells as a sorcerer of the level indicated on the table above, gaining bonus spells for a high Charisma score. Shadow dragons can also cast cleric spells and those from the Chaos, Evil, Shadow, and Trickery domains as arcane spells.

Skills: Shadow dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die. Shadow dragons have the Jump skill for free at 1 rank per Hit Die.

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General Rules: Monsters - Shadow Creature (Template)

Shadow Creature (from the Manual of the Planes)

"Shadow creature" is a template that can be added to any corporeal aberration, animal, dragon, fæy, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. The creature's type changes to "magical beast". Shadow creatures encountered in the Three Worlds have the "extraplanar" subtype. It otherwise uses all the base creature's statistics and special abilities except as noted below.

Hit Dice: Same as the base creature.

Speed: As the base creature x 1½.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Abilities: A shadow creature retains all the special abilities of the base creature and also gains the following ones:
  • Cold resistance of 5 + 1 per Hit Die, to a maximum of 20.
  • Darkvision with a range of 60 feet.
  • Low-light vision.
  • Shadow Blend (Su): In any conditions other than full daylight, a shadow creature can disappear into the shadows, giving it 9/10 concealment. Artificial illumination, even a light or continual flame spell does not negate this ability. A daylight spell, however, will.
Shadow creatures also have one additional supernatural ability for every 4 Hit Dice they posses (minimum of one) chosen from the following list:
  • +2 luck bonus on all saving throws.
  • Cause fear, once per day as a spell-like ability (save DC 11 + the creature's Charisma or Constitution modifier, whichever is higher).
  • Damage reduction 5/+1.
  • Evasion
  • Mirror Image once per day, as a spell-like ability. The creature's caster level is equal to its Hit Dice.
  • Plane Shift self to or from the Plane of Shadow once per day.
  • Regenerate 2 hit points per round (slain if brought to 0 hit points).
If the base creature already has one or more of these special qualities, use the better value. If a shadow creature gains damage reduction, its natural weapons are treated as +1 weapons for the purpose of overcoming damage reduction.

Saves: Same as the base creature.
Abilities: Same as the base creature.
Skills: Same as the base creature plus Move Silently 6 ranks. If the shadow creature has an Intelligence of 4 or greater, it speaks Umbran.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature, although rarely good.
Advancement: Same as the base creature.
Level Adjustment: Same as base creature +1.

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Sunday, January 2, 2011

Campaign Design - Spells: Speak with Shadows

Speak with Shadows (adapted from the Complete Guide to Drow)
Divination [Shadow]

Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

You can comprehend and communicate with shadows, including shadow creatures and normal shadows cast by objects and beings, as well as any creature that can speak Umbran. You are able to ask questions and receive answers from shadows. A normal shadow's sense of reality is subjective, since the shadows change with the approaching darkness or light, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions outside of what it may have been able to witness in its immediate vicinity.

This spell does not make shadow creatures any friendlier or more cooperative. Wary and cunning creatures are likely to lie or be evasive, while unintelligent shadows will make inane comments. If the shadow creature is friendly, it may perform a service for you are the GM's option.

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Campaign Design - Spells: Shadow Wall

Shadow Wall (adapted from the Complete Guide to Drow)
Necromancy [Shadow]

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Wall up to 10 feet per caster level long and 5 feet per caster level high (S)
Duration: 1 round per caster level
Saving Throw: Fortitude half
Spell Resistance: Yes

A curtain of inky black shadow appears, giving creatures behind the wall 9/10 concealment. The wall is one foot thick and very resilient. The side of the shadow wall that is facing the caster is translucent enough for the caster and anyone else on that side to see though without being hampered by the darkness. A shadow wall cannot form in an area occupied by physical objects or creatures. The wall deals 2d6 points of negative energy damage +1 point per caster level (maximum +20) to any creature passing through it. Undead, both corporeal and incorporeal, are healed instead of damaged by the wall. A Fortitude save will reduce this damage to one-half.

If any five-foot portion of the shadow wall takes 20 points of damage from light spells or effects in one round, the wall fades from existence. A light or continual light spell deals 1d4 points of damage per caster level against the wall, burning holes through it.

Material component: A small lantern icon that has been painted black.

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Campaign Design - Spells: Shadow Mist

Shadow Mist (adapted from the Complete Guide to Drow)
Conjuration [Shadow]

Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: 30 feet
Target, Effect, or Area: A cloud of jumping and leaping shadows, centered on you, 30 feet wide and 20 feet high
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

Shadows begin to jump and leap out from around you. Once created, this area of absolute shadow is stationary and cannot be moved. The mist obscures all vision, including darkvision, beyiond five eet for everyone entering the area except for the caster. Any creature that if five feet away has one-half concealmwent (20% miss chance to all attacks). Creatures farther away have total concealment (50% miss chance for attacks and the attacker cannot use sight to locate the target).

Any light stronger than torch light which touches the shadow mist will disperse it in four rounds. Direct sunlight or the daylight spell will disperse the mist in one round.

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Campaign Design - Spells: Minor Shadow Conjuration

Minor Shadow Conjuration (from Relics & Rituals)
Illusion (Shadow)

Level: Penumbral Lord 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: Varies (see text)
Spell Resistance: No (see text)

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Minor shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 1st level or lower.

Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the minor shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to minor shadow conjuration’s level (2nd) rather than the spell’s normal level. In addition, any effect created by minor shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 20% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. Roll for each use and each affected character separately. Furthermore, the shadow creature’s Armor Class bonuses are one-fifth as large.

A creature that succeeds on its save sees the minor shadow conjurations as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against this spell.

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Campaign Design - Spells: Shadowform

Shadowform (from School of Illusion)
Illusion (Shadow)

Level: Bard 6, Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: You
Duration: 1 hour per caster level (D)
Saving Throw: None
Spell Resistance: No

You become a shadow as if you had used the polymorph spell with the following exceptions: You do not recover any hit points from the transformation, and you retain your own supernatural abilities. Your type changes to undead (incorporeal) and you may be turned or rebuked, but not destroyed or commanded. You never suffer from disorientation in your new form, and you retain your own Dexterity if it is higher than 14. While in shadow form, you may travel as if under the effects of the shadow walk spell.

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Campaign Design - Spells: Minor Shadow Evocation

Minor Shadow Evocation (from Relics & Rituals)
Illusion (Shadow)

Level: Penumbral Lord 3, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: Varies (see text)
Spell Resistance: No (see text)

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 2nd level or lower. For a spell with more than one level, use the best one applicable to you.

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (3rd) rather than the spell’s normal level.

Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

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Campaign Design - Spells: Shadow Images

Shadow Images (adapted from Relics & Rituals)
Illusion (Shadow)

Level: Penumbral Lord 2, Sorcerer/Wizard 2
Components: S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level (D)
Saving Throw: None
Spell Resistance: No

Several quasi-real illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The shadows stay near you and disappear when they suffer sufficient damage.

Shadow image creates 1 image plus one image per three caster levels (maximum seven images total). These shadow figures separate from you and remain in a cluster, each within 5 feet of at least one other shadow figures or you. You can move into and through a shadow image. When you and the shadow image separate, observers can’t use vision or hearing to tell which one is you and which the image. The shadow figures may also move through each other. The shadow figures mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a shadow figure. Any successful attack deals damage to it. Because the images are made of quasi-real material, they do not disappear when a foe strikes them. Each shadow figure can sustain damage equal to 20% of the caster's hit points (or 10% of the caster's hit points per Penumbral Lord level, whichever is greater). A shadow figure’s Armor Class is 10 + your size modifier + your Dexterity modifier. Shadow figures seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).

While moving, you can merge with and split off from shadow figures so that enemies who have learned which image is real are again confounded.

An attacker must be able to see the shadow images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. Being unable to see carries the same penalties as being blinded.

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Campaign Design - Spells: Distant Image

Distant Image (from School of Illusion)
Illusion (Shadow)

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Unlimited
Target, Effect, or Area: One shadow duplicate
Duration: 1 round per caster level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

You tap energy from the Shadow Realm to create a quasi-real, illusory version of yourself. The distant image looks, sounds, and smells like you but is intangible. The distant image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast whose range is touch or greater can originate from the distant image instead of from you. The distant image can’t cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the distant image.

Objects are affected by the distant image as if they had succeeded on their Will save.

The range of this spell is unlimited, however the caster must have some clear idea of the location and layout of the area in which the distant image is to appear. Exactly where the distant image appears varies, depending upon the caster's familiarity with the area. To determine where the distant image appears, roll d% and consult the table below:

Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.

“False destination” is a place that does not truly exist or if you are sending an image to to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When sending an image to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to send the distant image to or even be off target from.

  • On Target: The duplicate appears exactly where the caster intended.

  • Off Target: The shadow duplicate appears a random distance away from the intended area in a random direction.

  • Similar Area: The duplicate appears in the closest visually or thematically similar location.

  • Mishap: The spell has failed.

Familiarity
On Target
Off Target
Similar Area
Mishap
Very familiar
01-97
98-99
100
—
Studied carefully
01-94
95-97
98-99
100
Seen casually
01-88
89-94
95-98
99-100
Viewed once
01-76
77-88
89-96
97-100
False destination (1d20+80)
—
—
81-92
93-100

Material component: A small replica of the caster (a doll) and a gold ring worth at least 10 shillings.

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Campaign Design - Spells: Shadow Bolt

Shadow Bolt (from the Complete Guide to Drow)
Evocation [Shadow]

Level: Shadow 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A dark missile of shadow energy flies from our fingertips to strike its target. The missile deals 1d4 points of damage per caster level (maximum 10d4).

Like magic missile, the shadow bolt strikes its target unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of the creature cannot be singled out, and inanimate objects cannot be damaged by this spell.

For every two caster levels, the missile can harm someone with greater magic resistance. For every two caster levels, the missile imposes a -1 penalty on the target's spell resistance to resist this spell (maximum of -5).

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Campaign Design - Spells: Shadow Claws

Shadow Claws (from School of Illusion)
Illusion (Shadow)

Level: Bard 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 round per caster level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

A nimbus of shadows surrounds your hands, giving them the appearance of monstrous black claws. You may make melee touch attacks to channel the chill power of shadow into a target. If the attack is successful, the target must make a Fortitude saving throw or suffer 1d4 points of temporary Strength damage. A creature reduced to 0 Strength by this effect is paralyzed. At the end of this spell's duration, you suffer 1 point of temporary Strength damage. All Strength damage inflicted by this spell is recovered at the rate of 1 point per day.

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Campaign Design - Spells: Shadow Blade

Shadow Blade (adapted from the Complete Guide to Drow; originally Chaos Hammer)
Evocation [Force, Shadow]

Level: Combat 3, Shadow 3, Sorcerer/Wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Magic blade of shadow
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: Yes

A sword made of pure shadow appears in your hand. You are able to immediately attack with it. It deals 1d8 points of damage per hit and cannot be stopped by physical armor or shields, passing through them as if they were not there. Armor, shield, and enhancement bonuses to Armor Class do not count against this weapon. Dexterity, deflection, dodge, natural armor, and other bonuses still apply to Armor Class. A shadow blade cannot harm undead, constructs, or objects. Weapon proficiency does not affect your skill with the blade.

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Campaign Design - Spells: Call Darkness

Call Darkness (Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Shadow)

Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 20-foot radius burst
Duration: 1 round per caster level
Saving Throw: Reflex half
Spell Resistance: No (see below)

You open a momentary gate to the Plane of Shadow and Negative Energy Plane, bringing forth a billowing sphere of darkness at the desired point in range. The darkness os also extremely cold and drains some life from anyone caught inside it. The burst created by this spell obstructs line of sight and cannot be seen through even with darkvision. Anyone how succeeds at a Reflex save only suffers half the effects below and is immediately moved to the nearest edge of the darkness burst.

Those caught in the spell's area suffer 2d6 points of cold damage and 1 point of temporary Constitution damage for each round spent in the area of effect. The cold damage is halved and the Constitution damage is negated with a successful Reflex save.

If the spell is centered on a specific target, that target gets no Reflex save in the first round and must suffer the normal spell effects for that round. In this case, spell resistance does apply, and if successful, the call darkness is negated without manifesting at all.

Material Component: A black gem worth at least 100 shillings and a two-inch square of black silk.

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Campaign Design - Spells: Ranger's Blessing

Ranger's Blessing (from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
Illusion (Shadow)

Level: Lycanthropy 2
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: One corporeal creature
Duration: Permanent
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell makes a creature's tracks easy to follow. The tracks appear normal to the subject unless it doubles back more than 100 yards; then it can see the blatant footprints left by the spell. Any creature that attempts to follow the subject gains a +20 circumstance bonus to all Search and Survival checks made to track it.

Ranger's blessing can be removed with break enchantment, limited wish, miracle, remove curse, or wish.

Material component: A red flag and a cowbell

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Campaign Design - Spells: Shadowskin

Shadowskin (from School of Illusion)
Illusion (Glamer, Shadow)

Level: Bard 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 minute per caster level (D)
Saving Throw: None
Spell Resistance: No

Your skin takes on the dark and indistinct tones of shadow. You receive a +2 circumstance bonus per caster level to Hide checks (+20 maximum). You must have the equivalent of at least one-quarter concealment from lack of light to gain this bonus.

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Campaign Design - Spells: Shade Evocation

Shade Evocation (adapted from Relics & Rituals)
Illusion (Shadow)

Level: Penumbral Lord 7, Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: Varies (see text)
Spell Resistance: No (see text)

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 6th level or lower. For a spell with more than one level, use the best one applicable to you.

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-half damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-half as strong (if applicable) or only 50% likely to occur. If recognized as a shade evocation, a damaging spell deals only one-half (50%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shade evocation’s level (7th) rather than the spell’s normal level.

Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

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Campaign Design - Spells: Lesser Simulacrum

Lesser Simulacrum (from School of Illusion)
Illusion (Shadow)

Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target, Effect, or Area: One duplicate creature
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: No

Lesser simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only only has 21% to 32% (20% + 1d12%) of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or Hit Dice). You can’t create a lesser simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.

At all times the lesser simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A lesser simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. The illusory duplicate cannot be repaired. In addition, the illusory duplicate lasts only 1 hour per caster level. After that time, the duplicate immediately dissolves with a babble of nonsense words.

Material component: The spell is cast over a rough snow or ice form of the creature to be duplicated and some piece of the creature to be duplicated (hair, nail clippings, and so on) must be placed inside the snow or ice. The spell also requires powdered ruby worth 50 shillings.

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Campaign Design - Spells: Dim

Dim (from School of Illusion)
Illusion (Shadow) [Darkness]

Level: Bard 0, Sorcerer/Wizard 0
Components: S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: Yes

Target one source of illumination, such as a torch or lantern. The target source's area of illumination is reduced by 10 feet. If this reduces the area of illumination to 0 feet, then the light source is extinguished. For example, a torch that normally illuminates a 20 foot radius would illuminate only a 10 foot radius while affected by this spell.

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