Index of Spells by SubSchool - Shadow

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Claws of Darkness
    FR
  Sor/Wiz 2  
    General

Your hands become reach melee touch attacks that deal 1d8 cold damage plus slow.

Dark Way
    SPC
  Arc 2, Brd 2, Clr 2, Sor/Wiz 2  
    General

Creates temporary unbreakable bridge supporting up to 200 lbs./level.

Dead End
    SPC
  Asn 1, Brd 1, Sor/Wiz 1  
    1 hour

Illusions conceal the targets' spoor.

Dream Image (XP)
    BB
  Clr 8, Sor/Wiz 8  
    General

Create a shadow copy of yourself to interact with the area.

False Vigor
Illusion (Shadow) 1 standard action seankreynolds.com
Will negates (harmless) - Yes (harmless) Sor/Wiz 1 V, S
1 min./level or until discharged Touch General
Target: Creature touched

Subject gains 1 temporary hitpoint and +1 morale bonus to attack until he attacks or is damaged.

The target is imbued with a false sense of vitality and courage. He gains 1 temporary hit point and a +1 morale bonus to attack rolls. The spell ends if the target attacks or if he takes any damage (the attack bonus applies to the target's attack roll that causes the spell to end, the temporary hit point works normally against the damage that ends the spell).

Hound of Doom
    CW
  HB 3  
    30 minutes

Create a shadow dire wolf that serves you.

Ice Assassin (M) (XP)
    Frostburn
  Sor/Wiz 9  
    General

Creates duplicate of creature with sole purpose to slay original.

Legion of Sentinels
    PHBII
  Beguiler 3, Sor/Wiz 3  
    General

Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5).

Net of Shadows
    Magic of Faerun
  Sor/Wiz 1  
    General

Creates ordinary shadows that provide concealment to all in the area.

Project Image (M)
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - No Beguiler 7, Brd 6, Illusion 7, Sor/Wiz 7 V, S, M
1 round/level (D) Medium General
Effect: One shadow duplicate
Materials: A small replica of you (a doll), which costs 5 gp to create.

Illusory double can talk and cast spells.

You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected 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 projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.

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

You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.

Shades
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with); varies; see text - Yes; see text Shadow 9, Sor/Wiz 9 V, S
See text See text General
Effect: See text

As shadow conjuration, but up to 8th level and 80% real.

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

Shadow conjurations are actually four-fifths (80%) as strong as the real things, though creatures who believe the 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 four-fifths (80%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 80% 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 shadow conjurations level (9th) rather than the spells normal level. In addition, any effect created by 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 80% likely to work.

A shadow creature has four-fifths the hit points of a normal creature of its kind (regardless of whether its 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 creatures damage is four-fifths (80%) normal, and all special abilities that do not deal lethal damage are only 80% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creatures AC bonuses are four-fifths as large.

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

Objects automatically succeed on their Will saves against this spell.

Shadow Binding
    Complete Arcane
  Sor/Wiz 3  
    General

Entangle and daze creatures.

Shadow Cache
    MotP
  Brd 3, Sor/Wiz 3  
    5 minutes

Store small items for a few minutes on the Plane of Shadow, or let them loose there.

Shadow Conjuration
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with); varies; see text - Yes; see text Brd 4, Shadow 4, Sor/Wiz 4 V, S
See text See text General
Effect: See text

Mimics conjuring below 4th level, but only 20% real.

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the 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 shadow conjurations level (4th) rather than the spells normal level. In addition, any effect created by 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 its 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 creatures AC bonuses are one-fifth as large.

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

Objects automatically succeed on their Will saves against this spell.

Greater Shadow Conjuration
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with); varies; see text - Yes; see text Shadow 7, Sor/Wiz 7 V, S
See text See text General
See text: See text

As shadow conjuration, but up to 6th level and 60% real.

This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.

Shadow Evocation
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - Yes Brd 5, Shadow 5, Sor/Wiz 5 V, S
See text See text General
Effect: See text

Mimics evocation of lower than 5th level, but only 20% real.

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th 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 evocations level (5th) rather than the spells 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.

Greater Shadow Evocation
Illusion (Shadow) 1 standard action SRD
Will disbelief (if interacted with) - Yes Shadow 8, Sor/Wiz 8 V, S
See text See text General
See text: See text

As shadow evocation, but up to 7th level and 60% real.

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

Shadow Form
    Complete Adventurer
  Asn 4, HB 4, Sor/Wiz 5  
    5 minutes

Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.

Shadow Guardians
    RoD
  Sor/Wiz 5  
    6 hours

Create group of shadowy warriors.

Shadow Hand
    Magic of Faerun
  Sor/Wiz 5  
    General

Medium-sized hand attacks, blocks opponents, or carries items.

Shadow Landscape
    Complete Divine
  Arc 9, Drd 9  
    24 hours

Makes natural terrain more dangerous, creates guardians that you command.

Shadow Mask
    FR
  Hrp 2, Sor/Wiz 2  
    1 hour

Shadows hide your face and protect against darkness, light, and gazes.

Shadow Radiance
    SPC
  Sor/Wiz 2  
    General

Area filled with intense light that grows brighter.

Shadow Spray
    FR
  Sor/Wiz 2  
    General

Shadows daze targets and deal 2 points of Str damage.

Shadow Walk
Illusion (Shadow) 1 standard action SRD
Will negates - Yes Beguiler 6, Brd 5, Halfling 7, Shadow 6, Sin-S 7, Sor/Wiz 6, VDarkness 7 V, S
1 hour/level (D) Touch 24 hours
Targets: Up to one touched creature/ level

Step into shadow to travel rapidly.

To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. Its impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

Shadow Well
    Magic of Faerun
  Sor/Wiz 4  
    General

Target enters gloomy pocket plane and emerges frightened.

Shadowfade
    MotP
  Sor/Wiz 5  
    5 minutes

Travel to the Plane of Shadow, must return using the portal generated or else find another way back.

Shadowy Grappler
    Dragon 324
  Sor/Wiz 6  
    General

Shadowy force grapples subject.

Simulacrum (M) (XP)
Illusion (Shadow) 12 hours SRD
None - No Sin-E 8, Sor/Wiz 7 V, S, M, XP
Instant 0 ft. General
Effect: One duplicate creature
Materials: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated must be placed inside. The spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).

Creates partially real double of a creature.

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 one-half of the real creatures levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a 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 simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A 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. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.

Skull of Secrets
    Magic of Faerun
  Arc 4, Clr 4  
    24 hours

Intangible skull stores message and can be triggered to breathe fire.

Skyrift (M) (F) (XP)
    Far Corners of the World
  Sor/Wiz 9  
    General

Make a 1 mile radius area appear to be in perpetual night or dusk.

Spectral Weapon
    Complete Adventurer
  Asn 3, Brd 4, HB 3, Sor/Wiz 3  
    General

Creates a quasi-real weapon.

Sphere of Terror
    Dragon 333
  Sor/Wiz 4  
    General

Creates a 30-ft. radius of supernatural shadow filled with deadly shadowy illusions.

Wall of Gloom
    Complete Arcane
  Sor/Wiz 2, Wuj 2  
    General

A shadowy wall deters passage.