Shadow Magic: 1st Level

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C0SA101B00000 Shadow Missile
(Invocation/Evocation – Shadow Weave)

Level: 1
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

The shadow adept launches a missile of energy that unerringly strikes the target for 1d4 magic damage (+1 cold) and reduces the target’s THAC0 by 1 for 3 rounds. An additional missile is launched for every 2 levels of the caster to a maximum of five missiles (5d4+5 damage and -5 THAC0) at level 9.

C0SA102B00000 Sigil of Despair
(Alteration – Shadow Weave)

Level: 1
Range: 25 ft.
Duration: 1 turn
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None

This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all <PRO_HISHER> rolls, including THAC0 and Saving Throws. Additionally, the target suffers a -1 penalty to all statistics. There is no Saving Throw for this spell.

C0SA103B00000 Blinding Darkness
(Illusion/Phantasm – Shadow Weave)

Level: 1
Range: 40 ft.
Duration: 2 hours
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

This 1st-level spell temporarily blinds its target. A Saving Throw at -2 penalty is allowed and, if successful, there are no harmful effects. If a victim is blinded, <PRO_HESHE> receives a -4 penalty to <PRO_HISHER> attack rolls and Armor Class.

C0SA104B00000 Deep Slumber
(Enchantment/Charm – Shadow Weave)

Level: 1
Range: Visual range of the caster
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: 30-ft. radius
Saving Throw: Neg.

When a shadow adept casts Deep Slumber, <PRO_HESHE> causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell’s effects). All creatures to be affected by Deep Slumber must be within a 30-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.

At 9th level, targets above 4 Hit Dice may be affected though with no saving throw penalty.

C0SA105B00000 Bittercold Touch
(Necromancy – Shadow Weave)

Level: 1
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: The creature
Saving Throw: Neg.

When the caster completes this spell, <PRO_HISHER> hand sucks in all light. This energy attacks the life force of any living creature upon which the shadow adept makes a successful melee attack (+4 bonus to hit). (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of cold damage and become Chilled for 3 rounds. Chilled creatures suffer a -2 penalty to Armor Class and THAC0 and move at half of their normal rate. Non-living creatures, such as undead or constructs, must instead make a Saving Throw vs. Spell at -2 or suffer 1d10 magic damage and do not become Chilled.

C0SA106B00000 Essence Drain
(Necromancy – Shadow Weave)

Level: 1
Range: 30 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

With this spell, the shadow adept drains the life force from a target and adds it to <PRO_HISHER> own. The target creature suffers 2 points of magical damage + 2 points per 2 levels of the caster to a maximum of 10 total at 9th level while the shadow adept gains an equal amount of Hit Points. If the shadow adept goes over <PRO_HISHER> maximum Hit Point total with this spell, <PRO_HESHE> loses any extra Hit Points after 1 turn.

If the target is slain, the amount of health gained by the caster is doubled.

C0SA107B00000 Shadow Veil
(Abjuration – Shadow Weave)

Level: 1
Range: 0
Duration: 9 hours
Casting Time: 9
Area of Effect: The caster
Saving Throw: None

By means of this spell, the shadow adept creates a magical field of force that serves as armor, increasing the caster’s armor class by 1 point per 3 levels of the caster up to a maximum of +4 at level 13. It is cumulative with Dexterity bonuses to Armor Class. The veil is invisible, does not hinder movement, adds no weight or encumbrance, and doesn’t prevent spellcasting. It lasts until successfully dispelled or until its duration expires.

Additionally, whenever the caster suffers damage while the shadow veil is active, <PRO_HESHE> has a 5% chance to turn invisible for 2 rounds.

C0SA108B00000 Curse
(Conjuration/Summoning – Shadow Weave)

Level: 1
Range: Sight
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 30 ft. radius
Saving Throw: None

When the Curse spell is uttered, the caster lowers the morale of enemy creatures and penalizes their saving throws and attack rolls by -1. At the instant the spell is completed, it affects all creatures in a 30 ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effects; those entering the area after the casting is completed are not.

C0SA109B00000 Shadow Rope
(Conjuration/Summoning – Shadow Weave)

Level: 1
Range: Visual range of the caster
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell creates a shadowy thread which wraps itself around the caster’s target and pulls them towards the caster. It deals no damage, but the target becomes disoriented once they arrive and are unable to attack or use spells for 1 round.

C0SA110B00000 Decoy
(Illusion/Phantasm – Shadow Weave)

Level: 1
Range: Visual range of caster
Duration: 1 round
Casting Time: 1
Area of Effect:
Saving Throw: None

This spell briefly conjures a projection of the caster next to <PRO_HIMHER> while turning invisible for 1 round.

C0SA111B00000 Mesmerize
(Enchantment/Charm – Shadow Weave)

Level: 1
Range: Visual range of caster
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None

This spell inflicts an enchantment upon a target creature of the shadow adept’s choice. If the target fails a save vs. spells at -4, they are pacified for one turn, ceasing all action and remaining still for the duration. The target also suffers a -6 penalty to Armor Class due to being too mentally unfocused to actively dodge attacks. However, the target will break free of its enchantment prematurely upon being attacked.

C0SA112B00000 Cursed Flames
(Alteration – Shadow Weave)

Level: 1
Range: 5 ft.
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: 1/2

When the shadow adept casts this spell, a jet of searing flame shoots from <PRO_HISHER> fingertips. The shadow adept’s hands must be held so as to send forth a fanlike sheet of flames: <PRO_HISHER> thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the shadow adept. All targets within range take 1d4+10% of their maximum hit points in fire damage and have their Luck reduced by two points for 2 rounds + 1 round per level to a maximum of 10 rounds at 9th level, additionally, they take 2 points of fire damage per round for the duration. A successful Saving Throw vs. Spells negates the maximum hit points damage and the secondary effects.