Shadow Magic: 5th Level

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C0SA501B00000 Cone of Bitter Cold
(Invocation/Evocation – Shadow Weave)

Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2

When this spell is cast, it generates a cone-shaped area of freezing ice originating at the shadow adept’s hand and extending outwards of 30 ft. in a 90′ cone in front of the caster. It drains heat and causes 1d4 cold damage plus 1% of all targets’ maximum hit points in damage per level of the caster. For example, a 10th-level shadow adept would deal 10d4 (Save vs. Spell at -2 for half) plus 10% maximum hit points in cold damage. Targets who fail their saving throw are also slowed and take 1d6 extra cold damage per round for 2 rounds + 1 round per 4 caster levels.

C0SA502B00000 Shadow Assault
(Illusion/Phantasm – Shadow Weave)

Level: 5
Range: 0
Duration: 9 rounds + 1 round/level after 9th
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces – a shimmering – allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made <PRO_HISHER> presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character’s Saving Throws are made with a +4 bonus. For the duration of the spell, the shadow adept is also able to backstab with a x2 multiplier, increased to x3 at level 14 and x4 at level 21.

Additionally, the caster’s movement rate is doubled, allowing for a quick retreat from battle if necessary.

Note: After making an attack, the shadow adept is no longer completely invisible. Opponents can target the shadow adept.

C0SA503B00000 Breaching Dark
(Abjuration – Shadow Weave)

Level: 5
Range: 40 ft.
Duration: Instant
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Iron Skins, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target’s Magic Resistance, if any, does not affect this spell. Additionally, this spell also lower’s the opponent’s magic resistance by 10% + 1% per level of the caster.

C0SA504B00000 Shadow Blade
(Invocation/Evocation – Shadow Weave)

Level: 5
Range: 0
Duration: 2 turns
Casting Time: 5
Area of Effect: Special
Saving Throw: None

This spell creates a translucent, shadow-like, weightless area of shadowstuff extending from the fingers of one of the caster’s hands. The silent, blade-shaped construct’s cutting edges inflict damage just as those of a real sword do. The Shadow Sword’s power increases with the caster’s level, upgrading once every 7 caster levels.

C0SA505B00000 Sigil of Madness
(Enchantment/Charm – Shadow Weave)

Level: 5
Range: 35 ft.
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: 30-ft. radius
Saving Throw: Special

The effects of this spell are identical to the 5th-level spell Chaos in all respects, except this spell ignores magic resistance. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, <PRO_HESHE> does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, <PRO_HESHE> receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.

C0SA506B00000 Shar’s Memory Drain
(Enchantment – Shadow Weave)

Level: 5
Range: 40 ft.
Duration: 5 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

This powerful spell erases a portion of the target’s memory, weakening them. All saving throws are reduced by 2 and arcane casters lose two memorized spells and have their casting time increased by 2. After 5 rounds, the target must make a save vs. spells at -4 or suffer the same effects a second time.

C0SA507B00000 Unmask
(Divination – Shadow Weave)

Level: 5
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 235-ft. radius
Saving Throw: None

When this spell is cast, an area roughly 30 feet in radius around the caster will be affected. All hostile illusion/phantasm spells in this area will be dispelled. This spell only affects one’s enemies.

The spells that are affected by this are: Reflected Image, Invisibility, Blur, Mirror Image, Ghost Armor, Invisibility Sphere, Improved Invisibility, Shadow Door, Pixie Dust, Mislead, Project Image, and Mass Invisibility.

C0SA508B00000 Nightshade
(Necromancy – Shadow Weave)

Level: 5
Range: 90 ft.
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: 1/2

When this spell is cast, the target suffers damage equal to 2% of their maximum hit points per level of the caster up to a maximum of 40%. The target may make a saving throw vs. death to take half damage.

C0SA509B00000 Shadow Chain
(Conjuration/Summoning – Shadow Weave)

Level: 5
Range: Visual range of the caster
Duration: Special
Casting Time: 1
Area of Effect: 30 ft. radius
Saving Throw: None

This spell creates several shadowy threads which wraps itself around all enemies in a 30 ft. radius from the center of the caster’s targeted location. and pulls them towards the caster. It deals no damage, but targets become disoriented once they arrive and are unable to attack or use spells for 1 round.

C0SA510B00000 Void Blast
(Evocation – Shadow Weave)

Level: 5
Range: 90 ft.
Duration: 1d4 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Neg.

With this spell, the shadow adept launches a bolt of energy at a targeted creature. The target takes 2d6 magical damage, and if it fails a save vs. spells at -2, is banished to a pocket realm for 1d4 rounds and upon returning takes another 2d6 magical damage and is stunned for 2 rounds.

C0SA511B00000 Shadow Screen
(Abjuration – Shadow Weave)

Level: 5
Range: 0
Duration: 2 hours
Casting Time: 8
Area of Effect: The caster
Saving Throw: None

When this spell is cast, the shadow adept is protected from the next magical attack against <PRO_HIMHER>. The spells from which the shadow adept is protected are Dispel/Remove Magic, Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben’s Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the shadow adept, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration.

C0SA512B00000 Summon Nighthaunt
(Conjuration/Summoning)

Level: 5
Range: 45 ft.
Duration: 1 turn + 1 round/level
Casting Time: 8
Area of Effect: Special
Saving Throw: None

This spell conjures forth a nighthaunt, an undead monster from the Shadow Plane. Nighthaunts are deadly creatures that emit an aura of desecration, reducing the THAC0 and damage of all nearby living creatures by one point while increasing THAC0 and damage of all undead creatures by one point. Its natural weapon is capable of draining two levels on hit and strikes as a +4 weapon. However, nighthaunts are greatly weakened in natural daylight. From 14th level onwards, two nighthaunts are summoned instead.

The nighthaunt is fully under the control of the caster for the duration of the spell and will follow all of <PRO_HISHER> orders until the duration has expired.