NEW/MODIFIED AD&D ILLUSIONIST SPELLS NIMBLENESS Level: 1 Components: V,S,M Casting Time: 1 segment Range: 1” Area of Effect: Individual Duration: 1 round/level Saving Throw: None Explanation/Description: Except as noted above, this spell is identical to the 2nd level Mage spell of the same name. SHADOW MASTERY Level: 1-7 Components: V,S Casting Time: 1 segment per spell level Range: up to 1”/level Area of Effect: One shadow Duration: Special {see text} Saving Throw: None General Explanation/Description: Shadowy Mastery is not an individual spell but is rather a sequence of spells. There is at least one spell for each spell level of 1st through 7th level. The spells are among the more complicated of those that Illusionists use and may only be learned through gradual association with the Plane of Shadow. For this reason, each spell is a prerequisite to the following spell; i.e. the 2nd level Banish Shadow may not be properly used or fully understood until the 1st level Reshape is learned. Also, the Illusionist who wishes to master these spells of Shadow must have a minimum Intelligence of 17 {2 points higher than the normal Illusionist minimum requirements. This is due to the extreme complexity of these unique spells!} The casting times for each of these spells is a number of segments equal to the level of the spell; i.e., the 5th level Shadow Weapon takes 5 segments to cast, while the 1st level Reshape would only take 1 segment. No material components are required for any of these spells. The Illusionist who eventually learns all of the Shadow spells detailed below will come to be known as a Shadow Master. {Currently, there are only 2 known Illusionists within my campaign world that have gone so far as to learn the awesome 7th level spells! The individual spell descriptions are as follows: FIRST LEVEL: RESHAPE {Duration: 1 round/level} Explanation/Description: The Illusionist has a basic understanding of how shadows function and how they may be altered; and thus is able to manipulate the “shadow-stuff” itself. Reshape allows the caster to change the outline of the shadow that a being or object casts. A man’s shadow may therefore be altered so that it appears to be the shadow of a lion, centaur, or possibly even a dragon! The size of the new shadow is limited, however, by the level of the caster. At first level, the Illusionist may only create a shadow of equal volume to the size of the current shadow {CSS =current shadow size}. For each level above the first, the Illusionist may enlarge the shadow by one CSS. Therefore, at the second level of ability, the shadow is doubled in size, at third it is tripled, at fourth it is quadrupled, etc. SECOND LEVEL: OBSCURE/BANISH SHADOW {Obscure’s Duration: 1 round/level; Banish’s Duration: Permanent} Explanation/Description: This spell actually has to be given two separate, yet related names, for it serves in two separate but related capacities. Obscure Shadow allows the caster to make the shadow of the subject of the spell disappear so that no shadow is cast by that person or object. Banish Shadow allows the caster to actually dispel, permanently, one Shadow {the creature as detailed in the Monstrous Compendium}. The Shadow receives no saving throw versus Banish Shadow, as the Illusionist has come to truly have insight into the workings of shadow-stuff; and is beginning to be able to control it in truly sorcerous ways! THIRD LEVEL: ANIMATE SHADOW {Duration: 1 round/level} Explanation/Description: With Animate Shadow, the Illusionist has come to a firm understanding of the intricacies involved in mastering the shadow-stuff. He is now able to actually manipulate Shadow as if it were a physical object. The usual way in which Shadow is manipulated, is as a rope-like object which is used to wrap around the body of creature casting the shadow. The strength of this shadow-rope depends upon the Illusionist’s mastery; i.e., it has 1 point of strength per level of the Illusionist. The shadow remains untouchable as any normal shadow, so it may not be physically broken. The tangibility which this spell grants the shadow is entirely sorcerous. The only way to escape the shadow {other than having another shadow-weaving llusionist cast his own Animate Shadow to reverse the effects of the first spell} is to be able to slip out of the shadow’s grasp. The strength of the shadow is subtracted from the captured being’s Dexterity. A d20 save must be less than or equal to the resulting number in order for the escape to be successful. The shadow originally hits its target as if the Illusionist who animated it were attacking Armor Class 10. FOURTH LEVEL: FORM SHADOW MONSTER {Duration: Until dispelled either by the caster or the target} Explanation/Description: This spell allows the Illusionist to actually alter the normal shadow of a person or being into a Shadow that has all of the properties and abilities of the Shadow monster {as detailed in the Monstrous Compendium}. This new shadow will be under the control of the Illusionist and will be unable to attack anyone EXCEPT the being from whose true shadow it was created. The monster attacks at a +2 to hit and may add the level of the creating Illusionist to its normal allotment of hit points {even if these extra hit points take it past the normal maximum hit point limit}! This monster will remain in existence until one of the following conditions occur: (1) the caster dispels it; (2) the monster is killed; (3) another spellcaster successfully casts Dispel Magic on the monster; or (3) the monster kills the creature it came from originally. In the latter case, the being who was killed will become a Shadow {per the Monstrous Compendium description} permanently, and will be under the control of the Illusionist. FIFTH LEVEL: SHADOW WEAPON {Duration: As long as it is being used to attack with, which must be a minimum of at least once every 2 rounds} Explanation/Description: The Shadow Weapon spell allows the caster to form a weapon out of any nearby shadow. The weapon may be used by anyone, but is the most effective when it is wielded by the caster or some other creature related in some way to the original shadow that was used to create the weapon. The weapon’s base damage is equal to whatever weapon variety that the Illusionist decided to create, thus a shadow longsword would still do longsword damage. The weapon, no matter what actual variety of form the caster chooses, will drain 1 point of Strength from any creature that is struck by the weapon. This point of Strength is transferred to the wielder in such fashion that it allows future hits with the weapon to cause an extra 1 hit point of damage. Therefore, after three successful hits with the weapon, the wielder will cause a +3 hit points of damage. The weapon is always +2 to hit no matter how much Strength it drains, or form it takes. The maximum Strength the weapon can store is equal to the level of the casting Illusionist. SIXTH LEVEL: FORM SHADE {Duration: until dispelled either by the caster or target} Explanation/Description: This is actually quite similar to the spell, Form Shadow Monster, in many respects. The difference, however, is a major one. Instead of the true shadow turning into a Shadow monster {per the Monstrous Compendium description}; the true shadow becomes a Shade {per the Shade description in the 1st Edition Monster Manual II}. The Shade will have all the abilities and statistics based upon the level, etc. of the target of the spell. The Shade, unlike the Shadow, can attack anyone; but it still receives the +2 to hit bonus when attacking its creation source {the target of the spell} due to it’s intimate familiarity with this being. A being killed by the Shade DOES NOT become a Shade under the control of the Illusionist. Rather, any beings {to include the source creature} are simply just dead! However, if the Shade successfully kills its source creature, then that creature can be brought back only by a Wish spell; any other creatures can be raised normally. The only ways that the Shade can be destroyed is as follows: (1) The caster dispels it; (2) the source creature successfully uses Dispel Magic upon the Shade; or (3) Anybody with a magical weapon “kills” the Shade. SEVENTH LEVEL #1: ECLIPSE {Duration: 1 round/level} Explanation/Description: This spell has little to do with the actual manipulation of Shadow, but is concerned more with the creation of shadows. This spell actually allows the caster to eclipse the sun {or suns as different campaign worlds might require} for a time equal to 1 minute {round} per level of the caster. The light conditions which are created are equal to “shadowy light” as explained in the 1st Edition Monster Manual II under the monster description Shade. This spell requires tremendous concentration and is obviously very potent. SEVENTH LEVEL #2: SHADOW FORM {Duration: 1 turn/level} Explanation/Description: This spell is essentially the same as the 8th level Mage spell of the same name which is found in the Wizard’s Handbook; with a few changes due to the mastery of the Illusionist in dealing with the nature of “shadowstuff”. As noted before, there is no material component for this type of spell and the casting time is 7 segments for Shadow-skilled Illusionists. Unlike a Mage who casts this spell, a Shadow Master can still use all of his weapons and equipment while under the effects of this spell. A Shadow Master is also able to cast other spells while under the effects of this spell, unlike the lesser ability of normal Mages. Once again due to his superb mastery of “shadowstuff”, a Shadow Master has NO chance of permanently remaining as a Shadow monster. SEVENTH LEVEL #3: SURROGATE SHADOW {Duration: 1 round/level} Explanation/Description: Through the use of this spell, the Illusionist can strike a being’s shadow and have the damage transferred to the being whose shadow was attacked. While this spell is in effect, the shadow may be attacked with any attack forms that the Illusionist has access to; i.e., spells, weapons, magical items, psionics, special abilities, etc. If the creature whose shadow is the target normally can be affected only by magical weapons, the same applies for its shadow. However, due to the Illusionist’s mastery of Shadow, the creature’s armor class of its shadow is based only on the creature’s dexterity. Armor and magical items do not apply to the shadow’s armor class! Any creature’s shadow has the same current hit points as the creature whose existence it springs from. If the creature is killed through his Shadow, then the creature is doomed to roam the Plane of Shadow as a Shade for all eternity. Only a Wish spell from a Outer Planar being of Quasi-deity or higher status can free the creature and restore it to it’s former life. SEVENTH LEVEL #4: SHADOW STORM {{Duration: 1 round for every 3 levels of the caster} {Area of Effect: 100 yard radius, indoors or outdoors} Explanation/Description: Through the use of this spell, the Illusionist is able to summon a Shadow Storm from the Plane of Shadow. The only people, other than the caster, who have protection from the effects of this spell are those creatures who have a connection to the Plane of Shadow or Negative Material Plane. Also, beings who are under the effects of a Negative Plane Protection spell are also protected from this spell. Although these beings are protected, they will still be unable to do anything but take cover from the fierce winds of the storm. For all those unprotected beings who are caught in the spell’s area of effect, they are drained 3 points of Constitution and Strength for each round that they are within the storm’s grasp. There is NO save against this storm, however; those creatures with Magic Resistance may make a check each round at half their normal level each round that they are within the storm’s area of effect. due to the fierce winds, no creatures may take to the air; regardless of the size of the creature. Any creatures caught in the air when the storm takes effect, will be slammed into the ground with a force equal to falling 100’ straight to the ground! Also, the storm is completely resistant to all forms of weather control and CANNOT be dispelled by any means short of a Wish or a Wand of Negation. After learning all of the above spells, the Illusionist may thereafter call himself a Shadow Master. Upon becoming a Shadow Master, the Illusionist will be given a “pet” Shadow Mastiff by the Powers of Shadow. The mastiff will be completely loyal to the Illusionist and CANNOT be controlled by any others by any means WHATSOEVER!. Also upon becoming a Shadow Master, the Illusionist is able to research and create more spells dealing with the control of shadow due to his detailed knowledge of its workings.