3e SRD:Shadow Conjuration, Greater

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This material is published under the OGL 1.0a.
Greater Shadow Conjuration
Illusion (Shadow)
Level: Sor/Wiz 5
Components: V, S
Casting time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies (see text)
Spell Resistance: No (see text)

The character uses 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 spell of 4rd level or lower. Shadow conjurations are actually two-fifths (40%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

All those that interact with the conjured object, force, or creature can make Will saves to recognize its shadowy nature. Those who succeed do so.

Attack spells have normal effects unless those affected succeed at Will saves. 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 two-fifths as strong (if applicable) or only 40% likely to occur. Mimicked spells allow the normal saves and SR.

Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are two-fifths strength or 40% likely to work.

Shadow creatures have two-fifths the normal hit points (regardless of whether they're recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creatures damage is two-fifths normal, and all special abilities that do not produce normal damage (in hit points) are only 40% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creatures AC bonuses are two-fifths normal.

Those who succeed at their saves see the shadow conjurations as transparent images superimposed on vague, shadowy forms.

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