Shadow Conjuration
The caster conjures a shadow variant of one of the following spells: Darkness, Invisibility, Mage Armor, Magic Missile, or Summon Shadow.
| School | Illusion (opposed by Enchantment) |
| Spell level | Wizard and Sorcerer 4 |
| Range | Short - 8 metres |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, a spot on the ground, an item or a placeable |
| Concentration | Casting can be disrupted by damage |
| Area of Effect / Target | Special |
| Duration | Special |
| Save | Special |
| Spell Resistance | Yes |
| Metamagic allowed | Silent, Still |
How it works
Shadow Conjuration, Summon Shadow
- The summon stays for 24 hours, and Extend doubles that.
Shadow Conjuration, Invisibility
- It lasts one turn per caster level, and Extend doubles that.
Shadow Conjuration, Mage Armor
- The four points of Armour Class come as one armour, one deflection, one dodge and one natural bonus, so each stacks with a different kind of gear.
- It lasts one hour per caster level, and Extend doubles that. Casting it again replaces it.
Choices
Casting it opens a menu with 5 options.
| Option | Range |
|---|---|
| Shadow Conjuration, Summon Shadow | Short |
| Shadow Conjuration, Darkness | Long |
| Shadow Conjuration, Invisibility | Touch |
| Shadow Conjuration, Mage Armor | Touch |
| Shadow Conjuration, Magic Missile | Long |
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes