Shadow Conjuration

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Caster Level: Bard 4 ; Wizard/Sorcerer 4

School: Illusion

Component(s): Verbal, Somatic

Range: Short

Save: Special

Spell Resistance: Yes

Area of Effect/Target: Special

Duration: Special

Description: The caster conjures a shadow variant of one of the following spells: Darkness, Invisibility, Mage Armor, Magic Missile, or Summon Shadow. The creatures summoned by the Shades/Greater/Shadow Conjuration line of spells scale up in power as the caster gains levels and illusion foci, varying slightly in power from casting to casting. At level 40 and beyond, the Shades/Greater/Shadow Conjuration line of spells summons a variety of powerful shades. The power of the creatures depends on caster level, spell level (4-6), illusion foci, and random chance. More powerful creatures are summoned as these factors increase and they continue to scale in response to those factors.

Notes

One advantage of this spell is having five spells combined into one. For Sorcerers and Bards, this effectively increases the number of spells known. For Wizards, this provides the ability to select which spell to cast at the time of casting.
An advantage for Wizards who specialized is access to select spells from their prohibited school(s). All spells cast using shades also use the base spell's school. Hence illusion focus will not improve the DC unless the sub spell is of the illusion school.
The Mage Armor subspell is unusual in that multiple castings stack (but only the dodge bonus stacks).
The Mage Armor subspell will remove earlier normal Mage Armors; these two spells will not stack with each other unless the shadow variant is cast first (and even then only the dodge bonuses stack).
If a potion of this spell is made (typically via brew potion), and if that potion is fed to an associate, then the summon shadow variant is automatically chosen.
Shadow Conjuration is a Bard spell with HG Enhanced.

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