The caster created a shadow duplicate of their self. It looked, sounded, and smelled like them but was intangible. The shadow mimicked their actions (including speech) unless they concentrated on making it act differently. They could see through its eyes and hear through its ears as if they were standing where it was. The caster could choose to switch from seeing through its eyes to seeing normally, or back again.
If they desired, any spell they cast targeted by touch could originate from the shadow instead of from their own body. (The shadow was quasi-real, just real enough to cast spells that originated from the caster.) The shadow could cast spells on itself only if those spells affected shadows.
The caster required an unobstructed path to the shadow duplicate. Any obstruction or instantaneous movement by the caster caused the spell to end.
- ↑ 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 24, 27. ISBN 0-7869-0437-2.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207, 270. ISBN 978-0-7869-6560-1.
- ↑ 3.0 3.1 3.2 3.3 3.4 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), pp. 265–266. ISBN 0-7869-2886-7.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 63. ISBN 0-7869-1836-5.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 180–181. ISBN 0-88038-716-5.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
- ↑ slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–123. ISBN 0-7869-0437-2.