Shadow conjuration, also known as shadow monsters,[3][8] was an illusion spell that created semi-real duplicates of lesser conjuration spells.[2]
Effect[]
The spell drew energy from the Plane of Shadow in order to create a semi-real duplicate of any conjuration spell of lesser power from the subschools of summoning or creation.[2]
If the victim recognized the illusion, the shadow energy was a lot less effective than the duplicated spell. It was always less effective on objects as objects couldn't believe in the first place.[2] Monsters conjured with this spell could be caused to flee by the casting of a turnshadow spell.[9]
The spell also had a greater version that allowed the duplication of stronger spells and was more powerful, even when seen through as an illusion.[10] An even stronger version of the spell was the shades spell.[2]
Components[]
Shadow conjuration used verbal and somatic components only.[2]
On the Malatran Plateau, both arcane and divine magics were harnessed using spell fetishes. Shadow conjuration arcane spell fetish was a shard of a smoky crystal that protected strange shifting shadows when light shone through.[11]
History[]
The spell was attributed to Netherese arcanist Shadow in −588 DR and was originally called Shadow's monster.[1]
Appendix[]
See Also[]
Appearances[]
- Video Games
- Icewind Dale • Neverwinter Nights • Neverwinter Nights 2
- Licensed Adventures & Organized Play
- An Army of One Thousand
External links[]
- Shadow Monsters article at the Icewind Dale Wiki, a wiki for the Icewind Dale game.
- Shadow conjuration article at the NWNWiki, a wiki for the Neverwinter Nights games.
- Shadow Conjuration article at the NWN2Wiki, a wiki for the Neverwinter Nights 2 games.
References[]
- ↑ 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 24, 28. ISBN 0-7869-0437-2.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 276. ISBN 0-7869-2886-7.
- ↑ 3.0 3.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 162–163. ISBN 0-88038-716-5.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 184. ISBN 0-7869-0394-5.
- ↑ Barry A. A. Dillinger (May 1996). “The Dimensional Wizard”. In Pierce Watters ed. Dragon #229 (TSR, Inc.), pp. 50–52.
- ↑ Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 125. ISBN 1-56076-828-2.
- ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
- ↑ Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 16.
- ↑ Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 60. ISBN 0-8803-8828-5.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 276–277. ISBN 0-7869-2886-7.
- ↑ Certificates included in Gregory A. Dreher (August 2001). An Army of One Thousand. (RPGA).