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Shadow ArmySpell 10


IllusionAuditoryMentalShadowVisual
Source Pathfinder Secrets of Magic
Traditions Arcane, Occult
Cast Three Actions (material, somatic, verbal)
Area 50-foot burst
Duration 1 minute
Saving Throw Will

You create dozens of semi-real copies of yourself that swarm across the battlefield and fight your enemies. You are virtually indistinguishable from your clones, allowing you to Hide and Sneak among them. An enemy that's in the area when the spell is cast or that ends its turn in the area takes 3d10 mental damage and 3d10 bludgeoning damage, and is possibly inflicted with a condition, depending on the result of its Will save. When you Cast the Spell, you choose a condition your shadows impose on a failed save: Clumsy 2, Enfeebled 2, Flat-Footed, or Slowed 1.


Critical Success The creature takes no damage. For the duration of the spell, the creature gets a result one step better than it rolled on further saves against the spell, and can distinguish you from your clones without difficulty.

Success The creature takes half damage.

Failure The creature takes full damage, and gains the chosen condition.

Critical Failure The creature takes double damage, and gains the chosen condition.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Illusion

Effects and magic items with this trait are associated with the illusion school of magic, typically involving false sensory stimuli.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Shadow

This magic involves shadows or the energy of the Shadow Plane.

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.