Ether Shadow
| Statistic | Value |
|---|---|
| Climate/Terrain | Any ruins or subterranean chambers |
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Night or darkness |
| Diet | Living beings |
| Intelligence | Highly |
| Treasure | F |
| Alignment | Chaotic Evil |
| No. Appearing | 1 |
| Armour Class | 5 |
| Movement | Fly 12 (A) |
| Hit Dice | 8+8 |
| THAC0 | 11 |
| No. of Attacks | 1 |
| Damage/Attack | 1d6+1 + special |
| Special Attacks | Strength Drain |
| Special Defenses | +1 or better weapons to hit, spell immunities |
| Magic Resistance | Nil |
| Size | M (6 feet tall) |
| Moral | Special |
| Exp. Value | 3,000 |
Description
Ether shadows, also known as greater shadows, are the progenitors of the more common shadows of monster fame. Like shadows, their chilling touch drains Strength at the increased rate of two points per hit. Lost Strength returns after 3d6 turns. A human or demihuman drained to zero Strength or hit points by an ether shadow becomes a shadow of the type described in the Monstrous Manual and Monstrous Compendium.
Ether Shadows may travel freely through the ethereal plane to manifest themselves as apparitions on any bordering plane. They have no power to materialize on those planes, so can neither physically affect nor be affected by anything on them. The only thing they can do is insinuate themselves into and control the dreams of any sleeper they discover — a power that lends credence to the notion that dreams are an other-planar experience. While an ether shadow may cause no actual harm to a dreamer, it can use this power to communicate freely, or more likely to plague the dreamer with nightmares of the worst calibre.
In order to combat an ether shadow, it’s necessary to follow it to the ethereal plane or to the plane on which it was originally created. On either plane, it is always partially materialized and may be affected by magical weapons and by all but a few spells (ether shadows are immune to sleep, charm, and hold spells, and all cold-based attacks).
An ether shadow can change its body at will into any shape it desires, though that shape will always be made of the same shadow-stuff. It can also vary the exact shade of its substance and so may appear as the three-dimensional creature it is rather than a patch of darkness like ordinary shadows. Regardless, the ether shadow is always black or some shade of grey. If it chooses to remain its normal, featureless black, it is 90% undetectable in any light less bright than a continual light spell.
Ether shadows are created in a dark ritual that divides a creature’s essence into three parts, causing it to exist simultaneously on the ethereal plane, the negative material plane, and the prime material plane on which the ritual was performed (other information on Erebus, the ether shadow of the Ghosts of Mistmoor has been deleted).
Also in this section of the source
Sunbow (Conjuration)
- Sphere: Combat, Sun
- Range: 120 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: Special
- Saving Throw: None
- Author: François Menneteau
The spell creates a shimmering composite short bow in the caster’s hands. It is light and easy to pull, so that any character can use it without penalty for non-proficiency. It is equivalent to a +3 weapon, grants a +3 bonus to attack rolls, and inflicts 1d8+3 points of damage (double damage to any creatures with a weaknesses for sunlight). The bow can fire one missile per level of the caster before disappearing. It can be fired up to four times per round.
The material component is a light source, which is extinguished in the casting.
Tentical Focus (Alteration)
- Sphere: All
- Range: 0
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 4
- Area of Effect: One rod
- Saving Throw: None
- Author: The drow priestess Tas’Vinct Sharessaban
This spell focuses the priest’s spells through her tentical rod (minor or major) for the duration of the spell. The effect of this spell is that the priest’s touch spells are allowed multiple chances to strike the target (note: multiple tentical foci still allow the spell to take effect only once). The damage from the tentical rod is still calculated normally. The material components for this spell are the priest’s tentical rod and her holy symbol.
Track (Divination)
- Sphere: Elemental (Earth)
- Range: 0
- Components: V, S, M
- Duration: 3 turns per level
- Casting Time: 1 round
- Area of Effect: Special
- Saving Throw: None
- Author: Dimitris Xanthakis
This spell gives the caster the ability to follow the trail of other creatures across most types of terrain. The base chance of success is 5% per point of Wisdom. This is further cumulatively modified as shown below.
The material components are a forked twig and a metal coin. The twig is not expended in the casting and its value can affect the chance of success.
| Condition | Modifier |
|---|---|
| Soft or muddy ground | +20% |
| Thick brush, vines or reeds | +15% |
| Occasional signs of passage, dust | +10% |
| Normal ground, wood floor | 0% |
| Rocky ground or shallow water | −50% |
| Every two creatures in the group | +5% |
| Every 12 hours since trail was made | −5% |
| Every hour of rain, snow or sleet | −25% |
| Poor lighting (moon, starlight...) | −30% |
| Tracked party attempts to hide trail | −25% |
| Experience of the caster | +3% per level |
| Value of metal twig | +1% per gold piece of value |
The spell can be cast by more than one priest. In that case, every one contributes a +5% bonus to the central caster (the tracker). This spell was designed for the Dark Sun campaign world. Any monetary units are for the Dark Sun, increase where appropriate.
Vamoose (Enchantment/Charm)
- Sphere: Charm
- Range: 50 feet
- Components: V, S, M
- Duration: 2 turns per level
- Casting Time: 1
- Area of Effect: Four Hit Dice of humanoids per level
- Saving Throw: Negates
- Author: Jim Vassilakos
By use of this spell, the priest may frighten away four Hit Dice of humanoids per level of experience. The material component for this spell is a bit of sulphur.
Vylja’s Airbolt (Alteration)
- Sphere: Combat, Elemental (Air)
- Range: 5 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 7
- Area of Effect: One creature
- Saving Throw: ½
- Author: Ezra van Everbroeck
This spell enables a priest to concentrate the air around him into a powerful gust of wind, 4 yards across. The priest chooses the target of the airbolt, which must be a single creature within range. The airbolt will automatically hit its target as long as the priest can see the creature it is supposed to hit. The airbolt delivers 1d4 points of damage per level of the caster (10d4 is the maximum). The target is allowed a saving throw versus spell for half damage. If the saving throw is failed, the creature will also drop whatever it was carrying in its hands or paws.
The material component needed for this spell is a short (1-foot) crystal blowpipe worth at least 1000 gp. The priest uses this blowpipe to focus the airbolt. Every time the blowpipe is used it has to make a successful saving throw versus crushing blow to avoid bursting. If the blowpipe remains whole, it can be reused later.
Vylja’s Ball Lightning (Evocation)
- Sphere: Protection, Weather
- Range: 10 yards per level
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 7
- Area of Effect: One creature per level
- Saving Throw: ½
- Author: Ezra van Everbroeck
Upon casting this spell one or more flying balls of lightning appear before the priest. Their diameter depends on their electrical charge: 4 inches for each 1d6 worth of damage (a ball with a diameter of one foot will cause 3d6 points of damage), but no single ball lightning can be larger than 40 inches at the time of casting (but see below). The caster can cause 1d6 of damage for each level he has attained.
When the priest has cast ball lightning he points at the target creature or creatures. The balls teleport to their destinations if they are within range, but disappear otherwise. No more than one ball can be sent to a single creature. If a ball lightning reaches its target, it starts to swirl around it extremely rapidly, coming as close as 1 foot but never actually touching the target. If the creature does not move, the ball disappears with a small but harmless implosion at the end of the duration, which is 1 round per level of the priest casting the spell. If, however, the target creature tries to move, he inevitably comes into contact with the ball lightning which then explodes. The creature is allowed a saving throw versus spell for half damage. If the target creature wants to cast a spell with a somatic component it first has to make a successful Dexterity check in order to avoid coming into contact with the ball lightning unintentionally. If another creature than the one targeted tries to pass the swirling ball lightning containing the target, the ball will explode in its face, causing the appropriate amount of damage (1d6 HP), unless a successful saving throw for half damage is made. The target creature is not harmed by such an explosion.
When a spell based on electricity is cast at a creature contained in a ball lightning, it is absorbed into the ball. For each 1d6 HP of damage the spell would have inflicted on the contained creature, the ball lightning grows another 4 inches and increases its charge. It does not touch the target however, even if becomes more than 40 inches in diameter. If the creature inside the ball lightning casts an electricity based spell it is also absorbed with similar effects.
The spell cannot be used against flying or rapidly moving targets (moving at MV 12 or more), as the lightning ball fails to take form in such cases. The material component is a rock crystal with a value of at least 200 gp.
The spell can be used to immobilize one or more creatures, or to protect the party from an angry crowd or the breath weapon of a blue dragon.
Vylja’s Dark Vision (Alteration)
- Sphere: Protection
- Range: —
- Components: V, S, M
- Duration: 1 hour per level
- Casting Time: 1 round
- Area of Effect: Creature touched
- Saving Throw: Negates
- Author: Ezra van Everbroeck
Except as noted above, this spell is in almost all respects similar to the 1st-level spell Vylja’s dark eyes. The one difference is that Vylja’s dark vision will never be dispelled by a light spell, and that a continual light will itself also be dispelled when the protected creature fails its saving throw against that spell.
Wave of Pain (Necromancy)
- Sphere: Necromantic
- Range: 10 yards per level
- Components: V, S, M
- Duration: Instantaneous
- Casting Time: 3
- Area of Effect: One creature
- Saving Throw: Special
- Author: Thomas Huijer
The caster of this spell selects a target, and that target is struck by a wave of pain. It bypasses all armour and can strike from any direction. It causes 1d4 + 1d4 per two levels of the caster damage. If the target fails to save versus spell it is also stunned for the current and next round. No to-hit roll is required. The material components for this spell are a piece of cloth, formerly worn by a lich, and a dragon’s tooth.
Winds of Pain (Necromancy, Summoning)
- Sphere: Necromantic, Summoning
- Range: 60 yards
- Components: V, S, M
- Duration: 1 round per level
- Casting Time: 7
- Area of Effect: One 20-foot cube
- Saving Throw: Special
- Author: Robert A. Howard
This spell conjures a wind which duplicates the effects of painful wounds — causing intense pain in all wounded beings in the area of effect. If they fail their saving throw versus paralysation, they can do nothing but roll around screaming in pain. The material component of this spell is 50 gp worth of diamond dust, and a pinch of salt.
Younger (Alteration)
Reversible
- Sphere: Time
- Range: 0
- Components: V, S
- Duration: Permanent
- Casting Time: 1 turn
- Area of Effect: Creature touched
- Saving Throw: Special
- Author: Steve Miller
This spell removes 10% of the current age of a touched subject. A successful saving throw negates this.
The reverse of this spell, older, adds four months per level of the caster to the current age of a touched subject. A successful saving throw versus spell halves the time aged.
This spell was written for the "time spirit" class. Contact the author for more information on this class.
Fifth-Level Spells
Air Messenger (Conjuration/Summoning)
- Sphere: Elemental (Air)
- Range: 1 mile
- Components: V, S, M
- Duration: Special
- Casting Time: 3 rounds
- Area of Effect: Special
- Saving Throw: Special
- Author: Dimitris Xanthakis
The air priest uses this spell to summon a small flying animal that can serve him as a messenger. The animal must have at least animal Intelligence and be within range (a hawk, an eagle, etc.). The DM decides if one exists. If the animal has more than 5 HD or possess more than 12 Intelligence, it gets a saving throw to negate the summons.
The spell confers the animal a very limited ability to send thoughts, as per the telepathic devotion. The caster can name a specific person, whom the animal will try to locate and deliver a small message, up to one word per level of the caster.
The specification need not to be very specific. "The mul Farggon in the merchant district of Tyr" or "the human Kalarrog in Ledopolis" will suffice, if there is only one mul Farggon or only one human Kalarrog in these places. Description can be made more detailed, at the DM’s option (common sense should be used, 40 or 50 words is usually the maximum).
To deliver the message, the animal must get closer than 10 feet from the target, at which point the ability to send thoughts is activated. The animal is then free to go as it wishes. Note that the target must be conscious and able to understand the sent thoughts, or the spell does not expire.
It is possible for the animal to be slain by natural predators or other hazards, as specified by the DM. Base chance is 10%, modified