Illusion/Phantasm [shadow]
Level Illusionist 4
Components V, S
Casting Time 4 segments
Range 30-ft.
Area of Effect One or more creatures each within 20-ft. of each other
Duration 1 round per caster level
Save Wisdom vs Spell (see description)
This spell conjures a creature or creatures made of semi-real shadow stuff.
When cast the caster specifies the creature or creatures to be conjured. Each creature must be of the same type.
The caster can conjure any creature with hit dice equal to or less than the caster's caster level. If conjuring multiple creatures, total hit dice must be equal to or less than the caster's caster level. Creatures with enhanced hit dice (X + X) use the following conversion ratios: Any plus of +4 or higher equals another full hit die. These can be added together. ie. Four hobgoblins (1+1 HD each) would be equal to 5 HD.
Saving Throw. Any creature that sees the shadow monster(s) must make a Wisdom save vs Spell (Disbelief) when seen or the creatures will appear to be real and the creatures will do damage typical to the creature's type and/or equipment. Those that make the save can tell the creatures are only semi-real and will take only 20% of normal damage against attacks that do damage (dropping fractions of less than half). Also, those making the save ignore effects that may occur in addition to damage (see below). Only one save is allowed. Disbelief saves, even after interaction, proof of illusion, or as a complex activity are ineffective after the initial save is made.
The caster can command the conjured creature(s) verbally (if a shared language exists) or mentally.
Knowledge of Creatures. The caster must be familiar with the creatures conjured. Unless explicitly studied or encountered, very rare creatures will not be familiar to the caster. Likewise, rare creatures may only be known (unless studied or encountered) if known to be encountered in the caster's homeland (where they have spent the bulk of their time). In addition, creatures conjured without strong familiarity will grant a +1 to +4 bonus to the save. ie. Studied but never seen (+4) to experienced personally under 4 times (+1).
Each conjured creature possesses the normal hit dice and saving throws of the actual creature.
Each conjured creature will possess the normal armor class of the actual creature unless the attacker made their saving throw, in which case, the conjured creature's armor class is 10.
Each conjured creature possesses 20% of the actual creature's hit points.
If the creature is typically equipped with gear, the caster can select gear from the listed standard gear for typical specimens.
The conjured creature possesses the typical natural attack forms of the normal creature, including claws, bite attacks, horns, etc. Damage is normal unless the target made the save (these then do 20% of normal damage as per above).
The conjured creature can also use other attack forms that cause physical damage, such as breath weapons doing energy damage, sonic effects that cause physical damage, etc. Ancillary effects of the physical damage on the target, such as stunning or the like will also be effective—only to those that did not make the save. In any case, gear is unaffected by the damage or ancillary effects.
The maximum duration of any ancillary effect is 10 rounds after the spell's duration expires.
Any ability that does not cause physical damage cannot be used by the conjured creature. Effects delivered via an attack that do not have a direct relationship with the damage of the attack form, such as venom being delivered via a bite or any type of disease/rotting, do not function.
Natural forms of movement function normally for the conjured creature (e.g. phasing is not considered "natural").
The conjured creature possesses any natural senses of the actual creature (e.g. infravision, olfaction, tremorsense, echolocation, etc.).
The conjured creature possesses certain resistances of the actual creature. This includes mindlessness, undead traits, plant traits, energy resistance, etc. This does not include any kind of damage resistance or immunity to weapon attacks. Conjured creatures cannot "split".
Limitations
Conjured creatures must be average in terms of size (the caster cannot choose the size of the creature apart from hit dice range).
Conjured creatures are limited to 20-ft tall or long.
Even if the conjured creature is noted as possessing magical or exceptional equipment, only mundane equipment will be present.
Conjured creatures do not possess magic resistance.
Unique creatures or individuals cannot be conjured. Unique gear cannot be conjured (ie. the gear looks unremarkable for its type). Objects of material value are never considered standard gear (gems, precious metals, etc.). In certain cases, the gear may appear to be valuable (if a creature is noted as wearing "golden armor", the armor may appear as such to those failing the save, but the armor is actually bronze or brass, etc.).