Caladaar

Caladaar discovered his magical talent early on in life and helped to pioneer the study of shadow magic. He was one of the first Walkers in Shadows and helped found the order that exists to this day.

Caladaar's fate is uncertain; he merely disappeared after completing "one last contract". Some say he retired into obscurity and died quietly, while others contend that he continued his research into the power of Shadow, and some ill befell him. A knowledgeable few, however, say that he discovered and underwent the process to become a shade and now resides on the Plane of Shadow. Whatever the case, his name lives on in the form of his spells, which were widely distributed among shadowmancers, assasssins, and Walkers in Shadows alike. Surprisingly, though he is credited with creating nearly twenty spells, he put his name to only a few of them.

In life, Caladaar was of average size and appearance – a bit over five and a half feet tall, with a lean, wiry build, blond hair, and pale blue eyes. He always spoke in a low, whispery voice, though none were sure if this was an affectation or the result of damaged vocal chords. He was known as a cold, cunning, and ruthless assassin who never quit until the target was dead or out of his reach.

Caladaar's mage sigil was a ring of six silver daggers, points toward the middle, on a field of black.




Caladaar's Spells

Animate Shadows. Caster control shadows in a 30-ft. radius.

Animate Shadows, Greater. As animate shadows, but the caster can alter shadows' forms.

Blackblade. Makes one bladed weapon silent and nonreflective.

Blackout. Snuffs one light source/level in a 30-ft. radius.

Caladaar's Cloud of Shadows. Creates a cloud of darkness 20 ft. diameter, 20 ft. high.

Caladaar's False Shadows. Creates one shadow/3 levels.

Caladaar's Shadow Armor. Gives subject +4 deflection bonus, +2 on saves vs. shadow magic.

Caladaar's Shadow Bolts. Bolts of negative energy deal 1d4 damage, 1d2 Strength damage.

Caladaar's Shadow Shield. Grants caster +6 bonus on saves vs. light-based spells/effects.

Caladaar's Shadow Warriors. Creates 1 illusionary fighter/4 levels.

Circle of Shadows. Creates shadows in a 20-ft. radius.

Darklight. Globe of infrared light, 20-ft. radius.

Guardian Shadow. Creature's shadow animates and defends its owner.

Light Into Darkness. All light sources in 60-ft. radius cast shadow instead of light.

Pool of Shadows. Creates a shallow pool of darkness to hide the caster.

Shades of Gray. Target is rendered colorblind in light, and totally blind in shadows/darkness.

Shadowblade. Creates a blade of shadow.

Shadowcreep. Caster moves as a shadow.

Shadowfog. Dark fog obscures vision, drains Strength from living beings.

Shadowsight. Caster can see through magical shadows and darkness.

Shadow Form, Lesser. Caster becomes immaterial.

Shadow Form. Caster turns into a shadow.

Shadow Steed. As phantom mount, but with additional powers.

Shadow Strike. Weapon can damage a creature by striking at its shadow.

Summon Shadow. Summons 1 shadow, +1/3 levels.

Summon Soul Reaver. Summons a soul reaver.

Wall of Shadows. Creates one 10-ft. cube/level.


Shadow Domain

Granted Power: Low-light vision, gain Stealth as a class skill.

Shadow Domain Spells
1 Animate Shadows. Caster control shadows in a 30-ft. radius.
2 Caladaar's Shadow Armor. Gives subject +4 deflection bonus, +2 on saves vs. shadow magic.
3 Summon Shadow. Summons 1 shadow, +1/3 levels.
4 Shadow Form, Lesser. Caster becomes immaterial.
5 Shadow Evocation. Mimics evocation below 5th level, but only 20% real.
6 Shadow Walk. Step into shadow to travel rapidly.
7 Shadow Conjuration, Greater. As shadow conjuration, but up to 6th level and 60% real.
8 Shadow Form. Caster turns into a shadow.
9 Shades. As shadow conjuration, but up to 8th level and 80% real.


Animate Shadows
Transmutation
Level: Asn 1, Brd 1, Shadow 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. radius
Duration: Concentration (1 round/level)
Saving Throw: None
Spell Resistance: No

The caster can manipulate shadows in a 30-foot radius, making them move around independently of the object or being casting them. He cannot create new shadows or alter existing ones, but he can make them move anywhere in the area of effect – they could be made to resemble undead shadows, for example, or be moved to provide cover for himself or another being (granting a bonus to hide-based Stealth checks, or allow shadow-based abilities to be used).

Animate Shadows, Greater
Transmutation
Level: Asn 4, Brd 4, Wiz 4
Duration: 1 minute/level

As animate shadows, except the caster can alter existing shadows – splitting a larger shadow into one or more parts, changing the shape of his own or another's shadow to resemble something else, etc. He still can't create new shadows – he must work with existing ones. Also, unlike the lesser form of this spell, the caster need not maintain concentration all the time, just while manipulating shadows. Shadows that are altered or moved remain where they are until the spell ends or the caster again manipulates them, so he could, for example, move a shadow to another location, step into it and hide himself, then resume focus on other shadows from his new position.

Blackblade
Transmutation
Level: Asn 1
Material Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

By touching a bladed weapon (usually a dagger or short sword), the caster gives the blade a dull sheen that is totally non-reflective, even under bright light. In addition, the weapon does not make a sound, even when struck against or dropped onto a surface that would otherwise cause a loud noise (a piece of metal, for instance). Secondary actions caused by the weapon, such as falling glass from a broken window, still make noise.

Material Component: A piece of black cotton.

Blackout
Abjuration
Level: Asn 3, Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target: One light source/level
Duration: Instantaneous (1 round/level; see below)
Saving Throw: None (see below)
Spell Resistance: No (see below)

The caster extinguishes up to one light source per level in the spell's range (closer ones are affected first). Nonmagical light sources of size Small or smaller (torches, candles, lanterns, a campfire, etc.) are automatically snuffed out; light-producing spell effects, like a daylight spell, must make an opposed caster level check or be dispelled. Light-producing magic items, like weapons, must make a Will save or be snuffed out for one round per caster level. Nonmagical lights can be relit normally.

Caladaar's Cloud of Shadows
Evocation [Darkness]
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Cloud of darkness, 20 ft. diameter, 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The caster conjures a cloud of thick, choking darkness 20 feet in diameter and 20 feet high, similar to a fog cloud, which appears where the caster designates and remains stationary, or can be centered on the caster and moves with him. The cloud limits all vision, including darkvision, to 5 feet (though magical sight can pierce it), and suppresses light spells of equal or lower level. Spells that create sunlight (sunray, sunburst, etc.) dispel the shadows normally. A gust of wind spell has no effect on the cloud, however.

Caladaar's False Shadows
Evocation [Darkness]
Level: Brd 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One shadow/3 levels
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The caster creates one shadow per three caster levels of a size up to one category greater than his own. He does not gain any control over them, however – once they are created, they are fixed unless he uses another spell like animate shadows. The shadows are otherwise completely normal – they can be banished with strong light and can provide concealment to those who wish to hide in them.

Caladaar's Shadow Armor
Conjuration (Creation)
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

The target is enveloped in armor composed of swirling shadows. The armor provides a +4 deflection bonus to AC, a +2 resistance bonus to saves against shadow magic, and a +4 circumstance bonus to Stealth checks. In addition, the AC bonus extends to the subject's shadow, which is effective against spells and magic items that do damage to a creature through its shadow, such as a shadowstrike weapon. This armor is effective even in full sunlight, but if the target is struck by a sunbeam or sunray, or is in the area of a sunburst and fails its save, the armor is dispelled.

Caladaar's Shadow Bolts
Necromancy
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow bolt/3 levels
Duration: 1 round/level
Saving Throw: None (Fort negates (partial); see below)
Spell Resistance: Yes

Dark bolts of energy shoot from the caster's hands at a designated target in range of the spell. He must make a ranged touch attack to hit; if the bolt strikes, it deals 2d6 points of negative energy damage and 1 point of Strength damage (a successful Fort save negates the ability damage). The caster can fire one bolt per three levels, at the rate of one bolt per round, as a standard action, and can choose different targets for each bolt.

Shadow creatures, undead, and constructs are immune to the bolts.

Caladaar's Shadow Shield
Abjuration
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level

The caster is surrounded by an aura of shadows. The aura does not grant him concealment or any kind of bonus to Stealth checks, but it does grant a +6 resistance bonus to saves against light-based spells and effects – sunbeam, faerie fire, etc. It does not grant the caster any protection against the effects of natural sunlight, however – just that created by spells or items.

Caladaar's Shadow Warriors
Illusion (Shadow)
Level: Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One illusionary fighter/4 levels
Duration: 1 minute/level
Saving Throw: Will negates (if interacted with)
Spell Resistance: Yes (if interacted with)

This spell is identical to shadow conjuration, except that the caster creates one illusionary shadow warrior per four caster levels. The warriors appear as dusky-skinned men or women wearing black leather (AC 16) and carrying longswords and bucklers; they are treated as fighters of half the spell's caster level, with Str 15, Dex 16, and otherwise average scores. The warriors are only two-fifths real – anyone making a successful Will save to disbelieve them takes only 40% damage from their attacks.

Circle of Shadows
Evocation (Darkness)
Level: Asn 1, Brd 1, Clr 1, Wiz 1
Components: V, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) or Touch
Area or Target: 20-ft. radius or object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell can be cast either on a point in the air or on an object. In either case, a veil of shadows falls over the area of effect. All creatures in the area have partial concealment (+2 bonus to AC). Creatures with low-light vision have limited sight in the shadows (anything within 5 feet has no concealment), but those with darkvision can see normally, and those with blindsense can also operate normally.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by circle of shadows.

If this spell is cast on a small object that is then placed inside or under a lightproof covering, its effect is blocked until the covering is removed.

Circle of shadows counters or dispels any light spell of equal or lower spell level.

Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.

Darklight
Evocation [Light]
Level: Wiz 2
Material Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Infrared light, 20 ft. radius
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates a globe of energy that gives off light in the infrared spectrum - invisible to normal sight, but visible to darkvision - in a 20-foot radius for 10 minutes per caster level. This spell works in magical darkness without dispelling the other effect.

Guardian Shadow
Necromancy
Level: Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (see below)
Saving Throw: None (see below)
Spell Resistance: No (see below)

This spell can only be cast on a willing creature. It infuses part of the target's life force (2 Con points) into its shadow, animating it and bonding it to the owner. The shadow thereafter defends its owner, appearing even in conditions under which a shadow normally wouldn't appear, like total darkness. The shadow is treated as an undead shadow (it has half its owner's HD/hit points), except that it is not undead, cannot be turned, and has the same alignment as its owner. It cannot move further than five feet from its owner. It attacks any creature that attacks its owner, unless the owner wills otherwise. If the shadow is ever destroyed, the target permanently loses its shadow (as well as the Con points), though he can regain it with a regenerate, limited wish, or lesser miracle; the lost Con points cannot be healed until the target's shadow is restored. Since the shadow is bound to the creature's life force (it is, in effect, part of the caster's soul), it cannot be dispelled; dispel magic merely suppresses it for 1d4 rounds, though a disjunction cast on the target will destroy it.

The target can rebond with his shadow at any time; this requires nothing more than an act of will and requires a full round to accomplish (it takes no actions on the target's part, but he must remain in the same place for the whole round, or the process fails and the shadow remains separate).

Creatures under the effects of a soul anchor are immune to this spell; likewise, if soul anchor is cast on a creature with a guardian shadow, the shadow is suppressed for the duration of the soul anchor and the creature casts a shadow as normal.

While the spell is in effect, the target's Con score is reduced by 2. The lost points cannot be restored by any means unless and until the shadow is destroyed.

Light Into Darkness
Transmutation
Level: Brd 4, Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft. radius
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell affects all light sources in the area of effect, magical or non-, so that instead of casting light, they cast shadow. The radius of shadow cast is the same as before – a torch "illuminates" a 20- foot radius, a light spell 30 feet, etc. Creatures with the Sensitivity to Light ability do not suffer penalties in the area of effect; those adversely affected by sunlight (vampires, e.g.) can move about freely. Spells that use or create sunlight (sunbeam, sunray, etc.) are not affected.

Material Component: A piece of clear crystal wrapped in black silk.

Pool of Shadows
Conjuration (Creation)
Level: Asn 3, Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Pool of shadow
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The caster creates a pool of shadows, which must be cast in a dip or hole in the ground at least large enough to hold himself or another being (a Small being requires a hole 2 feet in diameter, Medium 3 feet, Large 5 feet, etc.) and deep enough to cast a shadow (at least one inch). The pool, however, is much deeper than it looks; the caster can sink into it far enough to be completely obscured, or can rise from it as if from a crouch – he is actually floating out of the pit, however.
Bright light, like sunlight or a daylight spell, will banish the shadows, and but only as long as the light illuminates the area; the caster cannot exit the pool if the area is illuminated. If the spell ends while the shadows are banished, the caster is ejected onto the Plane of Shadow; if the pool is still in existence when the spell ends, he is forced out of it before it vanishes.

More than one person can hide in the shadow, if the pool is large enough to accommodate them and the caster is touching the other person. Anyone besides the caster or anyone he touches treat the pool as a normal shadow. The shadow muffles noise, but does not block detection and location spells.

Shades of Gray
Transmutation
Level: Clr 4, Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

Caladaar developed this spell to render his opponents helpless to fight him, but later abandoned it; clerics from the Guild of Shadows took it up and use it as a curse.

Shades of gray renders the target completely colorblind - he can only view things in black and white, hence the name. The truly insidious part of the spell, however, is that the victim is rendered completely blind in shadows or darkness – anything dimmer than torchlight. This curse negates darkvision and low-light vision, but magical sight (true seeing, e.g.) will enable the victim can see normally (albeit still in black and white).

This curse can only be lifted by a break enchantment or greater spell.

Material Component: The eye of a creature with darkvision, pierced with a black iron nail.

Shadow Form
Transmutation
Level: Shadow 8, Wiz 8

As lesser shadow form, except that the caster is fully incorporeal, gains a deflection bonus to AC equal to his Charisma bonus (minimum +1), and can inflict 1d8 points of Strength damage with a touch. He cannot create spawn as a normal shadow, however.

Shadow Form, Lesser
Transmutation
Level: Asn 4, Shadow 4, Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: Self
Duration: 1 minute/level

The caster transforms himself into a living shadow. He becomes immaterial - he can slip through narrow (1") cracks, but cannot pass through solid objects, and gains a +1 bonus to AC. Ghost touch weapons and force effects, however, can still hit him normally. He has a fly speed of 20 feet greater than his land speed, and is otherwise indistinguishable from an undead shadow, though he is immune to turning and holy items. Spells and effects that harm shadow creatures are effective against the caster, with the exception of dispel shadow – instead of dealing damage, the caster of that spell must make an opposed caster level; if successful, the shadow form is dispelled.

Material Component: A vial of powdered black onyx (25 gp) mixed with essence of a destroyed shadow.

Shadow Steed
Conjuration (Creation)
Level: Wiz 7

As phantom steed, but a shadow steed has the following additional benefits.

14th Level: Both caster and mount can shadow jump as a Shadowdancer of equal class level three times per day.

16th Level: Caster and mount can shadow walk once per day.

18th Level: Caster and mount can plane shift to and from the Plane of Shadow once per day as a full-round action.

Shadow Strike
Necromancy
Level: Asn 4, Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell is cast upon a weapon, which can then be used to deal damage to a creature by striking its shadow. A creature's shadow is AC 10 plus any Dexterity and deflection bonuses to Armor Class. The weapon does full damage, though damage reduction still applies; critical strikes, however, are out of the weapon's capacity, as are sneak attacks and death attacks. Only living beings can be affected in this manner; all other types of creatures are immune, as well as creatures under the effect of a spell or item that protects its soul or shadow.

Shadowblade
Evocation [Negative]
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Sword of negative energy
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

A blade of shadow, 3 feet long, springs from the caster's hand. The blade is incorporeal, and attacks with it are treated as melee touch attacks. It can strike incorporeal beings, though it cannot harm undead. It is treated as a longsword - it deals 1d8 negative energy damage, +1 per two caster levels (maximum +10) to living beings, or heals that amount to undead. Since the blade is immaterial, the caster's Strength modifier does not apply to damage. The blade cannot be sundered or disarmed, though dousing it in holy water instantly destroys it.

Shadowcreep
Transmutation
Level: Asn 3, Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level (D)

Upon casting this spell, the caster sinks into a pool of shadow, which is indistinguishable from a normal shadow. He can then move (at speed 20) anywhere he could walk normally, including up and down stairs. He can even climb walls or cross gaps by "riding" another shadow – for instance, if a tree cast a shadow up a wall, the caster could merge with the tree's shadow and move along it all the way up the wall. While the caster is immune to normal detection and location magics, he can still be spotted if he is moving in an area without shadows, or if he is in an area where there should be no shadows.

While in shadow form, he is immune to all weapons, but magic still affects him normally; a successful
dispel will force him back into his normal form.

Shadowfog
Necromancy
Level: Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud of fog, 20-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: None (Fort negates; see below)
Spell Resistance: No

This spell creates a roiling, gray-black mass of fog infused with negative energy that billows out from the point the caster designates. Like a fog cloud, the fog obscures all sight, including darkvision and even darksight, beyond 5 feet. A creature within 5 feet has concealment (+2 bonus to AC); creatures farther away have total concealment (+4 bonus to AC, and attackers can't use sight to target them).

The worst part of this fog, however, is that living beings that spend more than one round in it must make a Fort save each round thereafter or take 1 point of Strength damage as the chill and negative energy saps it away. Undead, constructs, and those immune to ability damage are not affected.

A moderate wind (11+ mph) disperse the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. A sunbeam, sunburst, or other spell that uses natural sunlight will also disperse the cloud.

Material Component: A small vial of unholy water mixed with dust from a destroyed shadow.

Shadowsight
Transmutation
Level: Asn 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level (D)

This spell enables the caster to see normally through magical darkness and shadows, but not normal darkness, as if they were not there. This effectively negates the Stealth bonus gained from spells like cloak of shadows, and the caster ignores the Armor Class bonus granted by shadows or darkness. If on the Plane of Shadow, the caster's range of sight is not limited, as would otherwise be the case.

Material Component: One eye each from a creature with darkvision and low-light vision.

Summon Shadow
Conjuration (Summoning) [Evil]
Level: Shadow 3, Wiz 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned shadow, +1/3 levels
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The caster summons one undead shadow, +1 per three caster levels. The shadows appear where the caster designates in the range of the spell and act on his turn.

Summon Soul Reaver
Conjuration (Summoning) [Evil]
Level: Wiz 8
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned soul reaver
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

The caster summons a soul reaver. The soul reaver appears where the caster designates and acts on his turn.

Material Component: A vial of dust from a slain incorporeal undead.

Wall of Shadows
Illusion (Shadow)
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 10 ft. cube/level (S)
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell creates a wall of writhing, shifting shadows that obscures all vision, including low-light and darkvision, to a range of 2 feet. A daylight spell destroys one 10-foot cube if cast on it; lesser spells like light have no effect (and are suppressed if taken into range of the wall). Spells that use sunlight, like sunbeam and sunburst (but not natural sunlight), destroy any part of the wall of shadows they come into contact with (a sunbeam or sunray destroys one 10-foot cube). Against shadow creatures (including those created with illusion spells), a wall of shadows has actual physical substance; it is treated as having the properties of a solid fog spell.

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