Shadow Weapon


Advice


I'm in a group with builds that aren't very well optimized, so I'm retiring my character that may steal a lot of fun from the rest of the group. I'm taking this opportunity to play with, and build a character around, a sub-optimal, but extremely cool spell: Shadow Weapon.

My experience with Illusions is a little light, so I want to make sure I have all my options on the table.

Metamagic that can be used:

Dazing
Disruptive
Echoing
Ectoplasm
Heighten
Intensify
Jinxed
Merciful
Persistent
Piercing
Quicken
Sickening
Silent
Still
Tenebrous

Metamagic of note that cannot be used:

Maximize
Empower
Umbral
Shadow Grasp

Any feat that would work with a weapon that is the shape of the shadow weapon will work with the shadow weapon. Plus

Spell based feats:

preferred spell
spell focus
greater spell focus
spell perfection
spell penetration
greater spell pentration
spell mastery
spell specialization
greater spell specialization

Have I missed anything or is any of my information on how metamagic works with the descriptor:shadow wrong?

Also, if you've made good use of the spell Shadow Weapon before and have any helpful tips, let me know.


Also forgot to mention Perfect Spell. That will be an important one if this spell has any chance of working at higher lvls.

Grand Lodge

The Varisian Tattoo will give you a +1 CL.

Rod of Wayang/Being a wayang gives you a +1 to the DC (stacks with each other too)


FAQ wrote:

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?

Yes. (See also this FAQ item for a similar question about rays and weapon feats.)

For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.

The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

Depending on what Class(es) you are using, keep the above FAQ in mind.


Xah Doom wrote:
FAQ wrote:

Ray: Do rays count as weapons for the purpose of spells and effects that affect weapons?

Yes. (See also this FAQ item for a similar question about rays and weapon feats.)

For example, a bard's inspire courage says it affects "weapon damage rolls," which is worded that way so don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.

The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon--effects that affect weapons work on these spells.

Depending on what Class(es) you are using, keep the above FAQ in mind.

I think I'm going to use an Arcanist with 1 lvl dip into fighter, or a Monk/Sorc/EK. If rogues could put metamagic on spell-like abilities I definitely would have used it with the rogue talent: Major Magic.

I've never been able to get into playing a Bard. Love them in groups though, so I hope to make some good use of that FAQ.

Grand Lodge

Well, a Rogue could use the Quicken Spell Like Ability Feat or Empower Spell Like Ability Feat.

I will note however that this is not legal in PFS. Home game would be ask GM.

Whether this is a good choice or not is questionable. There is no Teneborus or Dazing etc. and you can not apply both of those to the same use of the SLA. (no quickened and empowered)


I don't think you can empower or maximize a Shadow Weapon. There is no variable damage listed in the description. Without some good metamagic, these types of weapons are inferior to all real weapons. That means no rogue Shadow Weapon users.

Arcanist, with 1 lvl of Fighter, is the definite way to go for me. Potent Magic for +2dc's and Alter Enhancement at 11th lvl (12th w/ 1 lvl of fighter) decided it. The 10th lvl special ability from the Shadow Weapon can be swapped out for any other +1 enhancement with Alter Enhancement.

Hello Bane (whoever I'm fighting)
Heartseeker for those pesky Displaced casters
Merciful when you must bring 'em back alive
or Menacing to help your roguish friend deliver big pain

Dazing spell is a must. Not an area effect lockdown like Fireball, but its consistent, one target at a time, all the time goodness.

Liberty's Edge

Use umbral to give it the darkness discription and it will cast 10 ft of darkness. Then use shadow grasp to entangle people the darkness and then attack them with they shadow weapon. It is probably a good idea to make the weapon a reach weapon so they get stuck at your reach and you can hit them. It's kind of like holding a small child by the head and punching them as they swing at you with tiny arms. The only problem is it makes it a lvl 4 spell


The shadow grasp chain was my first thought for this weapon, but Umbral weapon will not work on a Shadow Weapon.

See feat description below:
You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object.

Dark Archive

VMC Magus maybe? You could use Arcane Pool then to enhance your weapon as well as spellstrike with another dazing spell to make them make two saves or something.


Never got a chance to build this, but I like the VMC Magus idea. Would be feat tight with all that are needed to make sure targets fail the save.

With the new weapon masters handbook, may try to find a game where I can put this on a shaman. Hex strike, Stunning fist, Daze combo.

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