
Azothath |
Shadow Walk, Lesser spell
School Illusion(shadow); Level: bard 3, medium 3, occultist 3, psychic 4, sorcerer/wizard 4, witch 4
CASTING
Casting Time 1 std action
Components V, S
EFFECT
Range touch
Target creature touched (and his ridden mount or grasped animal companion)
Area of Effect -
Duration 30*CstrLvl min (D)
Save Will negates; SR yes
DESCRIPTION
as per shadow walk 341CRB except as follows.
A suggested rate of travel on the the original plane is measured at 50mph or 440ft/r while the subjects of the spell effect simply walk at 30ft/r on the shadow path. This results in a multiplier of 14.67 for creatures with higher speeds, or that hustle long term, or run in short term situations. Lesser shadow walk does effectively stack with spells that increase speed such as phantom steed or overland flight. A familiar can be affected if touching its Master.
Lesser Shadow Walk can only be used to travel to locations on the plane it is cast on and the caster must have a fixed destination in mind when cast (to anchor the end of the shadow path, setting rough actual distance and direction). The spell effect ends when a creature wills itself and expends a full round action to step back onto the plane where the spell was cast or the spell duration expires, it then arrives at the the end of its turn flat-footed. Thus simply casting and touching a willing creature or a creature that fails its save forces that creature onto the shadow path and if it then steps back onto the original plane as a full round action it is transported to a random location within 100-1000ft at the end of its turn and is flat-footed.
Multiple creatures can travel together if the spell is cast on all creatures within a minute, otherwise drift occurs and each creature must succeed at a Survival DC15 and expend 10 minutes of travel to maintain their location for every 5 minute interval that passes. Creatures with the shadow subtype can maintain their location by succeeding at a Survival DC10 and expend the spell duration normally as they wait. Failing the Survival check indicates that the creature is lost along the shadow path. Base Survival DC's to track by ground conditions are 10 higher.
Falling during travel on a shadow path can occur but the spell lowers the accrued damage to one fourth the normal dice with a maximum of 5 dice.

Azothath |
I'm surprised that there have been no comments... ahh well... *NEXT!*
homebrew spell replacement for Celestial healing
homebrew special material Hagcloth