is Open Game Content, and is licensed for public use under the terms of the
Open Game License v1.0a.
Level Bard 5, Sorcerer/Wizard
Components V, S
Casting Time 1 standard action
Targets Up to one touched creature/ level
Duration 1 hour/level (D)
Saving Throw Will negates
To use the shadow walk
spell, you must be in an area of shadowy illumination. You and any creature
you touch are then transported along a coiling path of shadowstuff to the edge
of the Material Plane where it borders the Plane of Shadow. The effect is largely
illusory, but the path is quasi-real. You can take more than one creature along
with you (subject to your level limit), but all must be touching each other.
In the region of shadow,
you move at a rate of 50 miles per hour, moving normally on the borders of the
Plane of Shadow but much more rapidly relative to the Material Plane. Thus,
you can use this spell to travel rapidly by stepping onto the Plane of Shadow,
moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring
of reality between the Plane of Shadow and the Material Plane, you can’t make
out details of the terrain or areas you pass over during transit, nor can you
predict perfectly where your travel will end. It’s impossible to judge distances
accurately, making the spell virtually useless for scouting or spying. Furthermore,
when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal
direction from your desired endpoint. If this would place you within a solid
object, you are shunted 1d10x1,000 feet in the same direction. If this would
still place you within a solid object, you (and any creatures with you) are
shunted to the nearest empty space available, but the strain of this activity
renders each creature fatigued (no save).
Shadow walk can also be
used to travel to other planes that border on the Plane of Shadow, but this
usage requires the transit of the Plane of Shadow to arrive at a border with
another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by
you when shadow walk is cast also make the transition to the borders of the
Plane of Shadow.
They may opt to follow
you, wander off through the plane, or stumble back into the Material Plane (50%
chance for either of the latter results if they are lost or abandoned by you).
Creatures unwilling to accompany you into the Plane of Shadow receive a Will
saving throw, negating the effect if successful.
of Mankind is owned and created by Mark John Goodwin
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.