Sphere: Summoning Range: 10yds/level Components: V Duration: 1 turn + 1 rd/level Casting Time: 1 Area of Effect: 10-ft. cube Saving Throw: None Shadar is a prayer that allows a specialty priest of Samis to summon a nether-shadow, a creature from the para-elemental plane of shadow. The power and abilities of the nether-shadow increase with the faith and level of the caster. All nether-shadows are immune to normal weapons, and it requires an enchanted blade or a weapon made of silver to harm them. They have a low Intelligence of about 6, and an alignment of True Neutral. They have two attacks per round with their claws, dealing 1d4 points of quasi-real damage, and +1 points of damage from energy drain. The energy drain of the para-elemental plane of shadow siphons off both negative and positive energy, and the nether-shadows can battle both the living, and the undead. They move at a 12 movement rate, and are immune to enchantments and charms that might affect their morale -- for their morale is a Fearless 20. The following traits increase by one, per level of the priest: THAC0, Hit Die, height, energy draining damage, and Armor Class. Nether-shadows have the following base statistics: Armor Class 10, 1 Hit Die, 20 THAC0, and 1 point of damage per attack. Direct sunlight deals no damage to them, and it only makes them highly visible; in limited visibility, they are 90% undetectable. Thus, a 13th-level specialty priest of Samis can quickly call upon the shadar to darken the shadows, and allow a nether-shadow with the following abilities to cross through from the para-elemental plane of shadow:
For anyone slaying a nether-shadow, they are worth a base of 270 eXperience Points, plus a like amount per Hit Dice of the monster. Once summoned, the nether-shadow is independant of the priest, taking instructions and following orders to the best of its ability. Next Spell from the Spell List |