Summon Greater Shadow
- SchoolSummoning, Necromancy
- ComponentsV, S, M
- Range10 yards
- Area10' cube
- Casting time6
- Duration1 round + 1 round/level
- SaveNone
This spell summons a monstrous multi-limbed shadow monster. It is not, as might be supposed, a greater version of the undead shadow. (Mercifully, such a creature has not yet been recorded.) The summoned creature is a hideously fused group of undead shadows that writhe and thrash, mindlessly attacking all in their path, as if in great pain.
The greater shadow is composed of 1d4+4 shadows, effectively creating a size L monster with a THAC0 of 15. The 10'-diameter creature has 1 Hit Die and 1 extra hit point per shadow, and a -1 bonus to its THAC0; thus, a conglomeration of six shadows would have 6+6 HD and THAC0 13. The largest greater shadow, composed of eight undead shadows, has 8+8 HD and THAC0 11. Regardless of its size, the creature has AC 7. It receives a number of attacks per round equal to; the number of incorporated shadows.
Any damage to the greater shadow is suffered jointly: The creature must be reduced to 0 hit points for all to be destroyed. The greater shadow is turned as one creature, based on its Hit Dice,
This gestalt creature is slower than a normal shadow (MV 6) and cannot coordinate all of its limbs to attack in a single round. Roll 1d4+l to determine the number of attacks during any given round; each attack inflicts 2-5 points of damage and drains 1 point of Strength from its victim. The greater shadow cannot follow complex instructions; it simply wants to enter combat as swiftly as possible.
The material components for this spell are two pieces of smoky quartz and some glue, all of which are consumed in the casting.
Shadow mages without the shadow caller kit may not consider this spell as part of the school of Shadow.
Sources: Dragon Magazine