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Shadow Knight (Shadowdancer Archetype, Part 2)

Shadow Knight (Shadowdancer Archetype, Part 2)

Gerson Krzyzacy, The Teutonic Knights in Poland (Captive)

Umbral Weapon Imbuement

School illusion (shadow); Level magus 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 round/level (D)
Saving Throw Will negates (harmless, object); Spell Resistance yes; see text

You reconfigure and surround two light or one-handed melee weapons, or both ends of a double weapon, that is currently held in the caster’s hands with a shadow effect that makes the targeted weapon, or weapons, unrealistically large. This effect allows them to deal more damage and makes their attacks much harder to dodge or resist. The effect grants a +1 size bonus to attack rolls and a +1d4 size bonus to weapon damage rolls. Additionally, for every four additional caster levels you possess beyond 1st level, the attack roll and size bonus increases by one (+1 and +1d4 at 1st level, +2 and +2d4 at 5th, and a maximum of +3 and +3d4 at 9th). If the weapon is dropped or thrown, the spell effect ends. This spell does not stack with enlarge person or any other effect that bestows a size bonus to weapon damage rolls unless it would otherwise stack with the enlarge person spell.

As with all shadow illusions the spell effect is not entirely real. Being targeted by an umbral weapon grants a Will saving throw to disbelieve. If the save is successful the damage is reduced to 1 point of damage per die rolled, the bonus to hit remains. Only one Will saving throw is required for a given casting of the spell. If an attacked creature has spell resistance, you make the caster level check against that spell resistance the first time the umbral weapon strikes it. If the effect is successfully resisted, the bonus weapon damage provided for both weapons is ignored for the duration of the spell.

Umbral Weapon Imbuement, Greater

School illusion (shadow); Level magus 4, sorcerer/wizard 5

This spell functions as per umbral weapon imbuement, granting an additional +1 to damage per die rolled. If the effect is disbelieved, the minimum damage is +2 points per die rolled. Also, weapons that are imbued can be made to take on chaotic and irrational forms, enabling it to deal one additional type of weapon damage, such as piercing, slashing, or bludgeoning. The damage type for this effect is chosen at the moment the spell is cast and cannot be changed.

Umbral Weapon Imbuement, Superior

School illusion (shadow); Level magus 6, sorcerer/wizard 7

This spell functions as per greater umbral weapon imbuement, granting a +1d6 size bonus on weapon damage rolls per four caster levels (maximum +4d6). Also this spell is much harder to disbelieve, which increases the spell DC by +2.

Feats

Penumbral Phase

Prerequisites: Shadow Jump class feature
Benefit: You double the distance you can travel per day, but no single shadow jump can be farther than the normal distance of your shadow jump class feature. So, if you can normally jump a maximum of 40 ft., you can make two jumps at 40 ft., but not one jump at 80 ft.

1 thought on “Shadow Knight (Shadowdancer Archetype, Part 2)”

  1. First off I would like to say that this archetype, as well as the supporting material is brilliant! Now, on to my question. I would like to know if it would be alright in allowing the above spells to also effect two-handed weapons as well?

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