Shadow Fighting (Apath)

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Unofficial rules compendium

Shadow Fighting

Illusion (shadow)
Level: bard 1, cleric/oracle 1, inquisitor 1, magus 1, mesmerist 0, psychic 1, shaman 1, sorcerer/wizard 2
Components: V, S, M/DF (flimsy toy weapon)
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 minute/level or until disbelieved
Saving Throw: Will negates and Will disbelief; see text
Spell Resistance: yes
Publisher: Trailseeker magazine.

This spell can be used to fool an opponent into causing unreal damage, but it is more commonly used to fake a conflict or make a performance.

This spell turns the target's attacks into unreal shadows inflicting nonlethal damage. The attacks look and feel real enough, but cannot actually kill. Any damage the target does is transformed into nonlethal damage, including damage done by spells and abilities. The target can apply any resistance or damage reduction it has to the apparent damage type. A creature immune to nonlethal damage takes normal damage from shadow fighting attacks. The spell will not affect any damage caused indirectly, such as by a summoned creature or from a fall caused by a bull rush.

Upon being targeted by the spell and each time the spell inflicts nonlethal damage, the target and the creature damaged can each try a Will save to disbelieve. Anyone bandaging or closely studying the illusory wounds can also disbelieve. Successful disbelief ends the spell. Any damage remains, but is now obviously nonlethal.

If the caster fails to overcome the spell resistance of either the wielder or a creature damaged, the spell is negated. If the spell has overcome a creature's spell resistance, it works normally against that creature for the duration.

Shadow Fighting, Mass

Illusion (shadow)
Level: bard 2, cleric/oracle 3, inquisitor 3, magus 3, mesmerist 1, psychic 2, shaman 2, sorcerer/wizard 3
Range: close
Target: one creature/level, no two of which may be more than 30 ft. apart.

Except as noted, this is the same as the shadow fighting spell.

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