Shadow Fighting (D&D spell)

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Unofficial rules compendium

Illusion (Shadow)
Level: Bard 1, Cleric 1, Sor/Wiz 2
Components: V, S, M/DF
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; see text

This spell turns the target's attacks into unreal shadows inflicting illusory damage. The attacks look and feel real enough, but cannot actually kill. This spell can be used to fight mercifully, but it is more commonly used to fool enemies or to stage nonlethal duels and arena events or to fake conflicts.

Any damage the target does is transformed into nonlethal damage, including damage done by spells and powers as well as regular attacks. This transformation is done after any modification due to type, like that due to damage or elemental resistance or sensitivity. After the transformation, damage can be further reduced if the target is resistant to nonlethal damage.

Anyone closely studying the illusory wounds can make a Will save to disbelieve, which negates the spell and makes the wounds appear as mere bruises. Each time the target could notice that his attacks are not having the expected effect, such as attacks on an object, construct, or undead immune to nonlethal damage, he gets a Will save to disbelieve. Successful disbelief ends the spell. The initial target can use spell resistance to resist the spell, but a target that takes nonlethal damage because of the spell may not. Any nonlethal damage inflicted remains if the spell is negated.

This will not affect any damage caused indirectly, such as from a summoned creature or from a fall caused by a bull rush.

Arcane material component: A flimsy miniature weapon.

Shadow Fighting, Mass

Level: Bard 3, Cleric 3, Sor/Wiz 5.
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.