Shadow Weapon (Spell)
- Level: Sorcerer/Wizard 1
- School: Illusion
- Casting Time: Standard Action
- Components: V, S
- Range: Touch
- Target or Area: one shadow weapon
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Will partial
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- Drawing upon the essential duality of all nature that is the font of Illusion, you shape a quasi-real weapon. This can be of any type, melee, ranged, or projectile, light, one-handed, or two-handed. This illusory weapon cannot mimic any material properties such as dweomermetals or dural stone, but it faithfully creates all Weapon Qualities such as Adaptive Reach or Battering, and inflicts the usual damage type and amount for the weapon chosen. If a projectile weapon is created, it also has sufficient shadow ammunition (of any non-unique, non-material-based (dural is not allowed) type the caster wishes) for the combat at hand, although it must be reloaded as normal. A Shadow Weapon may be Tiny, Small, Medium, or Large.
- This weapon may be wielded by you or an ally whom you touch as the spell is cast. Once willed into existence, the weapon cannot then be given to another, although it can be disarmed and then picked up again by the same user without penalty. If Sundered, a Shadow Weapon is dispelled.
- You or the creature you touch may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type and the wielder's level. Proficiency is required or penalties accrue, and any feats (such as Weapon Specialization) or abilities (such as a Fighter's Exacting Strikes or a Monk's Echoing Strike) the wielder possesses that apply to the Shadow Weapon work normally.
- The first time the wielder of a shadow weapon hits a creature with the weapon, the victim may make a saving throw as defined above to disbelieve; failure means the weapon deals damage normally, success means it only inflicts half normal damage, but the damage type is converted to fictive (energy, uncommon) damage.
- The weapon may be used for Sunder combat maneuvers as normal.
- If an attacked creature has Spell Resistance (SR), the caster must make a Caster Check as a free action against that SR the first time the Shadow Weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
- At 1st level, the weapon gains a +1 Arcane Bonus to to-hit and damage, and if a Thrown Weapon, has the Lesser Returning Property, as normal. At 5th level, the weapon gains a +2 Enhancement Bonus and if a thrown weapon, has the Greater Returning Property, as normal. At 9th-level, you may increase the Enhancement Bonus to +3. At 13th the bonus becomes +4, at 17th, +5, at 21st +6, at 25th level +7, at 29th level +8, and at 33rd level, +9.
- The spell ends at the end of combat, or if the Shadow Weapon is deliberately cast aside.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.