Cloak of Shadows
IllusionIllusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. ( ShadowA shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.)
[ EvilSpells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor., ShadowShadow spells manipulate matter or energy from the Shadow Plane, or allow transport to or from that plane.]
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- personalHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- youHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 minute/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
You wrap yourself in a protective mantle of semireal shadow. This grants a number of advantages: you gain concealment (20% miss chance), a +5 competence bonus on Stealth checks, and DR 5/good. This shroud of shadows also protects you from direct sunlight, negating sunlight vulnerability, sunlight powerlessness, and similar effects.
When you are in dim light or darkness, the first two benefits increase against foes that don’t have darkvision or the see in darkness ability (Pathfinder RPG Bestiary 2 301). Such creatures suffer a 50% miss chance (though you don’t gain total concealment) and your competence bonus on Stealth checks increases to +10 with respect to such creatures.
When you are in dim light or darkness, the first two benefits increase against foes that don’t have darkvision or the see in darkness ability (Pathfinder RPG Bestiary 2 301). Such creatures suffer a 50% miss chance (though you don’t gain total concealment) and your competence bonus on Stealth checks increases to +10 with respect to such creatures.