Shadowy Haven
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
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, S, M (a small black silk bag)V (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.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- touchHow 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
- one 5-foot square of floor touchedHow 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
- 2 hours/level (D)How 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 ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
This spell functions like rope trick, except the point of entry is through a 5-foot-square instead of a rope. The space holds as many as 10 creatures of any size.
When this spell is cast upon a 5-foot-square part of a wall, it creates an extradimensional space adjacent to the Plane of Shadow. Creatures in the extradimensional space are hidden beyond the reach of spells (including divinations) unless those spells work across planes. The space holds as many as 10 creatures (of any size). The entrance to the extradimensional space remains visible as an area that is darker than the ambient illumination.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 5-foot-by-5-foot door or window were centered on the affected surface. The window is invisible (though it is within the shadowed entrance to the spell, which is visible), and even creatures that can see the window from the outside can’t see through it. Anything inside the extradimensional space is ejected when the spell ends. Only one creature may enter or exit the extradimensional space at a time.
The entrance is only open when the area around it is in dim light. Any other level of light (brighter or darker) closes the entrance, trapping creatures inside the extradimensional space. If the entrance is closed when the spell expires, there is a 50% chance that creatures in it are ejected into the Shadow Plane instead of the location of the entrance. If this occurs, the creatures appear on the Shadow Plane 1d10 miles in a random direction from their corresponding location on the Material Plane. The spell has no effect if cast on a plane that is not adjacent to the Shadow Plane.
Because the extradimensional space is adjacent to the Shadow Plane, any shadow walk spell or similar effect that allows travel to the Shadow Plane is more accurate, reducing the distance creatures arrive off-target by half.
When this spell is cast upon a 5-foot-square part of a wall, it creates an extradimensional space adjacent to the Plane of Shadow. Creatures in the extradimensional space are hidden beyond the reach of spells (including divinations) unless those spells work across planes. The space holds as many as 10 creatures (of any size). The entrance to the extradimensional space remains visible as an area that is darker than the ambient illumination.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 5-foot-by-5-foot door or window were centered on the affected surface. The window is invisible (though it is within the shadowed entrance to the spell, which is visible), and even creatures that can see the window from the outside can’t see through it. Anything inside the extradimensional space is ejected when the spell ends. Only one creature may enter or exit the extradimensional space at a time.
The entrance is only open when the area around it is in dim light. Any other level of light (brighter or darker) closes the entrance, trapping creatures inside the extradimensional space. If the entrance is closed when the spell expires, there is a 50% chance that creatures in it are ejected into the Shadow Plane instead of the location of the entrance. If this occurs, the creatures appear on the Shadow Plane 1d10 miles in a random direction from their corresponding location on the Material Plane. The spell has no effect if cast on a plane that is not adjacent to the Shadow Plane.
Because the extradimensional space is adjacent to the Shadow Plane, any shadow walk spell or similar effect that allows travel to the Shadow Plane is more accurate, reducing the distance creatures arrive off-target by half.
Variants
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Rope Trick
- Shadowy Haven