Blue Mountain
Shadow Path
College:Dark Magics
Spell Type:Arcane Spell
Special Classification:None
Spell Rank Limit:22
Name:Shadow Path
Multiple:360
Range:Special
Duration:1 hour per rank
Base Chance:50
Components:Verbal, Somatic, Material
Saving Throw:None
Prerequisites:Spell Memory 14, Spell Energy 14, Shadow Walking 22, Shadowform 22
In order to use this ritual, the wizard must be in an area of heavy shadows. The Spell takes 5 minutes to cast during which the caster draws a circle on the ground around those who will be included in the spell. He can include 1 person (besides himself) per rank (mage + 15 at rank 10). Those within the circle are then transported to the edge of the Prime Material Plane where it borders the Demiplane of Shadow. In this region, the wizard can move at a rate of up to 20 + (rank x 5) miles per hour, moving normally on the borders of the Demiplane of Shadow but much more rapidly relative to the Prime Material Plane. Thus, a wizard can use this spell to travel rapidly by stepping onto the Demiplane of Shadow, moving the desired distance, and then stepping back onto the Prime Material Plane. The wizard knows where he will come out on the Prime Material Plane.

The Shadow Path spell can also be used to travel to other planes that border on the Demiplane of Shadow, but this requires the potentially perilous transit of the Demiplane of Shadow to arrive at a border with another plane of reality.

Any creatures within the circle when Shadow Path is cast also make the transition to the borders of the Demiplane of Shadow. They may opt to follow the wizard, wander off through the plane, or stumble back into the Prime Material Plane (50% chance for either result if they are lost or abandoned by the wizard). Creatures unwilling to accompany the wizard into the Demiplane of Shadow receive a saving throw, negating the effect if successful.

For the purposes of this spell, a large creature (such as a horse) counts as 2 creatures. Large objects, such as wagons, cannot be affected by this spell.

This spell requires one set of components for each traveller besides the mage. For example, if a rank 13 mage, who can affect 5 targets besides himself, chooses to take along his horse (which counts as 2 targets), his friend and his friend's horse, he will need a total of 4 sets of ritual components - 1 for himself, 1 for his horse, 1 for his friend and 1 for his friend's horse.
Effect Category:Movement
Effect:Fast Non-combat Movement
Base Cost:150
Modifiers:
Area of Effect:1 target per rank2
Cast Chance:501.2
Casting Time:Long spell-0.5
Components:See Components Above-1
Duration:1 hour per rank1.75
Immunity:No Immunity0
List:List Appropriate0
Range:5 feet per rank0
Reliability:Mostly reliable0
Resistance:No save0
Visibility:No visibility modifier0
Active Cost
(cost after advantages):
892
Recommended Cost
(cost after disadvantages):
356