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Shadow Raid

Rank 7 — arcane, occult (concentrate, illusion, manipulate, shadow)

Source: Pathfinder Secrets of Magic

Cast 3 actions
Components somatic, verbal
Range 120 feet
Duration 1 minute
  • 6d8 bludgeoning damage
You spin illusions of flying shadows throughout the area. The shadows strike and cavort, harming your foes and blocking their vision with twisting shadow. Enemies in the area when you Cast the Spell take 6d8 bludgeoning, piercing, or slashing damage, with a Reflex or Will save, as shadows explode into being. You choose the damage type when you Cast the Spell, and each creature chooses the type of save it attempts before it rolls the save. The shadows then persist in the area for 1 minute, dealing damage of the type you chose to any enemy that ends its turn in the area. All creatures are Concealed to enemies in the area, as the illusory shadows swarm over them and block light. A creature that spends an action to Seek or otherwise interact with the shadow raid can attempt a Perception check to disbelieve it. On a success, the creature halves the damage it takes from the shadows, and the shadows no longer impede its vision. These benefits last until the spell ends. Heightened (9th) The initial damage increases by 2d8, and the damage to a creature that ends its turn in the area increases by 1d8 ().

Heightened

Rank 9: 8d8 bludgeoning damage

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Spell data derived from the Pathfinder Second Edition Remaster rules. Source book: Pathfinder Secrets of Magic, used under the ORC License (or the Open Game License 1.0a for pre-Remaster source books). See our licenses page for the full attribution and Section 15 copyright notice.

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