---------------
Shadow Conjuration (D20)
Shadow Conjuration (NWN2)You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.
Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.
The D20 version is more broad based but has more drawbacks. In order to change the NWN2 version to be more in-line with PnP, I'd like to suggest replacing the spells available as follows:You conjure a shadow variant of one of the following spells: darkness, invisibility, mage armor, magic missile, or summon shadow.
Stinking Cloud
Mestil's Acid Breath
Flame Arrow
Grease
Lesser Orb of Lightning
This particular layout is a spread of conjurations including two non-damaging spells, one aoe damaging spell, and two single target damage spells of different types (acid and lightning). Additionally I'd like to implement the Will Save vs. disbelief for all the shadow versions of these spells, where disbelief mitigates the effects and damage by 20%; for this reason spells like Improved Mage Armor and Summon Creature would be difficult to implement (though if someone has a working solution that is straightforward to code I'm all ears).
---------------
Shadow Evocation (D20)
Modeled after the 5 spell drop down on Shadow Conjuration, I would suggest the following spells for Shadow Evocation:You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
Ice Storm
Wall of Fire
Lightning Bolt
Darkness
Magic Missile
This selection includes two 4th level spells, and one spell for levels 1-3 and spans a variety of damage types. That said, I'm not certain how to handle Darkness; this article suggests that...
However, if we want to go with something more straightforward a spell like Cloud of Bewilderment or Gedlee's Electric Loop could just as easily replace Darkness in the list.Remember that effects that do not do damage, such as obscuring mist, mount, or unseen servant, can be replicated by this spell. It's extremely unlikely that these types of spells will even be the subject of a Will save to disbelieve them.
---------------
Thoughts? I'm willing to work on coding up the spells myself if needed, but bringing them somewhat more in order with PnP and giving a replacement for Glass Doppleganger would be solid improvements over the mish mash currently.
EDIT: Replaced Acid Arrow in shadow conjuration with Flame Arrow, as greater shadow conjuration uses acid arrow already and doubling up seems a waste.