Page 2 of 2 FirstFirst 12
Results 21 to 23 of 23

Thread: Shadow Walk

  1. #21
    Community Member
    Join Date
    Mar 2006
    Posts
    883

    Default http://www.d20srd.org/srd/spells/shadowWalk.htm

    Well according to this, you are not supposed to see all that well.

    Shadow Walk
    Illusion (Shadow)
    Level: Brd 5, Sor/Wiz 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Targets: Up to one touched creature/ level
    Duration: 1 hour/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

    In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

    Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

    Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

    Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

    They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

  2. #22
    Community Member Talon_Moonshadow's Avatar
    Join Date
    Apr 2006
    Posts
    9,033

    Default

    Quote Originally Posted by drachine View Post
    Well according to this, you are not supposed to see all that well.

    Shadow Walk
    Illusion (Shadow)
    Level: Brd 5, Sor/Wiz 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Targets: Up to one touched creature/ level
    Duration: 1 hour/level (D)
    Saving Throw: Will negates
    Spell Resistance: Yes

    To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

    In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

    Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

    Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

    Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

    They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.
    Yes, but our Shadow Walk is a very different spell.

    I'd like to see some kind of middle ground reached.
    Make other creatures hazy, but allow me to see terrain, so I can navigate while moving fast.

    As is, I actually have to slow down to move while using this spell.

    I thought it would be great for crossing the desert for instance.
    Running to Chains of Flame without fighting.
    But no. I would fall off of any bridge or walkway I tried to move across if I used this spell.
    And we can still be hit, so it becomes useless for that kind of use. Which based on the original spell it seems it is supposed to be used for long distance travel.
    But again, as is, it is uselsss for long distance travel.

    Now, I can see it being very useful for standing in one place......like VoD.
    But anytime you have to movwe though difficult terrain it is useless.

    I want to use this spell for Col Chamber! That would be ideal! But I can't. I would just fall again and again if I tried.

    Shadow Walk should be renamed Shadow Crawl.
    All Hasted up and no where to go.

    Shadow Walk: we're going nowhere, fast!
    I gave up a life of farming to become an Adventurer.

    Quote Originally Posted by Jandric View Post
    ..., but I honestly think the solution is to group with less whiny people.

  3. #23
    Community Member Crazyfruit's Avatar
    Join Date
    Sep 2008
    Posts
    1,556

    Default

    You can press M while using it to get through explorer areas guiding yourself better with the spell on. I do that in the desert (and do even without shadow walk on sometimes), but don't have to in any of the other places

    Getting to chains of flame with it on isn't that hard. Coal chamber, yeah, I can't say I'd recommend it in there unless you pop out for jumping areas. The lever switches'll dump you out anyways.
    olganon.org - Remember to play in moderation.

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload