View Full Version : Grey Magic (Convertion to Pathfinder Help)

2012-09-05, 02:11 PM
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Grey Magic
Lukus leaned against the wall, and shuffled his spell deck. The arcane engrams and pseudo colours flashed random grey sparks and half formed imaginings around his fingers, calling incautious eyes to their intricate dance, while his gaze was intensely focused on the tavern door. He was tense, but ready. The informant had been very forthcoming; the anticipation of getting the phantasm that Lukus constructed for him was a little disconcerting. “You know that it will be only a figment of your imagination, yes?” he had said. “But I’ll be able to touch her, right, Chymurge?” Lukus had tried not to shudder. “That and more,” he had assured the small man, “Just tell me where Giri will be tonight.” So here he stood.
A tall woman strode from the bar, her two bodyguards marking but dismissing him. Lukus crossed the street, slipping his deck back into a pocket, but palming four cards, just in case. “Hey! Lady Giri!,” he called out, motioning for her to stop. She ignored him, and one of her minders interposed. Lukus made a judgement call, then flipped one of the cards out with a flourish. The guard was about to react, but then the magic caught him. Blank Indigo. He was struck dumb and drooling, and Lucien pushed past.
“It’s such an honour to finally meet you.” He continued, moving up beside the woman. She blinked in surprise, looking back to see the bodyguard standing listlessly in the street. The other guard moved towards Lukus, hand on sword hilt, and Lukus flinched.
Giri looked irritated, and waved her hand to the minder. He drew his blade, and made to swing at the other man’s head.
Eyes widening with rising panic kept barely in check, Lukus drew a second card. The Shadow Man. A dark and unclear figure interposed between the swordsman and Lukus. “…Right. I know you are busy, and I am very sorry to intrude…” The minder took a swing at the gathering darkness, and the blade passed through. It was his turn to choke back rising fear, as the dark shape lifted what might have been an umbral blade and made to strike with it. Giri raised her hand again, and the guard stepped back with relief. “What do you want?”
Lukus froze the illusion, and touched the Resonant card, upping the appeal in his voice. He started into the prepared speech, “I have a proposition regarding the Guild of Daggers…” She interrupted him with a keen eye on his hands. “Your last card. What spell is it?” He gulped. “Crimson Shade of Firestorm. Just in case.” She smiled at him for the first time. “You’re hired.”

The Colour Grey
Grey is the colour of the shapes, images, illusions and shadows. To incorporate Colours into an existing campaign, allocate them to deities; in the case of Grey, deities of trickery, darkness, music or art might have influence over the domains of Effigy, Resonance and Shadow. Next allow Specialist Wizards to choose a Colour as their primary school. The colours are opposed to each other in the following manner by default:
Red (energy) ←→ Indigo (thought)
Blue (pattern) ←→ Orange (disorder)
White (divine) ←→ Black (mundane)
Yellow (life) ←→ Purple (death)
Green (nature) ←→ Brown (artifice)
Grey (form) ←→ Chrome (function)
Chrome spells are a little different to the other kinds of magic. Grey is only an image of the other colours, an umbra of half-light, and gets no chrome spells of its own. Here is the Chrome list: Detect Colour, Protection from Colour, Align Weapon, Circle against Colour, Chromatic Blast, Align Location, Dispel Colour, Chromatic Word, Chromatic Aura, Chromatic Elemental Swarm.

The Sphere of Effigy
Effigy concentrates on figments of the imagination, optical illusions, and trickery, eventually learning to mimic all elements of reality, and fool any of the normal senses. Drawing from the grey after effect of all that is real, or extracting the perception of that which is and superimposing it over empty matter, or even layering it over something actually real; all are powers that someone studying this style of magic can evoke. At higher levels, Effigy can create effects to fool an Oracle, obscuring the truth of things to even supernatural senses.
While other kinds of Grey magic have an element of half-truths and deception, Effigy is ultimate expression of the magic of lies. There is no physical effect to any of the spells in this sphere; they all are based on illusion and misdirection. All spells are thus miscellaneous in scope. Nevertheless, it is wise not to make the mistake of assuming that this style of magic can do no harm. The opposite, in fact. For if knowledge can give power, deception can take it away. If you cannot find the target of your ire, you cannot hurt them. Worse yet things may happen if you mistake them for a friend.
This is a very powerful miscellaneous sphere of magic with many useful effects to manipulate the perceptions of others. There are no direct offensive or defensive powers at all. It is the definition of the concept of Illusion, but contains no means to remove things from perception, save by layering illusion over them.

The Domain of Effigy
Effigy has powers that are of interest to trickster gods and their worshippers. Adding to this are deities of secrets, artists, dreams and the imagination. It has implicit elements of deception, so very few lawful entities are likely to own or grant access to these abilities.
The base domain ability for the domain of Effigy grants the supplicant access to the skills Bluff, Disguise, and Forgery class skills if they were not already, and also grants a +3 natural bonus to one of these skills (character’s choice).
The advanced domain power of Effigy grants the devotee the ability to change their physical appearance and even the tactile presence of their body with only a thought. The spells Disguise Self and Alter Self can be cast by the devotee as a free action instead of the normal standard action needed to cast most magic. This can allow a devotee to cast multiple
spells in the one round.
These spells can be cast spontaneously as if they were part of a sorcerer’s chosen known spells, and all standard spontaneous casting rules apply. Furthermore, the devotee need not use any Vocal or Somatic components when casting these spells, and they do not attract attacks of opportunity when casting these two spells (only). In all other ways, the spells act as per the normal spell rules.

The Sphere of Resonance
Sound and soul both resonate, but in very different ways. For sound, Resonance is the power to generate, muffle, manipulate and amplify sonic waves. For the soul, the effects are less ostentatious but are nevertheless quite powerful; manipulating spiritual Resonance can allow a spellcaster to create reflections or false images of the intangible aspects of the self in the ethereal and magical planes. Having the ability to create these reflections means being able to hide or project some element of one’s nature to elsewhere through the underlying trembling of That Which Is.
Theoreticians speculate that this sphere might be a result of aftershocks from a great and terrible shattering of nature of the universe, the full effects of which have yet to manifest. Others believe that there is a perfect wave of cosmic sound, music of the spheres if you will, that the Sphere of Resonance can tap into. Some instead believe that the magic is simply tapping into the tendency of similar objects to manifest similar properties, even if they are not directly connected to each other. Irrespective of these musings, the effects of the sphere are the same.
This is a well-rounded sphere, with few direct defensive abilities but plenty of indirect ones. For example, Silence and Zone of Silence are excellent at thwarting spellcasters, and Displacement and Project Image are the very essence of powerful defensive magic. There are more than a couple of solid attack powers too.

The Domain of Resonance
Deities of song, music, bards, diplomats, secrets and spies are the most likely to grant access to this domain. The powers that it grants are very useful to preachers and proselytisers for the effects it can grant over crowds, but more than this it has a broad spectrum of abilities that are generically useful to any priest. Not as directly offensive as mind control either.
The base domain power of Resonance grants the devotee access to the skills Bluff and Diplomacy, making them both class skills if they were not already and granting one of them a +3 insight bonus (character’s choice).
The advanced domain ability of Resonance gives the devotee the ability to set up resonant waves of attraction or repulsion (or even transition) inside their own flesh. This has a number of possible applications. The devotee can initiate this ability as a move equivalent action, and they can use it a number of rounds per day equal to the character’s class level. These rounds do not need to be consecutive, and changing the type of effect from one round to the next is another move equivalent action. Only one effect can be evoked at once.
• Grant a +4 Dodge bonus to Armour class.
• Allow the character to pass through 6” of solid, inanimate matter as if it were intangible instead of a free 5’ move.
• Grant a +4 bonus to Charisma
• Increase bare hand attack damage by 1d6 and makes wounds inflicted lethal.
• Gain a +3 Deflection bonus to Reflex saves.

The Sphere of Shadow
The Shadows might be the ultimate source of Grey magical power. Some claim that this sphere represents is the quintessential essence of the Grey, and indeed it holds the core powers that many consider pre-eminent of those that exemplify the concepts of this colour. With an extremely broad scope of ability in mimicking other magical effects added to the fundamental power of obfuscation, Shadow is a powerful and greatly feared sphere.
The key element of this sphere is the ability to draw on the shadow, or after effect, or dark reflection of any thing or any power that exists in the universe. At the start, abilities revolve around blending into the darkness, or obscuring things or people from normal visual perception. This develops into the ability to penetrate darkness with one’s own perceptions, and then leads to the capacity to traverse the shadows directly. At the middle to high levels of proficiency, this sphere starts to get really interesting, as mages learn to mimic the powers of other kinds of magic by drawing power from the darker shades of other colours.
Shadow is a powerful defensive sphere with an increasing variety of application at the higher end, resulting in a variable, dangerous and highly useful miscellaneous sphere as well. These powers can be extremely useful in allowing a multiplicity of effects that are not generally available to a specialist, or can give a generalist an edge in allowing many possible results from one memorised spell.

The Domain of Shadow
An extremely wide variety of entities might have access to and grant powers over the Domain of Shadow, for a number of different reasons. Deities of night, stars, the imagination, or artistry are at one end of the possibilities, but at the other you might have elder beings that exist outside of time and space, creatures of chaos and destruction, gods of thieves, warfare or assassination and beings made of the stuff of nightmares.
Clerics that might focus on this sphere are likely to have an antithetical relationship with powers that represent pure daylight. In some limited contrary examples, entities that empower dualities of light and dark may hold sway here too.
The base domain ability gives a natural bonus of +3 to the Hide in Shadows skill, and makes both it and the Move Silently skills class skills if they were not before.
The advanced domain power for Shadow allows the devotee the power to Shadow Jump as per the Shadowdancer special power (DMG pg 195). This power is similar to a dimension door spell with the modifications that the initial and destination squares must both have some element of shadow in them, and the character can treat the distance travelled as a part of their move action, and can break up the distance per day into 10’ increments. This ability starts with a range of 20’ and this distance doubles every two levels beyond 4th that the character obtains (40’ at 6th level, 80’ at 8th, 160’ at 10th and so on). Class levels for classes with access to this ability are cumulative in determining the maximum distance per day that the character can jump.


The Chymurge
Ephemeral, chimerical, and illusionary magic is the work and trade of a Chymurge. In a more modern and mundane world we might call them an Illusionist, or a Trickster, or even just an Entertainer. But in a world in which colours themselves are foci of magical potential, the ability to make chromatic illusions is far more than merely trickery. Masters of Grey magic, Chymurges are capable of giving their illusions a kind of shadow reality, or even of giving that same shadow reality a portal through which to access the normal world. In any case, their powers are not to be trifled with, and they can be the match or even the master of any other kind of magic.
Much as an illusionist might, a Chymurge may ply their skills in the simplest way in order to get by in the world. They learn the skills needed to perform, and are capable of adding to them the power of their magic. They might achieve similar social status to bards as entertainers and magicians. But there are many other purposes to which their skills and spells may lend them efficacy. They have many services to offer the rogues and underworld elements of a world, or indeed they may be among the more dangerous rivals that such elements might encounter.
Some educated wizards consider the power that Chymurges have to call upon the Shadow realms to be the most dangerous threat to the natural state of the universe that exists in the world. Others scoff at this as overreaction, but there is
nevertheless a strong element of arcane society that considers Chymurges a dangerous menace. In combination with the perception that they receive in the less savory elements of society, this can result in the belief that they are meddlers and hedge mages with no real power and due little respect. Which is a very dangerous mistaken impression to have.

Chymurges are often drifters, seeking to learn new tricks and magic as they travel. Occasionally they band together with other wanderers and rogues, and they might make for themselves a home on the road in circuses or traveling fairs or trader’s caravans.
In cities, a Chymurge is likely to get embroiled in the politics of the underworld, either as player or as pawn. They are not affluent enough nor do they occupy a respected enough occupation to allow them access to the higher or more professional circles, save as any entertainer perhaps.
The magic of a Chymurge has very broad applicability, even in places that they might not wish to go. As such they might be found delving into dungeons or traversing the wild as easily as any other adventurer, perhaps more so.

Where other mages have spell books and scrolls, a Chymurge instead learns to script arcane power into simplified artistic renditions of arcane symbols and images, giving them the ability to imprint specific spell effects into cards, to be called into reality as soon as they are needed. Not able to cast spells as others do, they store their entire magical repertoire in this way, creating decks of spell cards ready for use.
Chymurges seek to develop skill groups and magic that involves trickery as well as the ability to entertain others. They can learn sleight of hand and other similar skills normally associated with rogues, and indeed much of their magic relies upon rapid movement and manual dexterity, so as to create physical illusions. Such tricks also need an quick mind and winning personality. As such, they are likely to be agile, intelligent and charismatic. The style of magic requires some physical development, but they do not study the combat arts, and armour of any kind gets in the way of their spellcasting abilities.

Chymurges tend toward neutrality; with a slightly chaotic leaning due to their rogue-like associations. They feel no strong pull towards any of the other alignment poles by their nature, but might indeed be of any alignment. The tendency is to ignore moral and ethical concerns in favor of doing what is needed to get by.

Few Chymurges have theological concerns. The only tendency for them as a group comes from the sense they may gain through their magic that the Shadow is more palpable than normal thought might make it out to be. This can lead to a kind of mysticism among Chymurges for whom this perception gains a kind of pseudo-religious significance. When the wizards that have questions about the nature of Shadow Magic make mention of this mysticism, they do so with no small amount of trepidation. As to whether this perception has any justification in reality is pure speculation, as it may be nothing more than common experience being attributed greater meaning than it should have.

The tricks and illusions that Chymurges learn must be taught or invented. The fact that they have low social esteem means that few save the driven or inspired will seek out the masters of these arts to learn them. Considered little more than a
quirky hobby to the rich, any noble is likely to do little more than pick up some of the basic skills of this class to entertain friends, and similarly those of lower social standing who choose to pursue this class might be seen as ‘free spirited’ or shiftless.
In light of this prejudice, only the talented are likely to develop this class, and they are likely to hold each other in the kind of esteem that others so often withhold from them. They form a small subculture, and are likely to seek each other out when arriving in new towns or countries, to share tales, tricks and experiences, in spite of any personal differences that might otherwise keep them apart. It would not be unlikely, for example, for Chymurges who are the moral opposite of each other to be able to relate to one another peacefully through the medium of their skills and abilities.

The more dexterous races have certain advantages with this style of magic, as to those of a smaller size and more nimble mind. As such, Gnomes, Halflings, and even Elves or Half-Elves have an affinity for the style of magic and abilities of this class. In particular, Gnomes are renown for their affinity for illusions, and the same affinity also applies to the art of Grey Magic in general. In the Chrome world, the long fingered Batrak have numerous individuals that study this style of magic.

Other Classes
Chymurges will often multiclass with bard or rogue levels, so as to better focus on either the entertainment and general knowledge aspects of this class or to gain greater proficiency with the physical tricks and abilities that they have an affinity for. Even those that do not go down the path towards diversification are likely to have good associations with members of those mentioned other classes, and indeed their abilities complement one another very well. Sorcerers are likely to have a similar view.
The more lawful or socially conscious classes (paladins, monks and clerics) are the least likely to have cordial relations with Chymurgists, but this is only a tendency.

The Chymurge’s abilities make them extremely versatile. They can trick opponents, hide or disguise themselves and allies, and, when the chips are down, dish out sonic and shadow magic attacks. They are generically useful to have around. They are almost as useless as wizards in hand to hand or ranged weapon combat, however, having only a slight advantage in being able to take a little more punishment than pure arcanists can survive. Their focus on dexterity usually gives them an extra edge over the other arcane spell casting classes in terms of avoiding blows.
Grey magic and the other abilities of a Chymurge are quite diverse. They are excellent generalists in both the magical and rogue-like arenas, and they can substitute for a rogue and secondary spell caster in a party without missing too
many rogue class-specific skills.

Game rule information
Abilities: The Chymurges’ key primary statistics is Dexterity. Their spell abilities rely on their ability to craft, draw, manipulate and evoke arcane patterns as quickly and accurately as possible. Secondarily Intelligence is important for learning key class abilities and skills, and Charisma is also useful for performance and other social skills. They also benefit from good Constitution for its improvement to survivability. Strength and wisdom are not as important to a Chymurge.
Alignment: A Chymurge can choose any alignment.
Hit Die: D6
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (drawing and any) (Int), Diplomacy (Wis), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (Arcane) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis).
Skill points at 1st level: (6+Intelligence modifier) x 4
Skill points at Each Additional Level: 6+Intelligence modifier

Class Features
Weapon and Armour Proficiency
Chymurges do not learn any armor or shields, and only have proficiency in the classic Wizard weapons of club, dagger, heavy crossbow, light crossbow and quarterstaff. They suffer full arcane spell failure chance if they should cast spells while dressed in armor or carrying a shield.

Spells and Spheres
Chymurges cast arcane spells, of the same kind as Wizards, Sorcerers, and Bards. They must prepare their spells in advance in the same way that Wizards or Clerics do, though they do learn the ability to spontaneously cast spells of one chosen domain (see below).
They are required to have Dexterity sufficient to have any spell available (10+spell level). The Difficulty Class for a saving throw against a Chymurge's spell is 10 + the spell level + the caster's Dexterity modifier.
They are restricted to a limited number of spells per day as per Table Grey 7: The Chymurge, Spells and Special Abilities. They receive bonus spells if they have a high Dexterity score as per Player's Handbook Table 1-1: Ability Modifiers and Bonus Spells.
A Chymurge is only able to cast spells of the Grey colour designation, except for as noted in the Shaded Colour Magic section below. A complete spell list of the Grey is included in the appendix at the end of this section. No other spells can be learned or recorded in the character’s spell deck, except as noted in the Scribe Grey Spell Cards and Shaded Colour Magic sections below.
Further, a Chymurge may choose one of the Grey Domains as an area of specialty, and they are granted the base domain power of that domain, and also the ability to spontaneously cast spells on that domain list if they have the relevant spells scribed on an available card. Some Chymurges thus specialise in Shadow, others in Effigy and yet others in Resonance.
The spontaneous casting ability is identical
to a cleric’s ability to spontaneously cast healing magic, except it is limited to the spells on the one domain list that the character has chosen and not to all healing magic, and the character must have the relevant spell card available.
The Chymurge gains access to the base domain power of their chosen specialist domain at 1st level, and the advanced domain power at 5th level.

Bonus Metamagic Feats
Starting at second level and then every four levels thereafter (2nd, 6th, 10th, 14th and then 18th) the Chymurge gains a bonus feat from the list of Metamagic feats. The complete list is: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Silent Spell, Still Spell, and Widen spell.

Scribe Spell Cards (Ex)
A Chymurge begins with a spell deck containing 2 0-level Grey spells and 2 1st level Grey spells. At minimum of one spell of each spell level must be from the character’s chosen domain. At each level that the Chymurge advances, they gain one new spell of any level they can cast for their spell book.
The Chymurge’s memorizing and casting of spells is a little different to the process of other arcane casters. Firstly, unlike other mages, they do not write spell books in the same way. Instead they learn to craft mystical engrams into cards, of the same kind and size as playing cards. Chymurges begin play with the ability to scribe spell cards much as other mages learn to write a spell book. This ability has no experience point cost and only the gold cost for the cards themselves, which are a luxury item costing 1gp each from any papermaker.
The cards that a Chymurge creates are useless to other mages, however; they cannot be copied into spellbooks nor used as scrolls. These cards can be used as a focal point for a Chymurge to memorize Grey spells much as wizards use their spell books. It is possible for a Chymurge to scribe any Grey spell on a card, and further, they can also scribe metamagical feat cards and even spells of other colours, but in the latter case the spells must be learned and used for Shaded Colour Magic, see below.
There is one restriction that Chymurges must live with to use their spell cards: they must hold cards of the relevant spell and feats in hand to cast any magic. The card does need to be sighted by a target; it merely counts as an extra material component that is needed by the Chymurge in order for them to manifest their magic. This is similar in game effect to that of a Cleric needing to use their holy symbol in their spell casting. A Chymurge can keep a number of spells cards in hand and available to be used equal to their Dexterity bonus plus their Intelligence bonus. Swapping cards out of their available hand is a partial move equivalent action costing 5’ of movement for each card changed in the available hand.
So, for example, a Chymurge with Dex 16 and Intelligence 13 would have an available hand size of 4 cards. If they had Silent Spell, Cure Light Wounds, Haste and Shadows in hand, but wanted to cast Extended Empowered Shadow Bull Strength, they would need to swap in 3 cards (2 for the feats and one for the spell) so this would cost 15’ move from the character in that round.
A Chymurge that observes any arcane spell being cast by any spell caster (not via any spell like abilities) has a chance to be able to pick up enough of the spell information in order to craft a Grey Magic version of the spell on a card. To succeed in this attempt, the Chymurge must make a Spellcraft check against DC 15 + the spell’s level, and then spend an hour on the same day crafting a card for that spell with a Craft (drawing) roll vs. DC 15 + the spell level. This ability does not work on Chrome magic or any Alignment spells.
The Chymurge must craft the spell exactly as it was cast: for example in the case of summoned creatures, they must craft the card with the specific creature they saw summoned with the original spell, or in the case of Fire Shield, whether the spell is cast as hot or cold. If the spell was cast with metamagical feats associated, only the base spell is copied onto the card.
A Chymurge can not transcribe any spells from a Wizard or Dabbler's spell books using the normal scroll transcribing rules, nor can they transcribe them from scrolls. They must see them cast to be able to copy them over. A Chymurge can likewise not use magical scrolls that other spellcasters create.
If the character desires they can scribe any if their standard Grey spells as one-shot cardscrolls.
This acts exactly as the feat Scribe Scroll, with the one restriction that no spell card that a Chymurge creates can be used by other mages. Similarly, the Chymurge can also scribe card-scrolls with spells that they have gained through Shaded Colour Magic, and these are treated in exactly the same way as other card scrolls of the same level.

Scribe Metamagic Feat Card (Ex)
The Chymurge can scribe any metamagic feat that they possess into a card. This card can then be used in conjunction with any casting of a memorized or spontaneous spell that the Chymurge might do, requiring only that they sacrifice an available spell of level equal to the relevant level increase that the metamagic feat normally costs. So to add the enhancement Silent to a spell, the caster would need to have the cards for the base spell and the feat in hand, and would need to spontaneously sacrifice a 1st level spell to enhance the other magic as well as casting the original spell.

Shaded Colour Magic (Ex)
Starting at 1st level, the Chymurge gains the ability to spontaneously cast any spell with any enhancement that they desire as a Shaded Colour spell, providing they have the relevant cards in hand. This power is an enhancement on the basic Shadow Magic spells, and replaces them for the members of this class.
First, the character chooses what spell they want to cast, and with what feat enhancements. They must have the relevant cards in hand for the spell and the feats in question. The character then sacrifices one memorized spell of the same level as the desired effect or higher, and also one spell for each feat enhancement as per the rules above for metamagic feat cards. The spell effect is identical to the desired magical spell; save that it is a weaker, shadowy version of the magic in question. The effect has a real component equal to the base sacrificed spell times 10%. So if a 5th level spell was sacrificed to create a shaded Fireball, even if it were disbelieved, it would still have 50% damage and effect. Any creature that interacts with the conjured object, force, energy or creature can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save.
Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. A creature that succeeds on its save sees shadow magic as transparent images superimposed on vague, shadowy forms.
Spells that have no physical effect (mind control etc) are treated exactly the same as other spells, the target gets to save to see whether they believe that the caster is capable of creating the magic.
Shaded Colour magic in all other ways acts as a spontaneous casting of Shadow Colour, lesser, with the obvious exception being the level of spell. See the spell listing in the appendix, page 15)

Shadow Colour, Lesser
Grey (Shadow)
Level: Grey 4, Shadow 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
You tap energy and use material from the Grey essence of Shadow to cast a quasi-real, illusory version of any arcane spell of 3rd level or lower. (For a spell with more than one level, use the best one applicable to you.) When this spell is memorized, a specific other colour (other than Chrome) must be chosen by the spellcaster. That spell slot can only be used to mimic spells of that colour for that day.
Any creature that interacts with the conjured object, force, energy or creature can make a Will save to recognize its true nature. 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 colour, 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 colour, lesser’s level (4th) rather than the spell’s normal level. Against disbelievers, spells are 20% likely to work. Shadow objects or substances have normal effects except against those who disbelieve them. Creations, summonings etc. are actually one-fifth (20%) as strong as the real things, though creatures thet believe the shadow colour to be real are affected by them at full strength.
Non-damaging effects have normal effects except against those who disbelieve them. 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 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 shadow magic as transparent images superimposed on vague, shadowy forms. Spells that have no physical effect (mind control etc) are treated exactly the same as other spells, the target gets to save to see whether they believe that the caster is capable of creating the magic. If the target succeeds, but fails the save against the underlying effect the spell only has a 20% chance of success. Beneficial spells that have direct positive effect and spells that require no saving throws only create 20% of the effect (curing magic for example), although the targeted character will appear to be fully recovered or enhanced by the effect to an outside perspective.
Objects automatically succeed on their Will saves against this spell.

Shadow Colour
Grey (Shadow)
Level: Grey 6, Shadow 6
This spell functions like shadow colour, lesser, except that it can duplicate any arcane spell of 5th level or lower. The illusory conjurations created deal two-fifths (40%) damage to nonbelievers, and non-damaging effects are 40% likely to work against non-believers.

Shadow Colour, Greater
Grey (Shadow)
Level: Grey 8, Shadow 8
This spell functions like shadow colour, lesser, except that it can duplicate any arcane spell of 7th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and non-damaging effects are 60% likely to work against non-believers.

Grey (Shadow)
Level: Grey 9, Shadow 9
This spell functions like shadow colour, lesser, except that it can duplicate any arcane spell of 8th level or lower. The illusory conjurations created deal three-fifths (80%) damage to nonbelievers, and non-damaging effects are 80% likely to work against non-believers.