Invocation d'Ombre
Summon Shadow * (C 7s; R 30yd; D 1r/L; A 20ft cube; S Spe)
Ecole : (Nécromancie) / Sphere : ( Nécromantique / Conjuration )

Niveau 4 Livre Net Book 6th
Portée 30 yards Composantes V, S, M
Durée 1 round per level Temps d'incantation 7 segments
Zone d'effet 20 foot cube Sauvegarde Special
Description : This spell is very different than the existing wizard spell summon shadow. The spell summons one shadow for every four levels of the priest. In addition, in lieu of summoning 3 shadows, a 12th-level priest can summon one ether shadow (see below). The shadows are under the control of the caster, though an ether shadow gains a saving throw versus death magic and, if successful, overcomes the priest's control and becomes free-willed. The material component of this spell is a black opal of 100 or more gold pieces value.
Duplicated from Dungeon Magazine #35, page 56:
Ether Shadow
Climate/Terrain: Any ruins or subterranean chambers
Frequency: Very rare
Organization: Solitary
Activity cycle: Night or darkness
Diet: Living beings
Intelligence: Highly
Treasure: F
Alignment: Chaotic Evil
No. Appearing: 1
Armour Class: 5
Movement: Fly 12 (A)
Hit Dice: 8+8
THAC0: 11
No. of Attacks: 1
Damage/Attack: 1d6+1 + special
Special Attacks: Strength Drain
Special Defenses: +1 or better weapons to hit, spell immunities
Magic Resistance: Nil
Size: M (6 feet tall)
Moral: Special
Exp. Value: 3,000

Ether shadows, also known as greater shadows, are the progenitors of the more common shadows of monster fame. Like shadows, their chilling touch drains Strength at the increased rate of two points per hit. Lost Strength returns after 3d6 turns. A human or demihuman drained to zero Strength or hit points by an ether shadow becomes a shadow of the type described in the Monstrous Manual and Monstrous Compendium.
Ether Shadows may travel freely through the ethereal plane to manifest themselves as apparitions on any bordering plane. They have no power to materialize on those planes, so can neither physically affect nor be affected by anything on them. The only thing they can do is insinuate themselves into and control the dreams of any sleeper they discover — a power that lends credence to the notion that dreams are an other-planar experience. While an ether shadow may cause no actual harm to a dreamer, it can use this power to communicate freely, or more likely to plague the dreamer with nightmares of the worst calibre.
In order to combat an ether shadow, it's necessary to follow it to the ethereal plane or to the plane on which it was originally created. On either plane, it is always partially materialized and may be affected by magical weapons and by all but a few spells (ether shadows are immune to sleep, charm, and hold spells, and all cold-based attacks).
An ether shadow can change its body at will into any shape it desires, though that shape will always be made of the same shadow-stuff. It can also vary the exact shade of its substance and so may appear as the three-dimensional creature it is rather than a patch of darkness like ordinary shadows. Regardless, the ether shadow is always black or some shade of grey. If it chooses to remain its normal, featureless black, it is 90% undetectable in any light less bright than a continual light spell.
Ether shadows are created in a dark ritual that divides a creature's essence into three parts, causing it to exist simultaneously on the ethereal plane, the negative material plane, and the prime material plane on which the ritual was performed (other information on Erebus, the ether shadow of the Ghosts of Mistmoor has been deleted).