Some candidates for shadow conjuration:
·Boost:
Create Magic Tatoo【SpC】
Phantom Steed
Servant Horde【SpC】
Mage Armor, Greater【SpC】
·Wil save 20%:
Sleet Storm
Stinking Cloud
Bands of Steel【SpC】
Corpse Candle【CA】
Caustic Smoke【CM】
Dream Spirit【SoS】
CAUSTIC SMOKE
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Acidic fog spreads in a 20-ft. radius, 20 ft. high Duration: 5 rounds
Saving Throw: Fortitude partial
Spell Resistance: No
Green-tinged smoke billows from the earth, obscuring sight and burning all it touches.
You create a bank of smoke, similar in effect to a fog cloud. In addition to obscuring sight, the cloud deals 1d6 points of acid damage per round to all creatures within. Furthermore, its acrid fumes burn the eyes, imposing a 5 penalty on all attack rolls and Search and Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud). These penalties last as long as the subject remains within the cloud, plus an additional 2 rounds thereafter. If a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude save (using this spell's save DC) or be blinded for 1 round.
Dream Spirit
(Secrets of Sarlona, p. 126)
Conjuration (Creation)
Level: Sorcerer 3, Wizard 3,
Components: V, S,
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One created dream spirit
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
A shimmering aura takes the shape of a multilegged creature from night mare, instantly leaping into battle against your foes.
This spell creates a manifestation of the dreamspace that attacks your enemies. A dream spirit is treated as an incorporeal creature that has your hit points and the AC you would have if you were incorporeal (it loses any armor bonus or natural armor bonus you have but gains a deflection bonus equal to your Charisma modifier or +1, whichever is greater).
The dream spirit appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. A dream spirit has a single incorporeal touch attack that uses your base attack bonus plus Dexterity modifier and deals ld6 points of damage, plus 1 per two levels (maximum 1d6 + 10).
As a free action, you can mentally direct a dream spirit not to attack, to attack particular enemies, or to perform other actions. The dream spirit acts normally on the last round of the spell's duration and dissipates at the end of its turn.
If a dream spirit is reduced to 0 hit points, this spell ends. If the distance between you and the dream spirit ever exceeds the spell's range, the dream spirit winks out and the spell ends.
Dream spirits are material in nature, and so are not affected by dismissal and similar effects. They are not subject to effects that affect outsiders.
Glossolalia
(Expanded Psionics Handbook)
Evocation [Mind-Affecting, Sonic]
Level: Bard 2,
Components: V,
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing.
The spell affects only creatures with Intelligence scores of 3 or higher.
Any such creatures within the spell's area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9).
In addition, a creature within the spell's area loses any psionic focus it might have had and takes a -4 penalty on Concentration checks for 1 round.
These effects happen whether or not the creature succeeded on its save.
SERVANT HORDE
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless servants
Duration: 1 hour/level
Saving Throw: None Spell
Resistance: No
As you complete this spell, you sense a number of invisible entities form around you. This spell creates a number of unseen servants (PH 297) equal to 2d6 +1 per level (maximum +15).
Material Component: A small stick to which many lengths of knotted thread are attached.
HARMONIC CHORUS
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Sweeping your arm as if presenting a gift to someone, you call out to the intended subject of your spell. A mantle of sweet tones settles about your subject, whose face is now twisted in concentration. Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the subject gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells it casts. Focus: A tuning fork.
SIRINE’S GRACE
Evocation
Level: Bard 4, druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Upon completion of this spell, you are infused with unearthly grace and confidence. For the duration of this spell, you gain a +4 enhancement bonus to Charisma and Dexterity, a deflection bonus to AC equal to your Charisma modifier, and a +8 bonus on Perform checks. You also gain a swim speed of 60 feet and the ability to breathe water. You can move and attack normally while underwater, even with slashing or bludgeoning weapons. Material Component: A shard of mirror.
CORPSE CANDLE Conjuration (Creation)
Level: Sorcerer/wizard 3, wu jen 3
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ghostly hand and candle
Duration: 1 min./level (D); see text
Saving Throw: None
Spell Resistance: No
A ghostly hand bearing a lit candle appears at the spot you choose, shedding light in a 5-foot radius and moving as you desire—forward or back, up or down, straight or around corners at up to 50 feet per round (no concentration required). The hand and candle are incorporeal and can pass through objects, making them a useful tool for simulating hauntings. As well, a corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but invisible creatures have only concealment (20% miss chance) and lose their bonus on attack rolls from invisibility when they are within 5 feet of the candle. The ghostly radiance also makes immaterial creatures and items slightly material, so that incorporeal creatures within 5 feet of a corpse candle have only a 30% chance to avoid damage from corporeal creatures (though all other benefi ts of being incorporeal are retained). The hand is Diminutive, has 1 hit point per caster level, and has AC 14 + a defl ection bonus equal to your Charisma modifi er. It makes saves as you do but is immune to spells that don’t cause damage. The spell effect ends if the hand is destroyed, and the hand winks out if the distance between you and it exceeds the spell’s range.
Material Component: A piece of a corpse untreated by any kind of preservative.
STICK
Transmutation
Level: Bard 0, sorcerer/wizard 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Nonmagical, unattended object weighing up to 5 lb.
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Lacking someone to hold the item where you need it, you mutter and wave your hand in a simple gesture before sticking the item in place. Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage hand or unseen servant spell, or a move action by any corporeal creature (which provokes attacks of opportunity).
Material Component: A bit of dried glue.
WIND's FAVOR SLA
A character using wind's favor can create a localized area of strong wind (approximately 30 mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a fullround action, the character can change the direction of the wind by 45 degrees.
Sanctified Spell
2-Luminous Armor, Ayailla’s Radiant Burst (1d2 str, 60ft cone, 5d6 to evil, Ref half, Frt blind)
3-Hammer of Righteousness (1d3 str, 1d6/cl(1d8/cl to evil), Frt Half), Path of the Exalted
4-Sun Mantle(DR5/- daylight retribute, 1d4 str), Greater Luminous Armor