Shadow Landscape
Shadow Landscape is a D&D 3.5 spell (Illusion (Shadow)) from CD. On class lists for Druid (Level 9), Druid Variant (Level 9), Druidic Avenger (Level 9). Range or area: Long (400 ft. + 40 ft./level); Saving throw: Reflex partial (see text); Duration: 1 day/level (D); Casting time: 1 hour.
- School
- Illusion (Shadow)
- Casting Time
- 1 hour
- Components
- V, S, DF
- Range
- Long (400 ft. + 40 ft./level)
- Area
- One mile radius spread centered on a point in space
- Duration
- 1 day/level (D)
- Saving Throw
- Reflex partial (see text)
- Spell Resistance
- Yes
By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place.
The spell’s exact effects vary with the terrain upon which it is cast.
Desert: Shadow landscape transforms a desert into a place where no one goes willingly. The average temperature increases by 30 degrees, or decreases by 30 degrees if the desert is actually a tundra (see Cold Dangers and Heat Dangers, pages 302-303 of the Climb check to ascend or descend.
Marsh: Marshes seem swampier and more forbidding. Half the undergrowth spaces in the marsh become quicksand (described on page 88 of the Climb check to scale. Creatures who fail Climb checks or make loud noises have a 10% chance of starting an avalanche (described on page 90 of the entangle spell had been cast on them (Reflex partial at the shadow landscape‘s DC).
Underground: Ordinary dungeons aren’t affected by shadow landscape, but naturally occurring caverns are. Natural stone floors take 4 squares of movement per space to enter. Stalagmites cover 10% of the available floor space.
In addition to the terrain-specific effects, the shadow landscape spell worsens the weather within the spell’s area. When rolling random weather on Table 3-23 in the Dungeon Master’s Guide (or a similar table specific to the local area), roll twice and take the higher result. In plains terrain, roll three times and take the highest result. Don’t roll random weather underground.
You don’t suffer the terrain-specific effects (entangling terrain, hindrances to movement, altitude effects, higher Climb DCs, and so on) of a shadow landscape you’ve created. When you cast shadow landscape, you can designate one creature per four caster levels as a designated traveler. Creatures so designated don’t suffer the terrain-specific effects of the shadow landscape spell, but they’re still subject to the bad weather.
You can also designate one or more animals, plants, or magical beasts native to the spell’s area as shadow guardians of the landscape. You can designate 1 HD of creature per caster level, split up however you like. For example, a 20th-level druid could designate two treants (7 HD each) and a dire wolf (6 HD) as shadow guardians. As long as the designated guardians remain within the spell’s area, they have a friendly attitude toward you and the travelers you’ve designated, and also gain the following special qualities: resistance to cold 10, darkvision 60 ft.; damage reduction 5/magic, evasion, and low-light vision. If the creature already has one or more of these special qualities, use the better value.