Wake of Shadow

Wake of Shadow
  • Evocation [Evil]
  • Level: Black 4
  • Components: V, S
  • Casting Time: 1 swift action
  • Range: 120 ft.
  • Effect: A 10-ft.-wide path, up to 120 ft. long
  • Duration: Until end of turn plus 1 round/level
  • Saving Throw: None
  • Spell Resistance: Yes

You and your mount lay down a trail of glowing, dark mist behind you as you move that makes passage easier for evil creatures but more difficult for good creatures. If you are not mounted when you cast wake of shadow, this spell fails. This glowing trail of mist appears behind your mount in a path starting where you cast the spell and ending where your mount ends its movement for the turn. The mist takes the form of a path 10 feet wide and up to 120 feet long. Thereafter, the mist persists for 1 round per level.

Evil creatures may walk along the top of the mist as if it were solid, treating squares of difficult terrain containing the mist as normal terrain. Good creatures find the mist thick and cloying, and treat squares of normal terrain containing the mist as difficult terrain instead. Neutral creatures pass through the mist with no effect. The mist has no effect on obstacles or otherwise impassable terrain, and does not block sight or provide concealment.

Except for very special circumstances (such as a celestial or fiendish mount), mounts use the alignment of their rider when determining how this spell affects them. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates you from your mount, the spell immediately ends, although the mist remains for the spell’s normal duration.

Wake of Shadow

Skies of Glass Planeswalker Ganny