Shadows
(Illusion/Phantasm)

Range:  0 or 6 yards (see below)
Components:  V, S
Duration:  Special
Casting Time:  1
Area of Effect:  Special
Saving Throw:  None

This spell has three different potential functions, the choice of which may be made at the time of casting:
Hide. The wizard may cast shadows upon himself, with this covering giving him a chance of hiding in shadows as that for a thief of equal level. The wizard can take advantage of (or is penalised by) Dexterity and racial adjustments. This form of the spell is only shadow enhancing, so an effort must still be made to hide. It can be cast only on the wizard's person (a range of 0 for this function), and the wizard must remain still and concentrate faintly to maintain the shadows. This can only be of use where shadows already exist. If the wizard is also a thief, this spell can be used to either give the chance of hiding as described above or add a 2% per level (wizard's level) to the character's normal thief chances of hiding in shadows.
Distract. This version causes a number of shadowy forms to dart about up to 6 yards distant in a 2-yard square area, until the spell expires. This could be most distracting, for it appears as though there are humanoid and possibly animal forms moving about. These shadows cannot exist in sunlight or a continual light, but could still be seen jumping between areas of cover.
Scare. This version creates the illusion of a number of humanoid forms, appearing exactly as the undead shadow. Up to 1 form per level can be made, appearing in a 10 feet + 1 foot per level square area. The wizard has control over each form's actions. While they may look like shadows, they are completely powerless (with the exception, perhaps, of causing fear or uncertainty - a normal reaction for one confronted with this situation). The wizard must maintain concentration, and even then the maximum duration of 3 rounds per level still applies. If he breaks concentration, the shadows will last 1d2 rounds longer before fading away.

