@0 = ~SHADOWDANCER: Shadowdancers move with effortless grace along the threshold of light and darkness, innately able to weave the magic of shadows and illusions. They embody a diverse array of adventurers who recognize that shadow is a force to be shaped, not feared. Whether motivated by curiosity, ambition, or necessity, shadowdancers are renowned for their incredible stealth, agility, and the ability to strike swiftly from the shadows. Their talents make them invaluable as scouts and spies, capable of infiltrating and gathering information with skill that other Thieves cannot match. Despite their affinity with darkness, it does not align them necessarily with evil. To a shadowdancer, darkness is merely a tool, devoid of the moral judgments typically imposed by others.

Advantages:
– Infravision, even if not normally available to the selected race
– Stealthy: +20 points to Hide in the Shadows and Move Silently at level 1, improved by +5 at every third level thereafter.
– Natural Evasion: +2 bonus to Armor Class (+4 vs. missile), movement speed, and saves vs. Breath.
– Slippery Mind: The shadowdancer gains a +1 bonus to saving throws against Spells, Wands, and all Enchantment and Illusion effects. This bonus increases by +1 at level 12 and every 12 levels after.
– Hide in Plain Sight: <PRO_HESHE> can become hidden, even while observed, for 20 seconds once per turn. The cooldown is reduced by 1 round at level 5 and every 5 levels thereafter, to a minimum of 2 rounds. The chance of success depends on <PRO_HISHER> Hide in Shadows skill, but this ability is separate from the standard thief hiding skill—it functions as a unique, innate power.
– May cast Shadowstep (Planeshift / Blink) once per day. A new use is gained every three levels thereafter.

SHADOWSTEP (Planeshift): Step into the Shadow Plane for about 7 seconds, moving faster, effectively resisting and dodging every attack, and becoming completely undetectable for the duration while time stands still for the rest. During this time, <PRO_HESHE> cannot damage others, be targeted by others, or cast spells, but <PRO_HESHE> may move at will during this time. Upon returning to the Prime, <PRO_HESHE> gains temporary bonuses to <PRO_HISHER> combat effectiveness, including the ability to backstab from any angle. These benefits scale with the shadowdancer's level.

SHADOWSTEP (Blink): An alternative to the planeshift version, the shadowdancer may choose instead to instantly teleport to a place within sight, which applies all the benefits of the planeshift version.

– May cast Shadow Illusion once per day, gaining one use at level 3, 12, and 20.

SHADOW ILLUSION: Conjure shadowy illusions to confuse enemies. Unless a save vs. Spell is made, it causes one of the following: fear, berserk, blindness, or confusion for 1 round. For the next four rounds, enemies have a chance to resist these effects each round, but may still fall prey to them. During the full 5 rounds, affected enemies also lose immunity to backstabs, if they had it, and suffer a 25% spell failure. The spell improves with level but has no effect on creatures with very high intelligence, or those that innately see through illusions. It is not subject to Magic Resistance or dispelling effects but True Sight can remove it or prevent its effects from taking hold.

– May cast Summon Shade once per day, gaining a single use at level 4.

SUMMON SHADE: Summon a shade from the Plane of Shadow for 8 hours. It is loyal to the caster, resistant to damage, and immune to turning and spells that banish summoned creatures. Its touch can temporarily drain Strength from its victims if a save vs. Death at +2 is failed. As the shadowdancer gains experience, the shade does as well, becoming more capable, and evolving into greater shades.

– May cast Shadow Evade once per day, gaining one use at level 5, and then again at levels 10 and 15.

SHADOW EVADE: The shadowdancer conceals <PRO_HIMHER>self in shadowstuff, making <PRO_HIMHER> harder to hit. It provides a +4 bonus to Armor Class, a +2 bonus to all Saving Throws, and 15% universal damage resistance. During this time, <PRO_HESHE> is also under the effects of Invisibility. Each new use adds 1 round to its duration and 5% to its damage resistance.

– May cast Shadow Conjuration once per day starting at level 6, with additional uses gained at levels 9 and 12.

SHADOW CONJURATION: This skill allows the shadowdancer to draw various amounts of energy from the Demiplane of Shadow to conjure phantasmal version of one of the following spells: Darkness, Invisibility, Shield, Magic Missile, Sleep. The spells are always cast at half the shadowdancer's current level.

– Shadow Haven: At level 10, shadows embrace <PRO_HIMHER> while invisible, regenerating 1 Hit Point per round, while protecting <PRO_HIMHER> from detection by all means except True Sight.
– Greater Shadow Conjuration: At level 12, <PRO_HESHE> learns a more powerful version of Shadow Conjuration which grants access to the following spells: Melf's Acid Arrow, Web, Minor Globe of Invulnerability, Blindness. New uses are gained at levels 15 and 18.
– Shades: At level 18, <PRO_HESHE> learns an even more powerful version of Shadow Conjuration which grants access to the following spells: Cone of Cold, Shadow Fireball, Stoneskin, Shadow Door. New uses are gained at levels 21 and 24.

Disadvantages:
– Alignment restricted to any non-lawful
– Backstab multiplier uses the normal progression, but it only grows up to 4x
– May only distribute 15 skill points per level (40 at level 1) among thieving skills
– May not use the Set Snare ability or learn any High-Level Abilities that introduce traps
– May not have access to the Alchemy and Scribe Scrolls High-Level Abilities

Prime Requisites For Dual-Classing: Strength, Dexterity, Charisma~

@1 = ~Inspired by your foster father's colorful tales of rogues and scoundrels, you've spent your childhood yearning for a life cloaked in shadows and secrecy. While other children played at knights and dragons, you danced unseen through the quiet halls of Candlekeep, imagining yourself a phantom among the blind and complacent. The ambling, preoccupied monks have often played the role of secret lords of Waterdeep in your mind, their purses tempting tests of your growing skill. Gorion, ever perceptive, has more than once asked you to discreetly return an inkwell or scroll to its rightful place, though rarely with more than a knowing glance. Though the deeper vaults of the keep remain beyond your reach, you've found little satisfaction in pilfering from your caretakers. Instead, your heart yearns for a grander stage—one where your steps vanish in silence and your talents can truly flourish in the dark.~

// SHADOWDANCER SPELLS

@300 = ~Planeshift~
@301 = ~Blink~
@3 = ~Shadowstep~
@4 = ~Shadowstep
This spell can be cast in two ways: Planeshift or Blink. The shadowdancer chooses which version to use when casting.

Planeshift: Instantly step into the Shadow Plane for about 7 seconds, increasing movement speed by a factor of 2 (with each additional use further increasing speed by a factor of 1). While in the Shadow Plane, the shadowdancer is completely undetectable, immune to all effects that allow a saving throw, and time stands still for others. During this period, <PRO_HESHE> cannot attack, be attacked, or cast spells, but can move freely for tactical positioning.

Upon returning to the Prime Material Plane, the shadowdancer gains the following benefits for roughly half a round:

– May backstab from any direction once
– Attacks cannot critically miss and ignore weapon speed factor delays
– Luck: +1
– THAC0: +1, increasing by +1 with each new use (up to +6)
– Damage: +1, increasing by +1 every other new use (up to +3)
– Critical hit chances: +5%, improving to +10% at level 13 and +15% at level 25

These benefits are consumed after the first successful attack (a hit that is not blocked by weapon immunities) following shadowstep. For the remainder of the effect's duration, the shadowdancer retains a +6 bonus to saving throws and Armor Class.

Blink: Alternatively, the shadowdancer may instantly teleport to any visible location. This version grants all the same benefits as Planeshift, which apply immediately after teleporting.~

@5 = ~Shadow Illusion~
@6 = ~Shadow Illusion
Conjure shadowy illusions that disorient an enemy. Unless a save vs. Spell is made, this ability causes one of the following effects: fear, berserk, blindness, or confusion for 1 round. For the next four rounds, the enemy has a chance to resist these effects each round, but may still succumb to them. During the full 5 rounds, the enemy has a 25% spell failure penalty, and it also loses immunity to sneak attacks and backstabs, if they had it. The spell improves at higher levels as follows:

– Save penalty improves by 1 at level 8, and every 6 levels thereafter, up to -4.
– At level 12, the spell affects nearby enemies, causing chaos among them.
– At level 14, the targets become more susceptible to damage, taking 10% more physical damage and suffering a -4 penalty to Armor Class.
– At level 17, blindness is always applied if the spell is successful, along with any other effects. This blindness cannot be resisted in subsequent rounds.

This spell has no effect on creatures with very high intelligence (18 or more), or those that can see through illusions, such as demons and dragons. It is not subject to Magic Resistance or dispelling effects although True Sight can remove it or prevent their effects from taking hold on their caster.~

@7 = ~Summon Shade~
@8 = ~Summon Shade
Summon an invisible, neutrally aligned shade from the Plane of Shadow for 8 hours or until it is slain. This shadowy creature possesses all the immunities of an undead being, including immunity to turning, to spells that destroy or banish summoned creatures, to blindness, and to illithid attacks. It is highly resistant to damage, regenerates slowly (faster when invisible), and can temporarily drain Strength from its victims with a touch, if they fail a save vs. Death at +2.

This loyal undead companion starts off less powerful than its regular counterparts, but grows stronger as the shadowdancer gains experience. It evolves into more capable and resistant forms, gaining innate abilities and ultimately transforming into greater types of shades:

– Shadow from levels 4 to 11
– Greater Shadow from levels 12 to 19
– Shadowlord from levels 20 to 27
– Greater Shadowlord from levels 28 to 35
– Nighthaunt at level 36 and above

The creature's Hit Dice (HD) are always one fewer than the shadowdancer's, up to a maximum of 27 HD.~

@9 = ~Hide in plain sight~
@90 = ~Failed to hide in plain sight~
@10 = ~Hide in plain sight
Immediately hide, even in plain sight, for 20 seconds once per turn. The cooldown decreases by 1 round at level 5 and every 5 levels thereafter, reaching a minimum of 2 rounds at level 40.

The chances of success are directly tied to the shadowdancer's Hiding in Shadows ability in the following way:

– 0-30: 50% chance of success
– 31-50: 65% chance of success
– 51-75: 80% chance of success
– 76-100: 90% chance of success
– 101-150: 95% chance of success
– 151-200: 99% chance of success
– 201+: 100% chance of success

Note that the success chance is also affected by any penalties or bonuses to the shadowdancer's Hiding in Shadows ability, such as through magical effects or gear. For example, if the shadowdancer has exactly 70 points in the ability, they would have 80% chance of success, but if they had magical boots that granted 40 point bonus to the ability, they would have 95% chance of success.~

@10010 = ~Hide in plain sight is available for use.~

@11 = ~Shadow Form
Duration: 5 rounds + 1 round/10 levels starting at level 30
Casting Time: Instant
Area of Effect: The caster

This ability is a more powerful version of Shadow Evade that temporarily transposes some of the user's tissue with shadow-stuff, making the subject partially incorporeal and regenerating 1 Hit Point per second. For its duration, gain a +4 Armor Class bonus, and all attacks directed against the shadowdancer deal 50% less of their normal damage. Additionally, the user is under the effects of Improved Invisibility, receives a +4 bonus to all Saving Throws, and may not be detected by any divinations until they choose to partially reveal themselves by taking certain actions, or the effect runs out. This, however, will not prevent creatures that naturally see through invisibility from detecting the shadowdancer.

Requirements: Improved Shadow Evade~

@12 = ~Shadow Maze
This ability opens a temporary gateway to a small pocket within the Plane of Shadow. All enemies within 7 feet of the shadowdancer must make a Save vs. Spell at a -4 penalty or become trapped inside that space between 5 to 14 rounds. This spell becomes increasingly difficult to resist as the shadowdancer becomes more experienced: at level 28, the penalty becomes -5, and at 36, -6.

After being released, living beings resurface feeling weakened for 1 turn, suffering the following non-stackable effects:

– Strength, Dexterity, Armor Class, THAC0, damage, saving throws, and casting speed: -2 penalty
– Movement speed reduced by 25%
– 5% increased chance to critically miss when attacking

These penalties cannot reduce Strength or Dexterity below 1.~

@13 = ~Shadow Artisan~
@14 = ~Shadow Artisan
Your mastery over the elusive power of shadows has now reached incredible heights. As a testament to your profound connection with it, you gain the following abilities:

– Immunity to blindness
– Backstabs no longer require you to be behind the target to be successful
– For two rounds after landing a critical hit, the target loses their immunity to backstabs, if they had it, and the shadowdancer gains a 5% bonus to critical hit chances and cannot critically miss (does not stack)

Requirements: Shadowdancer only~

@130 = ~Shadostrike~
@131 = ~Shadowstrike
The shadowdancer may choose to infuse their backstabs with a bit of shadow magic for 1 turn to achieve various effects:

– Beshadowed Strike: Backstabs have a 30% chance of making the shadowdancer immediately invisible for 2 rounds, and the target is blinded for 3 rounds unless a save vs. Spell at -4 is made.
– Chilling Strike: Backstabs deal extra 1d4 cold and 1d4 magic damage. If the target is blinded, they deal 2d4+1 cold and 2d4+1 magic damage.
– Enervating Strike: Backstabs halve the victim's Strength for 5 rounds if they fail a save vs. Death (does not stack, and cannot reduce Strength below 1). Attacks will also deal maximum damage during the first round.

During this time, the critical hit chances are 5% higher. None of these effects are affected by Magic Resistance and they do not stack with each other. Each application replaces the other.~

@132 = ~Beshadowed Strike~
@133 = ~Chilling Strike~
@134 = ~Enervating Strike~

@15 = ~Self-Concealment~
@16 = ~Self-Concealment
Your essence merges further with the shadows, granting you a permanent +5% resistance to all damage types and a +1 bonus to Armor Class. This ability can be selected up to three times.

Requirements: Shadowdancer only~

@2100 = ~Shadow Conjuration~
@2101 = ~Shadow Conjuration
This skill allow the shadowdancer to draw energy from the Demiplane of Shadow to conjure a shadowy version of a selection of arcane spells. The following spells are available: Darkness, Invisibility, Shield, Magic Missile, Sleep.

The spells are always cast at half the shadowdancer's current level. For example, to cast four Magic Missiles, the shadowdancer would require to be at level 14, instead of level 7.~

@2102 = ~Greater Shadow Conjuration~
@2103 = ~Greater Shadow Conjuration
This skill allow the shadowdancer to draw substantial energy from the Demiplane of Shadow to conjure a shadowy version of a selection of arcane spells. The following spells are available: Melf's Acid Arrow, Web, Minor Globe of Invulnerability, Blindness.

The spells are always cast at half the shadowdancer's current level. For example, to cast Minor Globe of Invulnerability at level 10, the shadowdancer must attain first level 20.~

@2104 = ~Shades~
@2105 = ~Shades
This skill allow the shadowdancer to draw a lot of energy from the Demiplane of Shadow to conjure a shadowy version of a selection of arcane spells. The following spells are available: Shadow Fireball, Stoneskin (5 layers at most), Cone of Cold, Shadow Door.

SHADOW FIREBALL: An illusive version of the Fireball spell that deals a mix of fire, cold, and magic damage in a purple blast. It functions otherwise identically. The shadowdancer is immune to <PRO_HISHER> own Shadow Fireball.

All spells are always cast at half the shadowdancer's current level. For example, to cast Shadow Door at level 10, the shadowdancer must attain first level 20.~

@21050 = ~Shadow Fireball~

@2107 = ~Deep Shades~
@2108 = ~Deep Shades
This skill allow the shadowdancer to draw a huge amount of energy from the Demiplane of Shadow to conjure a shadow version of a selection of spells. The following spells are available: Delayed Blast Shadow Fireball, Shadow Shield, Shadowstep.

DELAYED BLAST SHADOW FIREBALL: An illusive version of the Delayed Blast Fireball spell that deals a combination of fire, cold, and magic damage. It otherwise functions identically. The shadowdancer is immune to <PRO_HISHER> own Delayed Blast Shadow Fireball.

SHADOW SHIELD: Envelops the user in powerful illusions, granting Blur, +2 Armor Class (+4 vs. missiles), 8 mirror images, and immunity to normal and +1 weapons. The user also becomes immune to necromancy spells and gains 20 points of skill in Hide in Shadows and Move Silently. This spell can be dispelled with Dispel Magic, as well as True Sight.

This skill may be taken three times at most.

Requirements: Shadowdancer only~

@21080 = ~Delayed Blast Shadow Fireball~

@2109 = ~Shadow Shield~
@2110 = ~Shadow Shield
(Illusion/Phantasm)

Level: 7
Range: 0
Duration: 2 turns
Casting time: 6
Area of Effect: The caster
Saving Throw: None

The shadowdancer becomes enveloped in a mantle of shifting shadows and silent illusions, gaining the following benefits:

– +2 bonus to Armor Class, increased to +4 against missile attacks
– Blurred, as per the Blur spell
– +20% bonus to Hide in Shadows and Move Silently
– Surrounded by 8 images, as per the Mirror Image spell
– Immunity to normal and +1 weapons
– Immunity to Necromancy spells

This protection can be removed by Dispel Magic or by spells that dispel illusions, such as True Sight.~

@2120 = ~Shadow Dance~
@2121 = ~Shadow Dance
For five rounds, shadowdancers of exceptional skill can perform an agile and disorienting shadow-dance that allows them to automatically avoid the effects of spells and special abilities that can be evaded, such as dragon breath, fireballs, lightning bolts, skull traps, explosive potions, wands of fire, dangerous waves of water, and many others, through a combination of superior reflexes, extraordinary agility and a bit of their innate shadow magic.

During this time, the shadowdancer becomes briefly invisible for 3 seconds once per round, disorienting and disrupting the targeting of the enemies around them. This ability also improves Armor Class by 6 and Saving Throws by 3. In addition, it allows the shadowdancer to move so quickly that <PRO_HISHER> movement rate is increased by 4 (base is 9) and missiles have no chance of striking <PRO_HIMHER>.

This ability cannot be dispelled or Breached, although the invisibility effect can be disrupted by True Sight and other invisibility dispelling effects.~
@2122 = ~Shadow Dance: Evaded effect~

@23 = ~Backstab immunity removed~
@24 = ~Backstab immunity removal effect wore off~

@25 = ~Shadow Evade~
@26 = ~Shadow Evade
The shadowdancer cloaks <PRO_HIMHER>self in shadows, making <PRO_HIMHER> harder to hit. This grants a +4 bonus to Armor Class, +2 to all Saving Throws, and 15% damage resistance. During this time, <PRO_HESHE> is also under the effects of Invisibility. Each additional use of this ability increases damage resistance by 5% (up to a maximum of 25%) and extends the duration by 1 round (up to a maximum of 5 rounds). This effect also provides immunity to Shadow Fireball and Delayed Blast Shadow Fireball spells accessed through Shadow Conjurations.~

@27 = ~Improved Shadow Evade~
@28 = ~Improved Shadow Evade
The shadowdancer's Shadow Evade ability is upgraded permanently to Shadow Form. In this new form, damage resistance increases to 50%, the invisibility becomes Improved, the shadowdancer regenerates 1 HP per second, and becomes immune to all divination spells during the 5 rounds it lasts.~

@50 = ~Weakened by Shadow Maze~

@60 = ~Shadow Twin
This ability creates an almost exact duplicate of the shadowdancer for 2 turns. The duplicate is created at 60% of the level at which the shadowdancer is currently on. It has all the abilities that the shadowdancer would have at that level. It also has 60% of the Hit Points of the shadowdancer. The duplicate is fully under the control of the shadowdancer. This ability may only used once every 2 turns, and attempts to cast it before this time will fail.~

// END OF SHADOWDANCER SPELLS

// SUMMON SHADOW DIALOG
@100 = ~Your shadowy companion slowly turns to look at you with their formless eyes. A cold, emotionless voice rings clearly in your mind: "Greetings, my <PRO_LADYLORD>. What is it you command?"~
@101 = ~Attack enemies as soon as you see them.~
@102 = ~Do not attack enemies unless they attack you first.~
@103 = ~Do not attack enemies unless they attack me first.~
@104 = ~Do not attack or react in any way, only follow my direct orders.~
@105 = ~Actually, what you're doing right now is fine, carry on.~
@106 = ~Your shadowy companion slowly turns to look at you with their formless eyes and stares at you, awaiting for orders. A voice says in your mind: "Yes, my <PRO_LADYLORD>?"~
@107 = ~The voice says: "As you say, my <PRO_LADYLORD>".~ // order
// @108 = ~The shade ignores your attempts to communicate with it.~ // no way of detecting "owner" for now
// END SUMMON SHADOW DIALOG

// SUMMONED SHADOW STR
@198 = ~Shadow Fade~
@199 = ~Shadow Fade
This ability allows the shade to vanish from sight.

The shade can instantly become invisible for 24 hours. This effect is cast instantly and cannot be interrupted. Upon reaching level 16, the shade also gains the option to use Improved Invisibility instead, which lasts for 2 turns.~

@200 = ~Normal Fade~
@201 = ~Normal Fade
The shade instantly becomes invisible for 24 hours. This effect is cast instantly and cannot be interrupted.~

@202 = ~Drain Life~
@203 = ~Drain Life
The shade drains the life of the victim, causing 4 + 1d4 magic damage, which is transferred to the shade for 1 turn as healing or extra maximum health.~

@204 = ~Vampiric Touch~
@205 = ~Vampiric Touch
The shade drains health from the victim as per the Vampiric Touch spell.~

@206 = ~Teleport without error~
@207 = ~Teleport without error
Teleport to any point within the field of vision instantly and become invisible for 1 round.~

@208 = ~Beshadow Body~
@209 = ~Beshadow Body
The shade envelops itself in shadow magic, greatly increasing its defenses for 2 rounds. While this effect is active, the shade gains +4 Armor Class, +50% fire resistance, +50% magic damage resistance, and all of its existing resistances are increased by 50% of their current value. The shade also becomes Improved Invisible and regenerates 1 HP per second.

Starting at level 16, this ability also protects the shade from the first physical attack it receives, as if under the effects of Stoneskin for 4 rounds.

This ability can be used once every 2 turns. The cooldown is reduced by 5 rounds at level 15, by 2 rounds at level 19, and by 3 rounds at level 24.~
@20209 = ~Beshadow Body is available for use.~

@210 = ~Darkness~
@211 = ~Darkness
The shade causes total, impenetrable darkness. Neither normal nor magical light works in the area of effect. All vision (including infravision) is severely limited; anyone hostile caught in the area of effect is for all practical purposes blinded as per the 1st-level wizard spell. Creatures that leave the area covered by darkness will have their vision restored after 1 round.~

@212 = ~Improved Fade~
@213 = ~Improved Fade
The shade becomes invisible as per the Improved Invisibility spell for 2 turns.~

@214 = ~Dispel Magic~
@215 = ~Dispel Magic
The shade attempts to dispel all magic as per the wizard or cleric Dispel Magic spell.~

@216 = ~Doom the Living~
@217 = ~Doom the Living
The nighthaunt points at a living target and releases a ray of shadowy energy. The target must make a Save vs. Death at -2 or be slain instantly. If the save succeeds, the target still takes 1d10+4 magic damage and is afflicted with the effects of the Doom spell for 1 turn; this effect cannot be resisted. Only living creatures are affected by this ability.~

@218 = ~See Invisibility~
@219 = ~See Invisibility
The shade briefly gains the ability to see invisible creatures, revealing them unless they are protected from divination. This spell can be cast instantly as a free action once every 3 rounds and cannot be interrupted.~

@220 = ~Shadow Swap~
@221 = ~Shadow Swap
The shade instantly swaps places with an allied creature using a shadowstep. The ally becomes invisible for 2 rounds and stops all offensive actions. The shade appears at the ally's former location, ready to fight, and gains the following benefits for 3 rounds:
– +2 bonus to all rolls and Armor Class
– +5% damage resistance
– +5% critical hit chance
– +1/2 attacks per round

This ability can be used once every 2 turns. Each time the shade evolves into a stronger form, the cooldown is reduced, reaching a minimum of 5 rounds when the shade becomes a Nighthaunt.

This ability has no effect if used on a non-ally or on the shade itself.~
@22200 = ~Shadow Swap is available for use.~

// NAMES OF CRE
@250 = ~Shadow~
@251 = ~Greater Shadow~
@252 = ~Shadowlord~
@253 = ~Greater Shadowlord~
@254 = ~Nighthaunt~
// END OF SUMMON SHADOW SPELLS

@255 = ~Strength Drained~

@500 = ~Shadow Twin is now available to use~

@700 = ~New passive ability gained: Shadow Haven~
@701 = ~New active ability gained: Shadow Illusion~
@702 = ~New active ability gained: Summon Shade~
@703 = ~New active ability gained: Shadow Evade~
@704 = ~New active ability gained: Shadow Conjuration~
@705 = ~New active ability gained: Greater Shadow Conjuration~
@706 = ~New active ability gained: Shades~

@710 = ~Gained new use of Shadowstep~
@711 = ~Gained new use of Shadow Evade~
@712 = ~Gained new use of Shadow Conjuration~
@713 = ~Gained new use of Greater Shadow Conjuration~
@714 = ~Gained new use of Shades~
@715 = ~Gained a new use of Shadow Illusion~

@720 = ~Stealthy passive bonus gained~
@721 = ~Slippery Mind passive bonus gained~

// INSTALLER TEXT
@1000 = ~Install the overhauled Shadowdancer Kit~
@1002 = ~Fix vanilla shadowdancer bugs (wrong non-proficient penalty, wrong Shadow Twin duration)~
@1003 = ~Make thief THAC0 progression streamlimed, and improve up to 6, like clerics (highly recommended for better rogue gameplay)~
@1004 = ~Improve the THAC0 of Bards too to match the changes to Thieves~
@1005 = ~Make Shaman Spirit Form mirror the benefits of Shadow Form~
@1010 = ~Allow vanilla shadowdancers to take advantage of Rogue Rebalancing's HLA overhaul~
@1011 = ~Fix bugged Simulacrum effect in version 2.6.6 (can't detect traps or hide)~
// END INSTALLER TEXT


// ITMS
@5000 = ~This rod seems to writhe and shift in your hand, but you feel no movement. Oily shadows constantly crawl across its surface; their source is a mystery. The rod exudes a dark aura, and when gripped firmly in the correct fashion, it allows the wielder to seemingly "jump" between locations in battle.

STATISTICS:

Charge abilities:
– Shadowstep 3 times/day

Weight: 2~

// OTHER TWEAKS
@6000 = ~Spirit Form

Duration: 5 rounds + 1/10 levels starting at level 30
Casting Time: Instant
Area of Effect: The caster

The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For its duration, gain a +4 Armor Class bonus, regenerate 1 HP per second, and all attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and may not be detected by any divinations until they choose to partially reveal themselves by taking an certain actions or the effect runs out.~

// COMPONENT RESTRICTIONS
@10000 = ~This component is only allowed in BGEE, BG2EE, IWDEE and EET~
@10001 = ~This component is only allowed in BGEE, BG2EE and EET~
@10002 = ~Fix is already included in the main component~
@10003 = ~This component requires the Shadowdancer Overhaul component~
