

The higher level, the better, really, as Shadow spells benefit very much from metamagic, Spell Perfection, etc. The spells themselves start at 4th level spells with Conjuration (3rd with Enchantment but that is much weaker), and Evocation at 5th is also fantastic. Speaking of when a shadow focused caster is useful, I would say they are only really worth playing if you expect to spend a lot of time at level 10+. Realness options can be useful in these situations, but I don't see them as necessary unless the campaign is going to feature these situations in large numbers (in which case a Shadow-spell focused caster is not really a great choice anyway). In such situations, focus on casting either non-shadow spells, or shadow spells that avoid interacting with enemies directly (summons as meatshields, Telekinetic Charge/ Contingent Action, Walls, etc etc). Now, there are going to be situations where targeting the will save just isn't very feasible, even with all these buffs you can put in to it. Things like Spell Focus, Spell Perfection, Tenebrous Spell and Persistent Spell can all help greatly boost your spells, and you can also potentially focus on reducing enemy saves with things like Evil Eye, Ill Omen (especially cast from a wand by a familiar), or causing enemies to be shaken or sickened. This pulls double duty, as it both helps ensure the spell is fully real, and improves the spell that is being duplicated, rather than only helping the spell be more real. Much better, in my opinion, is to forget realness, and focus entirely on making the saves as hard as possible. If you optimise around both realness and improving the spells save DCs, the resources you are spending on each are counter to each other - if one helps, then the other proved useless. But those spells themselves will have saves etc., so the enemy still needs to fail that save to get your intended effect - you're spending quite a bit to get duplicates of much lower level spells, giving you good flexibility but much weaker effectiveness than just those spells with metamagic applied. Now, if you optimise purely around realness, putting no resources in to increasing the saves, this is passably alright - you've got mostly/fully real duplicates of spells. This means that any resources like spell levels, staff charges or just class features/feat slots are wasted if your spell actually succeeds. Realness, for the most part, only matters when targets beat the will save of the spell. I very much disagree, and I'd like to take a little time to explain why. The most common suggestion I see about shadow spells is to increase the "realness", via methods like the Solid Shadows metamagic, or the Crook of Cidurheen.
#PATHFINDER SPELLHUNTER HOW TO#
In my previous posts I discussed the mechanics of the spells themselves - in this one, I'd like to talk more about how to get the most out of them in-game. " Rulings and What Exactly Quasi-Real Means Anyway?" You may be interested in the former posts first. Personal circumstances interrupted me before I finished, and I ended up putting this to the side while I dealt with those.
#PATHFINDER SPELLHUNTER SERIES#
This is my (very belated) final post in a series of posts about the Shadow spells.

