| Creates replicas of creatures native to the caster's current location, weaving them from shadows and threads of Abyssal matter.
You can sustain at most four creatures summoned by this spell.
Shadow Creatures is a Summonings spell with context-sensitive results. Regardless of spell power, casting it will generate one monster or group of monsters appropriate for the current level. The duration of the summoned creatures is inversely dependent on their hit dice, so weaker creatures will last longer. Monsters normally generated with equipment are given summoned versions of their weapons and armour which disappear with them. This spell will not summon creatures opposed by your god.
Summoned bands (such as a group of orcs) only count as one creature in regards to the summoning cap of 4.
The monster version of this spell summons 1d(1 + hit dice/5) monsters or groups.
The following monsters can cast Shadow Creatures:
- In the Dungeon, results can be extremely varied due to the very broad range of possible monsters you can encounter. For example, on D:12 it might produce a band of ogres including an ogre mage... or it might produce a single hobgoblin.
- In The Lair, this can produce anything from a single plant to a herd of death yaks.
- In the Orcish Mines, it usually produces a group of orcs, possibly including warriors, priests, and sorcerers. trolls and ogres are possible, though.
- In the Swamp, it can spawn a single friendly plant or a pack of slime creatures.
- In the Snake Pit, it often summons a pack of nagas, which can include magi and warriors, or a single adder, water moccasin, black mamba, or anaconda.
- In the Vaults, it produces anything from cyclopes and packs of ogres to packs of ugly things (including very ugly things) and deep troll skeletons.
- In the Realm of Zot, it tends to summon dragons, electric golems, "friendly" moths of wrath, entire bands of draconians, and even the occasional orb of fire. It is absurdly powerful there, even if you can hardly cast it.
- Be aware that moths of wrath will often berserk the hostile natives, which can lead to a nasty death for the unwary. They may also "helpfully" send you berserk, potentially leaving you with very few options in the middle of a very nasty group of monsters.
- It is much less useful in places that have weak "random encounters" but very strong special encounters, such as Hell, the Tomb, and the last level of the Vaults.