The character uses material from the Plane of Shadow to shape
quasi-real illusions of one or more creatures, objects, or
forces. Shadow conjuration can mimic any sorcerer or wizard
conjuration spell of 3rd level or lower. Shadow conjurations are
actually one-fifth (20%) as strong as the real things, though
creatures who believe the shadow conjurations to be real are
affected by them at full strength.
All those that interact with the conjured object, force, or
creature can make Will saves to recognize its shadowy nature.
Those who succeed do so.
Attack spells, such as flame arrow, have normal effects unless
those affected succeed at Will saves. Each disbelieving creature
takes only one-fifth damage from the attack. If the disbelieved
attack has a special effect other than damage, that effect is
one-fifth as strong (if applicable) or only 20% likely to occur.
Mimicked spells allow the normal saves and SR.
Shadow objects or substances, such as obscuring mists, have
normal effects except against those who disbelieve them. Against
disbelievers, they are one-fifth strength or 20% likely to work.
For instance, a shadow obscuring mist only provides one-half
concealment at 25 feet, not 5 feet.
Shadow creatures have one-fifth the normal hit points
(regardless of whether theyre recognized as shadowy). They
deal normal damage and have all normal abilities and weaknesses.
Against a creature who recognizes them as shadowy, however, such
a creatures damage is one-fifth normal, and all special
abilities that do not produce normal damage (in hit points) are
only 20% likely to work. (Roll for each use and each affected
character separately.) Furthermore, the shadow creatures AC
bonuses are one-fifth as large (so a +7 total bonus resulting in
AC 17 would change to a +1 total bonus for a new AC of 11).
Those who succeed at their saves see the shadow conjurations
as transparent images superimposed on vague, shadowy forms.