Spell Abilities - Shadow Walker (WRR)

__TOC__
Much of the shadow walker's early training is in the magical arts. Where other thieves might be learning how to make the best use of minute cracks and protrusions to scale a seemingly impassible wall, novice shadow walkers are mastering the spider climb and jump spells that allow them to do the same.
The ability of a shadow walker to cast spells is greatly restricted compared to a true wizard. They never gain the ability to learn spells of higher than 4th level. In addition, they are restricted to memorizing no more than four spells from each level. So a 20th-level wizard has the ability to cast no fewer than 37 spells per day, but a shadow walker of the same level is limited to 16 enchantments.
Shadow walkers are only able to learn spells from the Abjuration, Alteration, Illusion/Phantasm, and Lesser/Greater Divination schools. If the additional magical spells provided in the Tome of Magic are used in the campaign, characters can use only the spells from that book that fall into one of the above schools. Shadow walkers cannot employ spells from the Wild Magic or various Elemental schools.
Shadow walkers do not have the ability to research new magical spells or create magical items. While they are able to master the art of magic when another teaches them its finer points, the subtle refinements required to experiment with the supernatural remain forever beyond their reach.
 Shadow Walker Spell Progression
CasterLevel	Spell Level	Spell Level	Spell Level	Spell Level
CasterLevel	1 	2 	3 	4
1 	1 	— 	— 	—
2 	2 	— 	— 	—
3 	3 	— 	— 	—
4 	4 	— 	— 	—
5 	4 	1 	— 	—
6 	4 	2 	— 	—
7 	4 	3 	— 	—
8 	4 	4 	— 	—
9 	4 	4 	1 	—
10 	4 	4 	2 	—
11 	4 	4 	3 	—
12 	4 	4 	4 	—
13 	4 	4 	4 	1
14 	4 	4 	4 	2
15 	4 	4 	4 	3
16 	4 	4 	4 	4
17 	4 	4 	4 	4
18 	4 	4 	4 	4
19 	4 	4 	4 	4
20 	4 	4 	4 	4