Post by Kahz on Aug 31, 2015 18:05:46 GMT 10
A bunch of spells designed to provide greater theme and flavor to the Shadow Adept, but also usable for others of course
Shadow Well
4th-level Illusion
Spell List: Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You spit out the words of the spell, and the shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness.
You cause a single target creatures shadow to become a temporary gateway to a pocket realm within the Shadowfell. The target must make a Wisdom saving throw. On a failure, they are pulled into the gateway. Inside the pocket realm, the target sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing real harm. On each of its turns, the target can use its action to attempt a Wisdom saving throw, ending this effect on a success.
When the target returns to the real world, it must succeed on another Wisdom saving throw or become frightened for 1D4 rounds.
Upon leaving the pocket realm, the target reappears in the spot it had been in when the shadow well spell was cast. If this space is occupied, it instead appears in the nearest unoccupied space to that point.
Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature to escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target may still become frightened upon leaving.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Shadow Spray
2nd-level Illusion
Spell List: Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (A handful of black ribbons)
Duration: Instantaneous
As you finish casting this spell, ribbon-like shadows burst outward from the midst of your foes.
You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5 ft radius sphere from a point that you choose. All creatures effected must make a Constitution saving throw. On a failure, each effected creature is considered to be Restrained until the end of its next turn.
At Higher Levels:
When you cast this spell using a spell slot of 3r d level or higher, you can increase the radius of the sphere by 5 ft for each slot level above 2nd.
Slashing Darkness
3rd-level Evocation
Spell List: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You complete this spell and a hissing, hurtling ribbon of pure darkness flies from your hand.
Make a ranged spell attack against a single creature within range. On a hit, the target takes 7D8 necrotic damage.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you increase the damage it deals by 1D8 for each slot level above 3rd.
Spectral Weapon
3rd-level Illusion
Spell List: Bard, Sorcerer, Wizard
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes.
You summon forth semisolid shadowstuff and force it to coalesce into a shape only you can wield. The shadow-formed weapon looks real at first glance, though it appears darkened as if perpetually in shadows. Wisps of shadow tendrils constantly follow the weapon as you move it around.
Using material from the Shadowfell, you can fashion a quasi-real melee weapon of any type with which you are proficient. This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions.
First, you resolve attacks with your spectral weapon as melee spell attacks instead of melee weapon attacks, and you ignore any bonuses from non-magical armor or shields the target has to their AC.
Second, any foe hit by your spectral weapon is entitled to a Wisdom saving throw against your spell save DC to recognize the weapon's shadowy, semi-insubstantial nature. On a success, the target of your attack suffers only half damage from the weapon on that attack and on all subsequent attacks.
Only you can wield your spectral weapon, and the weapon dissipates when it leaves your grasp or when the spell's duration expires, whichever comes first.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, the target of your attacks has disadvantage on their Wisdom saving throw when attempting to recognize the nature of your spectral weapon.
Ebon Eyes
1st-level Transmutation
Spell List: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (A pinch of powered black gemstone of any type)
Duration: 4 hours
You feel, more than see, a black haze form at the corner of your eyes. Upon touching your intended subject the haze disappears and the creature's eyes become shrouded in blackness.
You touch a single willing creature and grant it the ability to see normally in natural and magical darkness, although it does not otherwise improve the target's ability to see in natural dark or shadowy conditions. The target ignores the disadvantage it suffers due to lack of illumination in anything other than total darkness.
While the spell is in effect, a jet-black film covers the target's eyes, a visual effect that gives the spell its name.
Net of Shadows
1st-level Illusion
Spell List: Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them.
You target up to 3 creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Wisdom saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks. The shifting magical shadows also inhibit the targets ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets.
A target can make a Wisdom saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Darkbolt
5th-level Evocation
Spell List: Sorcerer
Casting Time: 1 action
Range: Self (120 feet)
Components: V, S
Duration: Instantaneous, or Concentration up to 10 minutes.
With a quick invocation you call forth a nimbus of jet-black night around your hands, from which you shoot black bolts of power that trail wisps of terrible darkness.
You unleash seven bolts of darkness from your open palms and fire them at targets within range. You can fire them at one target or several. Make a ranged spell attack for each bolt. On a hit, a target takes 2D8 necrotic damage and must make a Wisdom saving throw. On a failure, the target is stunned until the end of its next turn.
Choose one of the following two options when you cast this spell:
1. You can fire all the bolts at once, and all targets must be within 60 feet of each other. When you use this option, the spell's duration is instantaneous.
2. When you cast this spell -and as a bonus action on each of your turns thereafter- you can fire one or two of the bolts at a target or targets you choose within range. When you use this option, the spell's duration is Concentration (up to 10 minutes).
No matter how many bolts strike a single target, a target can only be stunned until the end of its next turn.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.
<more to come>
Shadow Well
4th-level Illusion
Spell List: Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You spit out the words of the spell, and the shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness.
You cause a single target creatures shadow to become a temporary gateway to a pocket realm within the Shadowfell. The target must make a Wisdom saving throw. On a failure, they are pulled into the gateway. Inside the pocket realm, the target sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing real harm. On each of its turns, the target can use its action to attempt a Wisdom saving throw, ending this effect on a success.
When the target returns to the real world, it must succeed on another Wisdom saving throw or become frightened for 1D4 rounds.
Upon leaving the pocket realm, the target reappears in the spot it had been in when the shadow well spell was cast. If this space is occupied, it instead appears in the nearest unoccupied space to that point.
Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature to escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target may still become frightened upon leaving.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Shadow Spray
2nd-level Illusion
Spell List: Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (A handful of black ribbons)
Duration: Instantaneous
As you finish casting this spell, ribbon-like shadows burst outward from the midst of your foes.
You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5 ft radius sphere from a point that you choose. All creatures effected must make a Constitution saving throw. On a failure, each effected creature is considered to be Restrained until the end of its next turn.
At Higher Levels:
When you cast this spell using a spell slot of 3r d level or higher, you can increase the radius of the sphere by 5 ft for each slot level above 2nd.
Slashing Darkness
3rd-level Evocation
Spell List: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You complete this spell and a hissing, hurtling ribbon of pure darkness flies from your hand.
Make a ranged spell attack against a single creature within range. On a hit, the target takes 7D8 necrotic damage.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you increase the damage it deals by 1D8 for each slot level above 3rd.
Spectral Weapon
3rd-level Illusion
Spell List: Bard, Sorcerer, Wizard
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes.
You summon forth semisolid shadowstuff and force it to coalesce into a shape only you can wield. The shadow-formed weapon looks real at first glance, though it appears darkened as if perpetually in shadows. Wisps of shadow tendrils constantly follow the weapon as you move it around.
Using material from the Shadowfell, you can fashion a quasi-real melee weapon of any type with which you are proficient. This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions.
First, you resolve attacks with your spectral weapon as melee spell attacks instead of melee weapon attacks, and you ignore any bonuses from non-magical armor or shields the target has to their AC.
Second, any foe hit by your spectral weapon is entitled to a Wisdom saving throw against your spell save DC to recognize the weapon's shadowy, semi-insubstantial nature. On a success, the target of your attack suffers only half damage from the weapon on that attack and on all subsequent attacks.
Only you can wield your spectral weapon, and the weapon dissipates when it leaves your grasp or when the spell's duration expires, whichever comes first.
At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, the target of your attacks has disadvantage on their Wisdom saving throw when attempting to recognize the nature of your spectral weapon.
Ebon Eyes
1st-level Transmutation
Spell List: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (A pinch of powered black gemstone of any type)
Duration: 4 hours
You feel, more than see, a black haze form at the corner of your eyes. Upon touching your intended subject the haze disappears and the creature's eyes become shrouded in blackness.
You touch a single willing creature and grant it the ability to see normally in natural and magical darkness, although it does not otherwise improve the target's ability to see in natural dark or shadowy conditions. The target ignores the disadvantage it suffers due to lack of illumination in anything other than total darkness.
While the spell is in effect, a jet-black film covers the target's eyes, a visual effect that gives the spell its name.
Net of Shadows
1st-level Illusion
Spell List: Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them.
You target up to 3 creatures that are no more than 30 feet apart when you cast the spell. Each target must make a Wisdom saving throw. On a failure, a target is wrapped in shadows, providing them three quarters cover from all attacks. The shifting magical shadows also inhibit the targets ability to ascertain their surroundings. The targets can only see 5 feet through the shadows that coat them, and foes within that range have three quarters cover from all attacks made by the targets.
A target can make a Wisdom saving throw at the end of each of its turns to attempt to disbelieve the net, ending the effect on a success.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Darkbolt
5th-level Evocation
Spell List: Sorcerer
Casting Time: 1 action
Range: Self (120 feet)
Components: V, S
Duration: Instantaneous, or Concentration up to 10 minutes.
With a quick invocation you call forth a nimbus of jet-black night around your hands, from which you shoot black bolts of power that trail wisps of terrible darkness.
You unleash seven bolts of darkness from your open palms and fire them at targets within range. You can fire them at one target or several. Make a ranged spell attack for each bolt. On a hit, a target takes 2D8 necrotic damage and must make a Wisdom saving throw. On a failure, the target is stunned until the end of its next turn.
Choose one of the following two options when you cast this spell:
1. You can fire all the bolts at once, and all targets must be within 60 feet of each other. When you use this option, the spell's duration is instantaneous.
2. When you cast this spell -and as a bonus action on each of your turns thereafter- you can fire one or two of the bolts at a target or targets you choose within range. When you use this option, the spell's duration is Concentration (up to 10 minutes).
No matter how many bolts strike a single target, a target can only be stunned until the end of its next turn.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.
<more to come>