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Lore of Shadow

This document summarizes several spells from the Lore of Shadow magic tradition. It describes spells that create illusions, manipulate shadows, twist perceptions of space and time, and invade targets' minds. Example spells listed include Creeping Strike (a cantrip that deals cold damage with a melee attack), Mindrazors (infuses up to three weapons with psychic damage), and Penumbral Pendulum (conjures a swinging pendulum that deals psychic damage in an area). Higher level spells include Mystifying Miasma (creates an obscured fog filled with illusions), Pit of Shadows (banishes targets to a shadow realm), and Unseen Lurker (grants invisibility and other benefits temporarily).

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0% found this document useful (0 votes)
118 views3 pages

Lore of Shadow

This document summarizes several spells from the Lore of Shadow magic tradition. It describes spells that create illusions, manipulate shadows, twist perceptions of space and time, and invade targets' minds. Example spells listed include Creeping Strike (a cantrip that deals cold damage with a melee attack), Mindrazors (infuses up to three weapons with psychic damage), and Penumbral Pendulum (conjures a swinging pendulum that deals psychic damage in an area). Higher level spells include Mystifying Miasma (creates an obscured fog filled with illusions), Pit of Shadows (banishes targets to a shadow realm), and Unseen Lurker (grants invisibility and other benefits temporarily).

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Lore of Shadow

This magic specializes in trickery, illusion,


and twisting the minds of its targets. Its
users primarily rely on illusory magic, though
they also wield spells that manipulate shadows
and even the nature of space and time as others
are able to perceive it, constantly leaving their
foes seconding guessing what they're seeing.
The following spells are examples of the types
of magic users of the Lore of Shadow often wield.
Creeping Strike
Evocation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Sorcerer, Warlock, Wizard
You lash out at an enemy with chilling shadows. The Quickened Condition
Make a melee spell attack against the target. You This document references the quickened
have advantage on the attack roll if the target is in condition. A quickened creature gains an additional
darkness. On a hit, the target takes 1d8 cold damage. action on each of its turns. That action can be used
At Higher Levels. This spell’s damage increases by 1d8 only to take the Attack (one weapon attack or
when you reach 5th level (2d8), 11th level (3d8), and 17th unarmed strike only), Dash, Disengage, Hide, or
level (4d8). Use an Object action. The haste spell applies the
quickened condition among its other effects, and a
Mindrazors creature cannot benefit from the quickened
5th-level illusion condition from multiple sources at once.
Casting Time: 1 bonus action
Range: 30 ft
Components: V, S
Duration: Concentration, up to 1 minute The creature must be no more than one size category larger
Classes: Warlock, Bard than you. The spell fails if either of you would appear in a
You envelop up to three weapons you can see within space that cannot accommodate your size.
range in phantasmal shadows, allowing them to slice Mystifying Miasma
through the minds of their targets. For the duration,
when a creature is hit by an attack from one of these 2nd-level illusion
infused weapons, it takes an additional 1d12 psychic damage. Casting Time: 1 action
If a creature takes an action to examine one of the weapons Range: 120 ft
and succeeds on an Intelligence (Investigation) check against Components: V, S
your spell save DC, they discern the illusion and will no Duration: Concentration, up to 1 minute
longer take the additional psychic damage from any of the Classes: Ranger, Bard
infused weapons. You conjure a 20-foot-radius sphere of illusory fog at a point
At Higher Levels. When you cast this spell using a spell you choose within range.
slot of 6th level or higher, you can target one additional This miasma fills the air, spreading around corners and
weapon for each slot level above 5th. making the area heavily obscured for all creatures lacking
Mirror Dance true sight.
2nd-level conjuration Any creature that starts its turn fully within the cloud must
make a Wisdom saving throw. On a failed save, it uses its
Casting Time: 1 bonus action movement to travel in a random direction, determined by
Range: Self rolling a d8, until it exits the fog, after which it falls prone.
Components: S The creature can then take the rest of its turn as normal.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
Classes: Bard, Sorcerer, Warlock, Wizard slot of 3rd level or higher, the radius of the fog increases by
20 feet for each slot level above 2nd.
You weave a shadowy link between yourself and a willing
creature you can see within 30 feet, causing you and the Art Credit
creature to instantly swap places. Myrkul's Invoker - Aaron J. Riley, Wizards of the Coast
The Abyss - Pete Venters, Wizards of the Coast
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Penumbral Pendulum
4th-level illusion
Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Wizard
You conjure a spectral pendulum that swings through a 60-
foot-long, 5-foot-wide, and 5-foot-tall line of your choice within
range. Each creature in this area can make a Dexterity or
Intelligence saving throw (its choice). A creature takes 6d10
psychic damage on a failed save and no damage on a success.
On each of your subsequent turns during the spell's
duration, you can use your action to cause the pendulum to
swing back from the opposite direction it swang last,
repeating the effect across the same line each time. If your
turn ends without you using this action, the spell ends.
At Higher Levels. When you cast this spell using a spell The the line's area is then plunged into magical darkness
slot of 5th level or higher, the damage increases by 1d10 for until the end of your next turn. This darkness is impenetrable
each slot. to darkvision and unaffected by nonmagical light sources.
At Higher Levels. When you cast this spell using a spell
Pit of Shadows slot of 2nd level or higher, the damage increases by 1d10 and
6th-level abjuration the length of the line extends by an additional 5 feet for each
Casting Time: 1 action slot level above 1st.
Range: 60 ft Unseen Lurker
Components: V, S, M (A black cloth) 3rd-level transmutation
Duration: Concentration, up to 1 minute
Classes: Cleric, Sorcerer, Warlock, Wizard Casting Time: 1 bonus action
Range: 60 ft
You conjure a portal to a shadowy plane, opening a 20-foot Components: V
square pit on an area of the ground you can see within range. Duration: 1 round
Creatures within this area must make a Dexterity saving Classes: Ranger
throw. On a failed save, a creature is banished to a realm of
darkness for the spell's duration. While in this realm, the Choose a willing creature you can see within range. The
creature is incapacitated. chosen creature becomes enveloped in a shroud of mist,
At the end of each of its turns, the banished creature takes enabling it to move with unseen swiftness. Until the start of
3d8 psychic damage and must then make a Charisma saving your next turn, the creature's movement speed is doubled, it's
throw. On a success, the spell ends for that creature. When quickened, and it becomes invisible along with everything it's
the spell ends for a creature, it reappears in its original space wearing or carrying.
or the nearest unoccupied space if its original space is At Higher Levels. When you cast this spell using a spell
occupied. If a creature dies while banished, its body remains slot of 5th level or higher, you can target one additional
in the shadow realm; however, any magical items it was creature for every two slot levels above 3rd.
wearing or carrying return to the original location. Withering Resolve
At Higher Levels. When you cast this spell using a spell 3rd-level enchantment
slot of 7th level or higher, you can increase the pit's
dimensions by 10 feet for each slot level above 6th. Casting Time: 1 action
Range: 120 ft
Shroud of Dusk Components: V, S
1st-level evocation Duration: Concentration, up to 1 minute
Classes: Bard
Casting Time: 1 action
Range: Self Choose a creature within range that can hear you. The target
Components: V, M (A drop of pitch or piece of coal) must succeed on a Wisdom saving throw, or its mind
Duration: 1 round becomes filled with crippling doubt and inner turmoil. On a
Classes: Sorcerer, Warlock, Wizard failed save, for the duration of the spell, the target has
disadvantage on all checks and saving throws not triggered
You release a surge of chilling shadows in a 15-foot-long, 5- by this spell, and attack rolls against it have advantage. At the
foot-wide line that extends from you in a direction you end of each of its turns, the target can make another Wisdom
choose. Each creature within the line must make a saving throw, ending the effects on a success.
Constitution saving throw. Creatures take 1d10 cold damage, At Higher Levels. When you cast this spell using a spell
and on a failed save, and half as much on a success. slot of 4th level or higher, you can target one additional
creature for each slot level above 3rd.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
1.0.0
Document release
1.1.0
Change saving throw for Shroud of Dusk to Con save
1.2.0
Reworked Penumbral Pendulum so it can be swung
multiple times
Fixed typo with what classes gained access to Penumbral
Pendulum

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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