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Investiture of Shadow

6th level transmutation (Sorcerer, Wizard, Warlock)   Casting Time: 1 action   Range: Self Components: V S   Duration: Concentration, up to 10 minutes     Until the spell ends, shadows swirls around you, turning dim light within 20 feet of you into darkness, and bright light in the same area to dim light. You can see in these shadows. You gain the following benefits:   You gain a flying speed of 30 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.   You are immune to necrotic damage and have resistance to psychic damage.   You can use your action to create a 15-foot sphere of darkness centered on a point you can see within 60 feet of you. Each creature in that area must make an Intelligence saving throw. A creature sees its nightmares come to life on a failed save and takes 3d10 psychic damage and become frightened for 1 minute, or half as much damage on a successful one. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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