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Shadows Domain

Shadows Domain Granted Power

  • You gain Blind-Fight as a bonus feat.
  • You gain the Darkness spell, you can cast it as a Supernatural effect once every 8 hours.
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    Darkness - Evocation [Darkness]
    LevelBrd 2, Clr 2, Sor/Wiz 2
    Components V M
    XP Cost
    Casting Time1 standard action
    RangeTouch
    TargetObject touched
    Duration10 min./level (D)
    Saving ThrowNone
    Spell ResistanceNo
    Description
    This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

    Darkness counters or dispels any light spell of equal or lower spell level.

    Arcane Material Component:
    A bit of bat fur and either a drop of pitch or a piece of coal.
  • You gain the Green-Flame Blade cantrip.
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    Sword Coast Adventuring Guide

    Green-Flame Blade

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 5 feet
    Duration Instantaneous
    Components V,M (a weapon)

    As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
    At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

    Class(es): Sorcerer, Warlock, Wizard
 

Shadows Domain Spells

  1. 1 - Obscuring Mist: Fog surrounds you.
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    Obscuring Mist - Conjuration
    LevelAir 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1
    Components V S
    XP Cost
    Casting Time1 standard action
    Range20 ft.
    TargetCloud spreads in 20-ft. radius from you, 20 ft. high
    Duration1 min./level
    Saving ThrowNone
    Spell ResistanceNo
    Description
    A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.

  2. 2 - Blindness/Deafness: Makes subject blinded or deafened.
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    Blindness/Deafness - Necromancy
    LevelBrd 2, Clr 3, Sor/Wiz 2
    Components V
    XP Cost
    Casting Time1 standard action
    RangeMedium (100 ft. + 10 ft./level)
    TargetOne living creature
    DurationPermanent (D)
    Saving ThrowFortitude negates
    Spell ResistanceYes
    Description
    You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
  3. 3 - Blacklight: Create an aura of total darkness.
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    Blacklight - Evocation [Darkness]
    LevelDarkness 3, Sor/Wiz 3
    Components V S M
    XP Cost
    Casting Time1 standard action
    RangeClose (25 ft. + 5 ft./2 levels)
    TargetA 20-ft.-radius emanation centered on a creature, object, or point in space
    Duration1 round/level (D)
    Saving ThrowWill negates or none (object)
    Spell ResistanceYes or no (object)
    Description
    The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.

    The spell can be cast on a point in space, but the effect is stationary when cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

    Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell
    Animate Objects - Transmutation
    LevelChaos 6, Clr 6
    Components V S
    XP Cost0
    Casting Time1 action
    RangeMedium (100 ft. + 10 ft./level)
    TargetObjects or matter, 1 cu. ft./level
    Duration1 round/level
    Saving Thrownone
    Spell Resistanceno
    Description
    The character imbues inanimate objects with mobility and a semblance of life. The animated object, or objects, then attack whomever or whatever the character initially designates. The animated object can be of any nonmagical material. The character can also animate masses of raw matter as long as the volume of material does not exceed 1 cubic foot per caster level.

    The spell cannot animate objects carried or worn by a creature.
    daylight counters or dispels blacklight.
  4. 4 - Armor of Shadows: Shroud grants deflection bonus, darkvision, and other effects.
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    Armor Of Darkness - Abjuration [Darkness]
    LevelDarkness 4
    Components V S
    XP Cost
    Casting Time1 standard action
    RangeTouch
    TargetCreature touched
    Duration10 minutes/level
    Saving ThrowWill negates (harmless)
    Spell ResistanceYes (harmless)
    Description
    The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects.Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.
  5. 5 - Darkbolt: Multiple bolts deal 2d8 damage and daze creatures.
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    Darkbolt - Evocation (Darkness)
    LevelDarkness 5
    Components V S
    XP Cost
    Casting Time1 standard action
    RangeMedium (100 ft. + 10 ft./level)
    TargetOne ray/2 levels (maximum seven rays)
    DurationInstantaneous; see text
    Saving ThrowWill partial
    Spell ResistanceYes
    Description
    With a quick invocation to your deity, you call forth a nimbus of jet-black night. This terrible radiance, laced with the will of your deity, allows you to shoot black bolts of power.

    You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target. You can hurl one bolt for every two caster levels you have (maximum seven bolts). You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting in the round when you cast the spell. You do no have to jurl a bolt in every round, but if you don't hurl the bolt you were entitled to in a round, it is lost. If you hurl all the bolts at once, al your targets must be within 60 feet of each other.

    A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save). An undead creature takes no damage bu is dazed if it fails its save.
  6. 6 - Prying Eyes: 1d4 +1/level floating eyes scout for you.
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    Prying Eyes - Divination
    LevelSor/Wiz 5, Darkness 6
    Components V S M
    XP Cost
    Casting Time1 minute
    RangeOne mile
    Target Ten or more levitating eyes
    Duration1 hour/level; see text (D)
    Saving ThrowNone
    Spell ResistanceNo
    Description
    You create a number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

    While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.

    When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.

    In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.

    If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.

    The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

    Material Component:
    A handful of crystal marbles.
  7. 7 - Nightmare: Sends vision dealing 1d10 damage, fatigue.
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    Nightmare - Illusion (Phantasm) [Mind-Affecting, Evil]
    LevelBrd 5, Sor/Wiz 5, Darkness 7
    Components V S
    XP Cost
    Casting Time10 minutes
    RangeUnlimited
    TargetOne living creature
    DurationInstantaneous
    Saving ThrowWill negates; see text
    Spell ResistanceYes
    Description
    You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

    The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.
    Knowledge Will Save Modifier

    You must have some sort of connection to a creature you have no knowledge of.

    Knowledge Will Save Modifier
    None +10
    Secondhand (you have heard of the subject) +5
    Firsthand (you have met the subject) +0
    Familiar (you know the subject well) -5

    Connection Will Save Modifier
    Likeness or picture -2
    Possession or garment -4
    Body part, lock of hair, bit of nail, etc. -10

    The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

    Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

    If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

    If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

    You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)

    Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.
  8. 8 - Power Word Blind: Blinds creature with 200 hp or less.
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    Power Word, Blind - Enchantment (Compulsion) [Mind-Affecting]
    LevelSor/Wiz 7, War 7, Darkness 8
    Components V
    XP Cost
    Casting Time1 standard action
    RangeClose (25 ft. + 5 ft./2 levels)
    TargetOne creature with 200 hp or less
    DurationSee text
    Saving ThrowNone
    Spell ResistanceYes
    Description
    You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

    Hit Points Duration
    50 or less Permanent
    51-100 1d4+1 minutes
    101-200 1d4+1 rounds
  9. 9 - Power Word Kill: Kills one creature with 100 hp or less.
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    Power Word, Kill - Enchantment (Compulsion) [Death, Mind-Affecting]
    LevelSor/Wiz 9, War 9, Darkness 9
    Components V
    XP Cost
    Casting Time1 standard action
    RangeClose (25 ft. + 5 ft./2 levels)
    TargetOne living creature with 100 hp or less
    DurationInstantaneous
    Saving ThrowNone
    Spell ResistanceYes
    Description
    You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.

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