Green Mage

"As the sun rises, shadows are born — silent reflections cast where none existed just hours before. And as the sun sets, they vanish once more, as if they were never truly there. Doppelgängers to the living, shelter to the weary, shadows follow without question, always near, yet never quite real. They are the perfect mimics — intangible and tireless, bound to light yet untouched by it.

But when shadows are controlled, their loyalty becomes a weapon. Everything they echo, mimic, or reflect becomes subject to the will of their master. In the hands of a true Green Mage, even the shape of truth can be bent, and those who live in light may unknowingly dance to the will of the darkness behind them."

The Green Mage specializes in controlling shadows cast in the environment, wether by creatures or the environment itself. They can use their own shadow to extend tendril-like shadows that will be able to control other shadows it comes into contact with. The Green Mage can thus control other creatures in the environment, increase the darkness of certain shadows or expose those hiding within shadows, and more.

Abilities:

Verdant Shadowcraft – You begin to extend your own shadow to a total of 30 ft. You may manipulate the shadow manually through the ground and other surfaces to reach your desired shadow, but any shadow out of reach through a dropoff will not be accessible.

Shadow Manipulation – When your shadow comes into contact with a desired living target's, you may choose to:

Shadow Push – You push the creature in a direction of choice (Level 1 action spell)

Shadow Bind – You bind a creature's shadow to either Slow the creature, or paralyze it for the next turn depending on your roll (Level 2 Action Spell)

Shadow Mimic – The creature's next action will mimic unto itself, wether it be an attack, spell or heal (Level 3 Action Spell)

Shadow Takeover – You control this creature's next turn entirely (Level 4 Action Spell)

Shadow Echo – You summon a clone of your own shadow that will double cast anything you do for the next 2 turns.

Living Silhouette – You summon a clone of a shadow of any creature on the battlefield that will have basic abilities, like Interact, Push, Pull, etc.

Shadow Mark – You mark a creature to begin to leave behind imprinted shadows on the ground for the next 3 turns based on where it walks and what ranged attacks it casts. If you move your own shadow through one of these imprinted shadows, your shadow gains more movement speed.

Shadow Reflection (Reaction) - If you are attacked, you may trigger this reaction, switching places with your own shadow to completely dodge the attack but lowering your shadow's movement speed next 2 turns.

Shadow Reveal – You cast several shadow tendrils to reveal any enemies hiding within shadows in the environment.

Shadow Conceal – You cast several shadow tendrils to increase the darkness of nearby shadows in the environment, helping allies roll better to hide in them.

Ultimate Ability – Total Eclipse – Your shadow expands to douse the battlefield in a complete dark shade. During the next 3 turns of this, you are able to manipulate any creature at will without expending spell slots, and are able to summon several Shadow Echoes.

Type: Magic DPS

Weapon/Tool: Shadow

Origin: Invitacerna

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