Invoked Shadow
(Primal spells are unique to the character. I make one for each player even if their character can't normally learn one. Below is one such character's primal spell as an exsample of what they are like.)
3rd level Enchantment (Primal)
Casting Time: 1 Action
Range: Self
Components: S, V, ST (Each cast of this spell requires a Constitution saving throw vs Aetheric poisoning with an additional save if cast above base level.)
Duration: Concentration, 1 minute
As pure aether runs through you the magic is given form by the caster’s body and soul interacting. Every Primal spell is different as it is based on the bloodlines and soul traits the caster has. Interacting with the body of fell shadows from a World Without Light the caster may choose 1 of the following effects each time the spell is cast.
Your shadow withdraws into your body then shadows overtake your eyes and bleed across your skin in a matter of moments. Your body becomes formless like that of empty space where light cannot exist. Just the silhouette of your body can be seen. While in this form you have blind sight up to 60ft, do not need to breath, gain Resistance to Shadow damage, Vulnerability to Radiant damage, and attacks you make with non-sanctified weapons you wield do an extra 1d6 Shadow damage.
Or;
Your shadow begins to fray and then surge outward weakening the barriers between worlds and bringing forth a fragment of a World Without Light. All non-sanctified land within 30ft of where you are when this spell is cast becomes formless like that of empty space where light cannot exist. While in this area you may use a move action to sink into the shadow and appear in any unoccupied space within the area. Everything you are wearing, wielding, or carrying, that does not require a check to carry, travels with you. You cannot bring along other creatures or sanctified items. If you attempt to do so the creature or item is left on the ground where you sank into the shadows.
Owners of primal spells can, as a joined action, cast one of their spells as effectively one level higher thus not needing to make another saving throw vs Aetheric Poisoning. Each primal magic caster sacrifices their use of one of their own primal magic spells for that day in the casting of the main caster’s spell.
At Higher Levels. If cast at 5th level or higher you gain Immunity to Shadow damage, or increase the range by 15ft. When cast at 7th level or higher increase damage to 2d6 and all attacks against you that are not magical or with sanctified weapons have a 15% miss chance, or increase the range by 30ft and you can move through the shadows as a bonus action. At 9th level you lose vulnerability to Radiant damage, increase the miss chance to 25%, or increase the range by 30ft and can bring one willing creature up to two size categories larger than you into the shadows.
Spell List: Anyone with a Charisma score of 12 or higher who has found and activated a Foci of Power/Ritual Site.
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