Shadow Magic

Shadow Magic is the practice of using material from the Shadowfell to infuse illusion spells with a hint of reality. A shadow-fireball doesn't burn quite the same as a normal one, but to the weak-minded it seems identical. A shadow elemental might take any shape - a water weird, a magma mephit, or an earth elemental - but as long as no one knows the difference, the point is moot.

Shadows of Doubt

Every shadow mage has a "tell" to their shadow spells - something that points out the unreal nature of a given spell.

Illusory Tell
d6 Shadow of Doubt
1 Your shadow spells are slightly off-color; dimmer than normal, or seen as though through smoked glass.
2 Whenever you cast a shadow spell, your hands are wreathed in a dark aura, sparking with unsettling light.
3 Your shadow spells are quieter than normal, or might give off the faintest aura of whispers if normally silent.
4 Whenever you cast a shadow spell, your breathing sounds more forced, as though being loud is a struggle.
5 Your shadow spells seem less real when in direct sunlight, and they seem too powerful when in darkness.
6 Whenever you cast a shadow spell, your eyes seem empty and glassy, even if just for a moment.

Illusory Casting

When you take this tradition at 2nd level, you gain the ability to mimic other spells using your shadow magic, creating partially real renditions of the magic.

Whenever you do so, you can only mimic certain spells which are found in the Shadow Casting table, and only at the level listed above each column. When replicating a spell, you replace all of the spell's casting specifics (such as duration or range) with those of the illusion spell. Any saving throw or attack roll is replaced by an Intelligence saving throw, and the spell deals half its normal damage as necrotic damage. Any creature affected by a spell with no saving throw or attack roll makes an Intelligence saving throw instead. A creature who saves against a spell takes no damage and is completely unaffected by it for its duration.

At 2nd level, you learn the silent image spell. You know how to replicate a number of spells equal to your Intelligence modifier, choosing from the silent image column of the Shadow Casting table. You can exchange one of these spells for another each time you gain a level.


Mirage Casting

At 6th level, your profiency with shadow casting improves, allowing you to mimic more powerful magic.

You learn the major image spell. You know how to replicate a number of spells equal to your Intelligence modifier, choosing from the major image column of the Shadow Casting table. This follows all the same rules as your Illusory Casting feature. You can exchange one of these spells for another each time you gain a level.

Shadow Casting
Silent Image (1st) Major Image (3rd)
arms of Hadar conjure barrage
burning hands elemental weapon
chaos bolt fireball
chromatic orb hunger of Hadar
fog cloud lightning bolt
ice knife Melf's minute meteors
magic missile scorching ray
witch bolt stinking cloud

Shadow Mage

Starting at 6th level, you can use material from the Shadowfell for more than casting offensive spells. You can now cast disguise self without expending a spell slot, though your shadow does not change to match the illusion. You may do this once per long rest.

Additionally, you can weave shadow magic around yourself to enhance your sneaking ability. When you make a Stealth check, you may choose to add your Intelligence modifier as a bonus to the roll. You may do this twice per long rest.

Whenever you cast a spell using your Illusory Casting or Mirage Casting features, you may regain one expended use of one of the above abilities.

Arcane Phantasm

Beginning at 10th level, you learn how to bind energies from the Shadowfell to your own shadow to create a phantasmal servant. Your shadow appears slightly insubstantial while this phantasm is active.

As an action, you can bind your shadow as a phantasm, which obeys your commands for eight hours. This phantasm can take the shape of any of the creatures that can normally be summoned from any conjuration spell of 5th level or less. You may only have one phantasm at a time, and can change its form by spending 1 minute concentrating.

Your phantasm has all the normal attributes of the creature it appears to be, save for that it cannot speak and can only take the Attack, Dash, and Disengage actions. Any attack by your phantasm uses your Intelligence modifier as its attack bonus, and deals necrotic damage equal to half your wizard level on a hit.


Darkness of the Shadowfell

At 14th level, your own shadow becomes suffused with the energy of the Shadowfell. As an action, you can have your shadow perform the somatic components of silent image or major image for you, without requiring you to move.

You may also teleport through shadows, so long as your own shadow is touching them. You may replace your normal movement with this teleportation, using your movement speed as normal but ignoring difficult terrain.

Using either of these abilities strains your powers signficantly. You have three charges to use either of these abilties with, with spent charges returning after a long rest. As you use charges, your shadow fades and finally disappears altogether when you have no charges remaining.

Created by /u/Anathemys

Art by Unknown and Unknown.