The Shadow Weave is a force of mystical energy which originates from deities of shadows such as Mask, Cyric, and Casting Time: 1 action Shar and from the elemental plain of shadow, also called the Range: 60 ft Shadowfell. Those who tap into this energy do so through Components: S these deities or loose a portion of their sanity during their Duration: Instantaneous studies. The power imbues illusion magic with more A small black spike of pure shadow springs forth from your substance, allowing it to occasonaly take on solidity, and outstretched hand, flying toward a creature within range and allows transport to and from the plane of shadows. striking them. Make a ranged spell attack against the target. These spells are specific to users of the Shadow Weave, On a hit, it takes 1d8 necrotic damage and shadows cling to creatures of the Shadowfell, and worshipers of shadow them, imposing disadvantage on ability checks which rely on deities. Only characters which have a connection to these sight until the start of your next turn. forces can ordinarily learn them through normal means. The spell's damage increases by 1d8 when you reach 5th Other characters must be taught these secrets by someone level (2d8), 11th level (3d8), and 17th (4d8). who already understands them. The GM determines if other creatures can learn these spells on their own. Shadowstep 1st-level conjuration (shadow) Shadow Weave Spells and Illusions Casting Time: 1 bonus action For the purposes of immunities, resistances, and Range: 30 ft abilities, all Shadow Weave Spells are also treated Components: S as illusion spells if their listed school is different. Duration: Instantaneous All spells with "(shadow)" after their school entry Following the connections through shadows, you melt into are shadow weave spells for this purpose. one shadow, or area of dim light or darkness you can touch, and teleport to another within range. Darkveil Shadowbolt 1st-level illusion (shadow) Conjuration (shadow) cantrip Casting Time: 1 action Casting Time: 1 action Range: Self Components: S Range: 60, 120, or 180 ft Components: VSM (a drop of dried Duration: 1 hour blood) You draw a thin coating of wispy shadows around yourself, in Duration: Instantaneous order to hide, granting you advantage on Dexterity (stealth) You conjure a bolt of swirling shadows which streaks toward checks in dim light or darkness for the duration. a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 psychic and cold Wall of Shadows damage. If the target is in dim light the bolt instead does 2d4 2nd-level conjuration (shadow) damage, or 3d4 in darkness, if the caster is in dim light, the range increases to 120ft, or to 180ft in darkness. Casting Time: 1 action The spell creates more than one bolt when you reach Range: 120 ft higher levels: two bolts at 5th level, three bolts at 11th level, Components: VSM and four bolts at 17th level. You can direct the bolts at the Duration: Concentration, up to 1 minute same target or at different ones. Make a separate attack roll A wall of semisolid opaque shadows springs into being in a for each bolt. place you designate within range. You can make the wall up tp 30 feet long, 15 feet high, and 1 foot thick. You can shape Shadow Threads the wall in any way you want, as long as it make one Conjuration (shadow) cantrip continuous path along the ground. The wall lasts for the duration. Casting Time: 1 action When the wall appears, each creature along its path must Range: 60 ft make an intellegence saving throw or take 3d4 psychic Components: S damage. Whenever a creature attempts to touch the wall, it Duration: Instantaneous must make an intellegence saving throw, on a failure, the wall You can send out tiny threads from the Shadow Weave for is completely solid to that creature, on a success, the creature minor effects. You can instantaneously snuff out a small realizes the wall is not real and can pass through it without lightsource, no larger than a campfire. issue. In dim light or darkness, you can create minor illusions or a single non-magical, solid object, which fits in a 5 foot cube. Creatures which touch the object make an intelligence saving throw, if they succeed, they recognize it as an illusion and it is no longer solid for them. Gloomlight 3rd-level evocation (shadow) Casting Time: 1 action Range: Touch Components: VSM (obsidian worth 100 gp, consumed) Duration: Until dispelled A small shadow mirage, in the shape of whispy black flames, springs forth from an object that you touch. The effect looks like a flame, but is black in color and gives off no visible light to those without darkvision, it also creates no heat and doesn’t use oxygen. A gloomlight flame can be covered or hidden but not smothered or quenched. To those with darkvision, the gloomlight gives off light as a torch. Umbrageous Transport 6th-level conjuration (shadow) Casting Time: 1 action Range: 5 feet Components: VS Duration: 1 round This spell creates a link through the power of the shadow weave from one shadow cast by an object of large or larger size within range to another, at any distance, on the same plane of existance. You must have stood within the shadow of the object at your destination before. For the duration any creature may step into the target shadow and exit via the destination shadow, using only 5 feet of movement. Objects chosen for this spell must be in tune with the essence of the shadow, places such as the mausoleum of a graveyard, an anchient twisted tree where many were exicuted, an abandoned tower on the edge of town, etc. The DM decides what sutable place may be nearby.