From now on you use the shadow weave and not the weave. You gain a +2 spell save DC and +2 attack bonus using enchantment, illusion and necromancy spells. If they can be cast at a higher level then they will have the effect of being casted one level higher than what you casted it at.Spells in these classes do +4 damage. You gain the following spells once per night they do not count against your total number of spells at 4th level you have Blindness/deafness,shadow and blade suggestion,at 8th level you gain Animate dead ,fear andenemies abound at 12th level you get major image danse macabe and modifiy memory 16th level you have create undead, mass suggestion 19th level Illusionary dragon, finger of death and power word pain. Each can be cast once you may cast them again at midnight.
Evocation and transmutation spells take a spell slot of two levels higher for the same effect (e.g. to cast lightning bolt it takes a 2th level spell slot yet still does 8d6 damage.) if you do not have a high enough spell level the spell fails.
Any spell that creates magical light will instead create darkness in the same radius (e.g. light) and a spell that alters magical light will turn the light to darkness. A spell that creates magic light targeted on you still works. Once acquiring this feat you lose 2 wisdom this cannot be brought back by any means unless a cleric of shar or you make a deal with one of Shar’s more devout clerics.
This is meant to be used as a ritual requiring at you to have a Jar of shadow stuff (what is used to make solid illusions such as shadow blade) you must also acquire at least one object from the shadowfell and a bit of chalk. If you are doing the ritual from memory then it takes a DC of 17 intelligence (history) check to place everything in position if you have a manual you the DC will be 12. To actually do the ritual it requires you to spend your total spell slots adding up to 10 (e.g. 4 1st level spell slots and 3 2nd level spell slots) another spellcaster may spend their own spell slots to help but the ritual will affect them as well. Each spellcaster involved must make a saving throw using the spellcasting modifier all totals are added together the DC is 15 times the number of spellcasters.
If the players fail by 10 or more they are sucked into the shadowfell and a nightwalker is left in their place if the ritual fails by by less than ten nothing happens and the materials are consumed
Previous Versions
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