Agreed on the over flavorization of the abilities.
On the Twilight Sphere, since its so less powerful than Twilight Cleric's Twilight Sanctuary, which is what I built it off of, I figured having a hard and fast usage, tied to PB, would make it more fair, but I guess more of the risk/reward of using sorcery points does keep it still pretty fair. Only thing is I added that if a friendly creature kills the hunter's mark target, you can choose the next target right then as a reaction and the friendly creature can move half its movement speed towards a creature of their choice.
For Divine Beast of the Twilight, I'll admit, I was trying to combine her riding link in Twilight Princess with the abilities shown in Hyrule Warriors, where she battles with multiple wolves. I was also trying to give a way that a True Form Twili could ride a wolf, since they are medium creatures themselves. Also, I did look at Hound of Ill Omen to begin with. So, how about the player can summon 1 wolf 1 size larger than them (restricted to either a wolf or dire wolf) for 2 sorcery points. For 2 more, the wolf's hp is doubled. It stays out in the world until it reaches 0 hp or you dismiss it. Can it recover hp? Should you be able to summon more than just 1?
You are right. Crystalized Twilight is severely overly complicated. I'll work on reducing it and making it more like the Artificer Spell-Storing Item feature. Still going to include the fusing it to another creature part, as that is an integral part of why Link stayed a wolf in the beginning.
I wasn't sure if sorcery points was enough, as I have never played a sorcerer (beyond 4th level). I do know a 20th level sorcerer has access to a maximum of 109 sorcery points without rests. I figured tacking on exhaustion would be a good counter to that. Should I give exhaustion if they fire off the double spears? As for the damage, 5d6 Force and Cold sound good? Understood about Blade of Disaster. I added that as something to go with the Spear of Sunset. It actually has no counterpart in Twilight Princess. I could move it or drop it all together.
Do you think the idea of Twilight Festival is good enough to try to rework and keep in or should I remove it altogether?
Agreed on the Mirror of Twilight. Do you think the cracking and possibly breaking part should remain?
I do like the idea of having special movement features with killing the creature in the twilight sphere... it's a fun support ability that is useful, but not too exploitable since it requires a decent amount of setup.
As much as I like the idea of having multiple wolves pop out, I think it would make it easier to balance by limiting it to one. I do like the idea of being able to summon the wolf as a mount... I think still limit to one wolf at a time, but give the option to make the Dire Wolf either Medium or Large... the imp form can ride the medium wolf, while a true form Twili can ride the large dire wolf. I also like the idea of giving the wolf extra HP... I think the way I would do it is to give the option to spend up to 5 sorcery points when summoning it, and it gets temp HP equal to 3x the points spent... Hound of Ill Omen innately gets temp HP equal to half the Sorcerer's levels, so this helps to make it a little more survivable later in the game. I also think it will be fine if it can be healed.
I think that focusing on sorcery Points as your primary resource for any subclass features helps to kind of unify the class towards its main functions. I think 5d6 Force and 5d6 Cold is good, and I think it could be fun to give exhaustion for double spears. It works out well if you keep the idea that you can't attempt it again while you have exhaustion from doing it before, that way it naturally limits to once per day, but can be worked around if you find some way to reduce your exhaustion other than rest. I think the amount of sorcery points it costs will have to be toyed with... you get a lot of them as a sorcerer, so something this powerful definitely needs to cost a lot of sorcery points, but it's hard to balance making it costly enough to justify its power, but not so costly that it's not worth using.
I personally don't think Twilight Festival is worth the effort to rebalance. It basically needs a top to bottom rewrite... it might be better to convert it into a homebrew spell. It does remind me quite a bit of contagian, which is a 5th level spell.
I don't think the Mirror of Twilight needs any special rules for it cracking. I'd have to play test this class a bit... if the feature ends up being too powerful then having some kind of risk of cracking temporarily might be necessary for balance, but outside of that it doesn't feel worth the effort of coming up with special rules for it and also forcing the player to track something additional on top of what is a kind of complicated version of counterspell.
You have learned how to tap into the magic of the Fused Shadow, opening a rip in the fabric of space to the Twilight Realm.
As an action, you hold your hands together then slide them apart, forming a small rip between your hands to the Twilight Realm. Shaping the magic emanating from the rip, you form a sphere of twilight around you as you stabilize the rip. The rip and sphere are centered on you. The sphere has a 30-foot radius and is filled with dim light, blocking out bright light. Both move with you, and you can hold it open for up to 1 minute or until you are incapacitated or die.
If a friendly creature starts their turn within your Twilight Sphere, they gain the following benefits until the end of their turn:
Their movement speed increases by 10 feet
They have advantage on their first attack of their turn.
If they deal damage to the creature targeted by your Hunter's Mark spell with an attack, they deal an additional d6 of their attack's damage type
If they kill the creature targeted by your Hunter's Mark spell, you can use your reaction immediately to choose a new target for the spell and they can use a bonus action to move half their movement speed towards a creature of their choice.
You can use this feature up to your proficiency bonus number of times before a long rest.
Divine Beast of the Twilight
6th-level Fused Shadow feature
You have grown better at wielding the magic of the Twilight, forming it into a living form.
At the cost of 2 sorcery points, as an action, you conjure a golden fur dire wolf 1 size larger than you into a space of your choice within 10 feet of you. Spending up to 5 more sorcery points grants the dire wolf 3 x the number of sorcery points spent temporary hit points. This beast is an ally to you and your companions and is friendly to you. In combat, the dire wolf shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The dire wolf disappears if it is dismissed by you or if its HP reaches 0, but it can be healed up to half its max HP. If conjured again, the magic of the dire wolf remember previous events that happened to it.
Crystalized Twilight
10th-level Fused Shadow feature
You have discovered how to store your spells within crystalized twilight magic.
Whenever you finish a long rest, at the cost of 2 sorcery points, choose a 1st or 2nd level spell from your spell list.You cast the spell, but stop just before it activates, encasing the magic in crystalized twilight magic.You can have up to your Proficiency Bonus number of crystals.
A creature holding one of these crystals can use a bonus action to use the spell stored inside, making them into the caster of the spell and destroying the crystal.
At the cost of 5 sorcery points and a full round action, you can magically embed one of your crystals into another being who has been in touch range the entire round, causing the spell to activate with you as the caster.You can only have one crystal embedded at a time.
Due to your connection to the twilight magic in the crystal, you maintain the crystal and empower the spell.If the spell has a duration, you can offer 1 sorcery point to reenergize the spell and crystal when the duration runs out.Every successive time the duration runs out, the number of sorcery points needed to keep it going doubles.
Twilight Spear
14th-level Fused Shadow feature
You have gained a lot of control over the Fused Shadow, allowing you to use it's magic to create massively destructive attacks. Channelling the massive power is taxing on your body, though.
As an action, at the cost of 10 sorcery points, you summon a giant spear made of twilight magic and fling it towards a point. Every creature within 20 feet of the point must make a Dexterity saving throw. On a fail, their take 5d6 Cold damage and 5d6 Force damage, on a success, half that.
At the same cost of 10 sorcery points, You can choose to create 2 spears at once in that action and, making 2 separate attacks, fling them at different points, but channelling that much magic and concentration puts a heavier toll on your body. You gain 2 levels of exhaustion as soon as you have flung both spears.
You can not use this ability again until all levels of exhaustion are gone.
The Mirror of Twilight
18th-level Fused Shadow feature
When you are targeted by a spell, you can expend 1 to 10 sorcery points, conjuring the Mirror of Twilight in front of you, interposing it between yourself and the caster and counting as half cover.Make a Charisma Check + the number of sorcery points you spent to activate this feature.If the total is equal to or greater than 10 + the level of the spell cast, then the spell fails and has no effect.If the total rolled is at least 5 more than 10 + the spell’s level, then the spell targets the creature who first attempted to cast the spell, originating from the Mirror.
You can use this feature until your first failure, causing damage to the Mirror itself, after which you must spend an hour of a rest magically repairing it before it can be used again.
I think this all came together pretty well! I think it probably still need some playtesting, but if someone brought this homebrew to my home campaign and asked if they could try it out, I'd allow it.
Alright, should be the last time, and if you want a copy of everything. Debating giving 18th or 20th level subclass feature to replace Twilight Festival giving Power Word Kill, but that's all up to me now.
Flooded with the power of the Fused Shadow, created by the Interlopers, you have access to a shadowy cadre of powers.
Interloper Magic
1st-level Fused Shadow feature
You learn additional spells when you reach certain levels in this class, as shown on the Interloper Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
You have learned how to tap into the magic of the Fused Shadow, opening a rip in the fabric of space to the Twilight Realm.
As an action, you hold your hands together then slide them apart, forming a small rip between your hands to the Twilight Realm. Shaping the magic emanating from the rip, you form a sphere of twilight around you as you stabilize the rip. The rip and sphere are centered on you. The sphere has a 30-foot radius and is filled with dim light, blocking out bright light. Both move with you, and you can hold it open for up to 1 minute or until you are incapacitated or die.
If a friendly creature starts their turn within your Twilight Sphere, they gain the following benefits until the end of their turn:
Their movement speed increases by 10 feet
They have advantage on their first attack of their turn.
If they deal damage to the creature targeted by your Hunter's Mark spell with an attack, they deal an additional d6 of their attack's damage type
If they kill the creature targeted by your Hunter's Mark spell, you can use your reaction immediately to choose a new target for the spell and they can use a bonus action to move half their movement speed towards a creature of their choice.
You can use this feature up to your proficiency bonus number of times before a long rest.
Divine Beast of the Twilight
6th-level Fused Shadow feature
You have grown better at wielding the magic of the Twilight, forming it into a living form.
At the cost of 2 sorcery points, as an action, you conjure a golden fur dire wolf 1 size larger than you into a space of your choice within 10 feet of you. Spending up to 5 more sorcery points grants the dire wolf 3 x the number of sorcery points spent temporary hit points. This beast is an ally to you and your companions and is friendly to you. In combat, the dire wolf shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The dire wolf disappears if it is dismissed by you or if its HP reaches 0, but it can be healed up to half its max HP. If conjured again, the magic of the dire wolf remember previous events that happened to it.
Crystalized Twilight
10th-level Fused Shadow feature
You have discovered how to store your spells within crystalized twilight magic.
Whenever you finish a long rest, at the cost of 2 sorcery points, choose a 1st or 2nd level spell from your spell list (Does not have to be prepared).You cast the spell, but stop just before it activates, encasing the magic in crystalized twilight magic.You can have up to your Proficiency Bonus number of crystals.
A creature holding one of these crystals can use a bonus action to use the spell stored inside, making them into the caster of the spell and destroying the crystal.
At the cost of 5 sorcery points and a full round action, as long as the spell suspended does not deal any direct damage, you can magically embed one of your crystals into another being who has been in touch range the entire round, causing the spell to activate with you as the caster.You can only have one crystal embedded at a time.
Due to your connection to the twilight magic in the crystal, you maintain the crystal and empower the spell.If the spell has a duration, you can offer 1 sorcery point to reenergize the spell and crystal when the duration runs out.Every successive time the duration runs out, the number of sorcery points needed to keep it going doubles.
Twilight Spear
14th-level Fused Shadow feature
You have gained a lot of control over the Fused Shadow, allowing you to use it's magic to create massively destructive attacks. Channelling the massive power is taxing on your body, though.
As an action, at the cost of 10 sorcery points, you summon a giant spear made of twilight magic and fling it towards a point. Every creature within 20 feet of the point must make a Dexterity saving throw. On a fail, their take 5d6 Cold damage and 5d6 Force damage, on a success, half that.
At the same cost of 10 sorcery points, You can choose to create 2 spears at once in that action and, making 2 separate attacks, fling them at different points, but channelling that much magic and concentration puts a heavier toll on your body. You gain 2 levels of exhaustion as soon as you have flung both spears.
You can not use this ability again until all levels of exhaustion are gone.
The Mirror of Twilight
18th-level Fused Shadow feature
When you are targeted by a spell, as a reaction, you can expend 1 to 10 sorcery points, conjuring the Mirror of Twilight in front of you, interposing it between yourself and the caster and counting as half cover.Make a Charisma Check + the number of sorcery points you spent to activate this feature.If the total is equal to or greater than 10 + the level of the spell cast, then the spell fails and has no effect.If the total rolled is at least 5 more than 10 + the spell’s level, then the spell targets the creature who first attempted to cast the spell, originating from the Mirror.
You can use this feature until your first failure, causing damage to the Mirror itself, after which you must spend an hour of a rest magically repairing it before it can be used again.
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Finally responding to the subclass post of yours.
Agreed on the over flavorization of the abilities.
On the Twilight Sphere, since its so less powerful than Twilight Cleric's Twilight Sanctuary, which is what I built it off of, I figured having a hard and fast usage, tied to PB, would make it more fair, but I guess more of the risk/reward of using sorcery points does keep it still pretty fair. Only thing is I added that if a friendly creature kills the hunter's mark target, you can choose the next target right then as a reaction and the friendly creature can move half its movement speed towards a creature of their choice.
For Divine Beast of the Twilight, I'll admit, I was trying to combine her riding link in Twilight Princess with the abilities shown in Hyrule Warriors, where she battles with multiple wolves. I was also trying to give a way that a True Form Twili could ride a wolf, since they are medium creatures themselves. Also, I did look at Hound of Ill Omen to begin with. So, how about the player can summon 1 wolf 1 size larger than them (restricted to either a wolf or dire wolf) for 2 sorcery points. For 2 more, the wolf's hp is doubled. It stays out in the world until it reaches 0 hp or you dismiss it. Can it recover hp? Should you be able to summon more than just 1?
You are right. Crystalized Twilight is severely overly complicated. I'll work on reducing it and making it more like the Artificer Spell-Storing Item feature. Still going to include the fusing it to another creature part, as that is an integral part of why Link stayed a wolf in the beginning.
I wasn't sure if sorcery points was enough, as I have never played a sorcerer (beyond 4th level). I do know a 20th level sorcerer has access to a maximum of 109 sorcery points without rests. I figured tacking on exhaustion would be a good counter to that. Should I give exhaustion if they fire off the double spears? As for the damage, 5d6 Force and Cold sound good? Understood about Blade of Disaster. I added that as something to go with the Spear of Sunset. It actually has no counterpart in Twilight Princess. I could move it or drop it all together.
Do you think the idea of Twilight Festival is good enough to try to rework and keep in or should I remove it altogether?
Agreed on the Mirror of Twilight. Do you think the cracking and possibly breaking part should remain?
I do like the idea of having special movement features with killing the creature in the twilight sphere... it's a fun support ability that is useful, but not too exploitable since it requires a decent amount of setup.
As much as I like the idea of having multiple wolves pop out, I think it would make it easier to balance by limiting it to one. I do like the idea of being able to summon the wolf as a mount... I think still limit to one wolf at a time, but give the option to make the Dire Wolf either Medium or Large... the imp form can ride the medium wolf, while a true form Twili can ride the large dire wolf. I also like the idea of giving the wolf extra HP... I think the way I would do it is to give the option to spend up to 5 sorcery points when summoning it, and it gets temp HP equal to 3x the points spent... Hound of Ill Omen innately gets temp HP equal to half the Sorcerer's levels, so this helps to make it a little more survivable later in the game. I also think it will be fine if it can be healed.
I think that focusing on sorcery Points as your primary resource for any subclass features helps to kind of unify the class towards its main functions. I think 5d6 Force and 5d6 Cold is good, and I think it could be fun to give exhaustion for double spears. It works out well if you keep the idea that you can't attempt it again while you have exhaustion from doing it before, that way it naturally limits to once per day, but can be worked around if you find some way to reduce your exhaustion other than rest. I think the amount of sorcery points it costs will have to be toyed with... you get a lot of them as a sorcerer, so something this powerful definitely needs to cost a lot of sorcery points, but it's hard to balance making it costly enough to justify its power, but not so costly that it's not worth using.
I personally don't think Twilight Festival is worth the effort to rebalance. It basically needs a top to bottom rewrite... it might be better to convert it into a homebrew spell. It does remind me quite a bit of contagian, which is a 5th level spell.
I don't think the Mirror of Twilight needs any special rules for it cracking. I'd have to play test this class a bit... if the feature ends up being too powerful then having some kind of risk of cracking temporarily might be necessary for balance, but outside of that it doesn't feel worth the effort of coming up with special rules for it and also forcing the player to track something additional on top of what is a kind of complicated version of counterspell.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
If you look at the bottom of Page 1, you'll see the revamped versions of the item and race.
Currently working on the revamped subclass.
Revamped Subclass
Twilight Sphere
2nd-level Fused Shadow feature
You have learned how to tap into the magic of the Fused Shadow, opening a rip in the fabric of space to the Twilight Realm.
As an action, you hold your hands together then slide them apart, forming a small rip between your hands to the Twilight Realm. Shaping the magic emanating from the rip, you form a sphere of twilight around you as you stabilize the rip. The rip and sphere are centered on you. The sphere has a 30-foot radius and is filled with dim light, blocking out bright light. Both move with you, and you can hold it open for up to 1 minute or until you are incapacitated or die.
If a friendly creature starts their turn within your Twilight Sphere, they gain the following benefits until the end of their turn:
You can use this feature up to your proficiency bonus number of times before a long rest.
Divine Beast of the Twilight
6th-level Fused Shadow feature
You have grown better at wielding the magic of the Twilight, forming it into a living form.
At the cost of 2 sorcery points, as an action, you conjure a golden fur dire wolf 1 size larger than you into a space of your choice within 10 feet of you. Spending up to 5 more sorcery points grants the dire wolf 3 x the number of sorcery points spent temporary hit points. This beast is an ally to you and your companions and is friendly to you. In combat, the dire wolf shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The dire wolf disappears if it is dismissed by you or if its HP reaches 0, but it can be healed up to half its max HP. If conjured again, the magic of the dire wolf remember previous events that happened to it.
Crystalized Twilight
10th-level Fused Shadow feature
You have discovered how to store your spells within crystalized twilight magic.
Whenever you finish a long rest, at the cost of 2 sorcery points, choose a 1st or 2nd level spell from your spell list. You cast the spell, but stop just before it activates, encasing the magic in crystalized twilight magic. You can have up to your Proficiency Bonus number of crystals.
A creature holding one of these crystals can use a bonus action to use the spell stored inside, making them into the caster of the spell and destroying the crystal.
At the cost of 5 sorcery points and a full round action, you can magically embed one of your crystals into another being who has been in touch range the entire round, causing the spell to activate with you as the caster. You can only have one crystal embedded at a time.
Due to your connection to the twilight magic in the crystal, you maintain the crystal and empower the spell. If the spell has a duration, you can offer 1 sorcery point to reenergize the spell and crystal when the duration runs out. Every successive time the duration runs out, the number of sorcery points needed to keep it going doubles.
Twilight Spear
14th-level Fused Shadow feature
You have gained a lot of control over the Fused Shadow, allowing you to use it's magic to create massively destructive attacks. Channelling the massive power is taxing on your body, though.
As an action, at the cost of 10 sorcery points, you summon a giant spear made of twilight magic and fling it towards a point. Every creature within 20 feet of the point must make a Dexterity saving throw. On a fail, their take 5d6 Cold damage and 5d6 Force damage, on a success, half that.
At the same cost of 10 sorcery points, You can choose to create 2 spears at once in that action and, making 2 separate attacks, fling them at different points, but channelling that much magic and concentration puts a heavier toll on your body. You gain 2 levels of exhaustion as soon as you have flung both spears.
You can not use this ability again until all levels of exhaustion are gone.
The Mirror of Twilight
18th-level Fused Shadow feature
When you are targeted by a spell, you can expend 1 to 10 sorcery points, conjuring the Mirror of Twilight in front of you, interposing it between yourself and the caster and counting as half cover. Make a Charisma Check + the number of sorcery points you spent to activate this feature. If the total is equal to or greater than 10 + the level of the spell cast, then the spell fails and has no effect. If the total rolled is at least 5 more than 10 + the spell’s level, then the spell targets the creature who first attempted to cast the spell, originating from the Mirror.
You can use this feature until your first failure, causing damage to the Mirror itself, after which you must spend an hour of a rest magically repairing it before it can be used again.
I think this all came together pretty well! I think it probably still need some playtesting, but if someone brought this homebrew to my home campaign and asked if they could try it out, I'd allow it.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Very cool. Thank you so much for your input and help!
Alright, should be the last time, and if you want a copy of everything. Debating giving 18th or 20th level subclass feature to replace Twilight Festival giving Power Word Kill, but that's all up to me now.
Race: Twili https://www.dndbeyond.com/races/1431467-twili
Subrace: Imp https://www.dndbeyond.com/subraces/732493-imp-form-twili
Subrace: True https://www.dndbeyond.com/subraces/732495-true-form-twili
Magic Item: Fused Shadow https://www.dndbeyond.com/magic-items/7091138-fused-shadow
Monster Statblock: Fused Shadow Monstrosity https://www.dndbeyond.com/monsters/3720251-fused-shadow-monstrosity
Sorcerer Subclass: Fused Shadow Magic
Flooded with the power of the Fused Shadow, created by the Interlopers, you have access to a shadowy cadre of powers.
Interloper Magic
1st-level Fused Shadow feature
You learn additional spells when you reach certain levels in this class, as shown on the Interloper Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Interloper Magic Spells
Twilight Sphere
2nd-level Fused Shadow feature
You have learned how to tap into the magic of the Fused Shadow, opening a rip in the fabric of space to the Twilight Realm.
As an action, you hold your hands together then slide them apart, forming a small rip between your hands to the Twilight Realm. Shaping the magic emanating from the rip, you form a sphere of twilight around you as you stabilize the rip. The rip and sphere are centered on you. The sphere has a 30-foot radius and is filled with dim light, blocking out bright light. Both move with you, and you can hold it open for up to 1 minute or until you are incapacitated or die.
If a friendly creature starts their turn within your Twilight Sphere, they gain the following benefits until the end of their turn:
You can use this feature up to your proficiency bonus number of times before a long rest.
Divine Beast of the Twilight
6th-level Fused Shadow feature
You have grown better at wielding the magic of the Twilight, forming it into a living form.
At the cost of 2 sorcery points, as an action, you conjure a golden fur dire wolf 1 size larger than you into a space of your choice within 10 feet of you. Spending up to 5 more sorcery points grants the dire wolf 3 x the number of sorcery points spent temporary hit points. This beast is an ally to you and your companions and is friendly to you. In combat, the dire wolf shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The dire wolf disappears if it is dismissed by you or if its HP reaches 0, but it can be healed up to half its max HP. If conjured again, the magic of the dire wolf remember previous events that happened to it.
Crystalized Twilight
10th-level Fused Shadow feature
You have discovered how to store your spells within crystalized twilight magic.
Whenever you finish a long rest, at the cost of 2 sorcery points, choose a 1st or 2nd level spell from your spell list (Does not have to be prepared). You cast the spell, but stop just before it activates, encasing the magic in crystalized twilight magic. You can have up to your Proficiency Bonus number of crystals.
A creature holding one of these crystals can use a bonus action to use the spell stored inside, making them into the caster of the spell and destroying the crystal.
At the cost of 5 sorcery points and a full round action, as long as the spell suspended does not deal any direct damage, you can magically embed one of your crystals into another being who has been in touch range the entire round, causing the spell to activate with you as the caster. You can only have one crystal embedded at a time.
Due to your connection to the twilight magic in the crystal, you maintain the crystal and empower the spell. If the spell has a duration, you can offer 1 sorcery point to reenergize the spell and crystal when the duration runs out. Every successive time the duration runs out, the number of sorcery points needed to keep it going doubles.
Twilight Spear
14th-level Fused Shadow feature
You have gained a lot of control over the Fused Shadow, allowing you to use it's magic to create massively destructive attacks. Channelling the massive power is taxing on your body, though.
As an action, at the cost of 10 sorcery points, you summon a giant spear made of twilight magic and fling it towards a point. Every creature within 20 feet of the point must make a Dexterity saving throw. On a fail, their take 5d6 Cold damage and 5d6 Force damage, on a success, half that.
At the same cost of 10 sorcery points, You can choose to create 2 spears at once in that action and, making 2 separate attacks, fling them at different points, but channelling that much magic and concentration puts a heavier toll on your body. You gain 2 levels of exhaustion as soon as you have flung both spears.
You can not use this ability again until all levels of exhaustion are gone.
The Mirror of Twilight
18th-level Fused Shadow feature
When you are targeted by a spell, as a reaction, you can expend 1 to 10 sorcery points, conjuring the Mirror of Twilight in front of you, interposing it between yourself and the caster and counting as half cover. Make a Charisma Check + the number of sorcery points you spent to activate this feature. If the total is equal to or greater than 10 + the level of the spell cast, then the spell fails and has no effect. If the total rolled is at least 5 more than 10 + the spell’s level, then the spell targets the creature who first attempted to cast the spell, originating from the Mirror.
You can use this feature until your first failure, causing damage to the Mirror itself, after which you must spend an hour of a rest magically repairing it before it can be used again.