Level
1st
Casting Time
1 Reaction *
Range/Area
Self 30 ft. (5 ft. )
Components
S
Duration
Until Dispelled or Triggered
School
Abjuration
Attack/Save
DEX Save
Damage/Effect
Banishment (...)

The caster must spin tought the air and its skin, hair and inventory will quickly turn very dark, with only its veins showing up in bright colours and eyes in a brilliant gray. The caster veins and eyes will still be visible, but it will share the same effects as Invisible being able to move at the same speed as before.

The spell will last at max 1+(WIS MOD) turns, and it can be cancelled by throwing the magical charge it does. Every turn that passes a magical charge loads in one hand of the caster, and it will grant 1d4 necrotic damage that can be throw 15ft + base distance the caster can naturally throw, however if the Veil of shadows turns off before throwing the magical charge all that damage will explode in the caster hand causing the same effect as it threw it to itself, and if it passes the 14 DEX save it will also put the Stunned on the caster.

This spell can not be cast while at natural Sunlight, and if it is cast while in strong artificial lights the caster will have to get to pass a 12 WIS throw.
If while in the spell natural sunlight touches the caster it will cause it 2d4 radiant damage to it, and at the end of the turn the spell will have to be thrown or it will explode.

At higher levels it will add 1d4 to the sunlight selfdamage, it will also add 15ft per level to the distance able to throw and 1d4 to the necrotic damage. At level 4 it will also cause the Stunned on the target if it doesnt passes the saving throw. 
 It will also increase the DEX saving throw required for 1 each per each level.

* - 1 reaction: When a creature fails an attack on the caster.

Spell Tags: Damage Banishment Combat

Available For: Bard (Legacy) - College of Whispers Cleric (Legacy) - Trickery Domain (Legacy) Wizard (Legacy) - School of Abjuration (Legacy)

Warants322

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