Level
9th
Casting Time
1 Action Ritual
Range/Area
600 ft.
Components
V, S
Duration
Concentration
School
Conjuration
Attack/Save
WIS Save
Damage/Effect
Control (...)

By channeling the power of eternal darkness you spread your power throughout the area, covering a 600ft radius. Within this radius all those caught within must make a wisdom saving throw, if they fail their shadow is stolen from them as a shadowy double is created in it’s place. While in effect those effected by this spell have no shadow and for 1d12 weeks will slowly begin to regain said shadow once the spell is over or their shadow double is defeated, making them immune to the spell’s effect in that time frame.

This shadow double has all the exact same gear, stats, and spells (if possible) of their real life counterpart. However, it takes the exact stats of when they were made meaning if a spellcaster has used any spell slots then those are missing from the shadow as well. Shadows cannot cast anything above 8th level, have half of whatever health the original being had when created and cannot speak but can still cast spells that require it regardless.

To control the shadow doubles all one has to do is spend an action, bonus action, or reaction mentally ordering them to do something. This could be specific shadow doubles or several shadow doubles. Regardless of which they separately take up one of the actions explained above. While the spell itself is indefinite, any shadow doubles that touch light that isn’t dim will begin to loose 10% HP on each of it’s turns. The shadow doubles all take their turns after the castor or if the castor wishes it after the being they are a double of

A castor can order all of the shadows they own to form into one large being, combining the health and other stats of the being minus AC which will always equal the castor’s Spell attack bonus and proficiency bonus combined. It’s measurements and capabilities being determined by what shadow doubles had gone into it. This large being can look like whatever the castor desires and is ordered around similarly to the shadow doubles

 

To end this spell all the castor has to do is dismiss it, removing all of the shadow doubles. However, it can also be ended by breaking the castor’s concentration or just by destroying all of the shadow doubles. The castor can also dismiss specific shadow doubles if need be.

Spell Tags: Summoning Control

Available For: Warlock (Legacy) Sorcerer (Legacy) - Shadow Magic (Legacy)

Calebthemagicuser

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