Level
1st
Casting Time
1 Action
Range/Area
1,500 ft.
Components
None
Duration
Until Dispelled
School
Transmutation
Attack/Save
None
Damage/Effect
When this spell is cast the caster summons apon the flames of arnor to harnesses and control fire and heat to create solid objects at will. All that is needed to cast this spell or for there to be some kind of heat or light source nearby. This spell was created in Erebor in the year 15000 AD by Tonvanius Starkturus the third. The spell allows the caster to create walls, objects, animals and even weapons but the higher the roll the bigger/better the object.
 The power of this spell will be determined by concentration.
To determine concentration, you will have to roll some dice.
First, when you want to cast the spell, ask the dungeon master on a scale of 0 to 5, how chaotic the situation is.                                                                                                                                     Then, depending on how chaotic the situation is, you will roll either: 2 x D8, 4 x D8, 6 x D8, 8 x D8, 10 x D8 or 14 x D8
The basic principle of the rolling corresponding to the chaos level, is that the more chaotic (level 5) the less dice you can roll (2 x D8), because the more chaotic a situation is the less the being can concentrate.
If the caster rolls between 2 and 10, this is considered the lowest of the lower level concentration. If the caster rolls between 11 and 22, this is considered the highest of the lower level. 23 - 30 is considered the lowest of the middle range and 31 - 40 is the highest of the middle range. 41-54 is the lower of the high end. 55-112 is the highest of the high end.
Definition of chaos level: 
Level 0: This is when stress and chaos is at the lowest, therefore allowing the caster to reach insanely high concentration. Examples of this could be, chilling in a grassy meadow or being surrounded by friends and having a good time. A dungeon master's perception of this level could be different. This level is associated with rolling 14 x D8.
Level1: This is when you might be a little worried about something or something is putting you on edge. Examples of this: Tension in the air among your surroundings, ie. walking through a group of people/town where you are not welcome. A dungeon master's perception of this level could be different. This level is associated with rolling 10 x D8
Level 2: This is when a bit of action is happening. Not necessarily involving you, but you have a feeling you could be a part of it soon. Examples of this: An underground fight club/street fight. A dungeon master's perception of this level could be different. This level is associated with rolling 8 x D8
Level 3: This is where things are heating up a bit. You are involved in a low stress fight, but the enemy has gotten a few hits on you and you both have taken some damage. Examples of this: your party has been ambushes by a low threat enemy, but you are winning the fight/a barfight involving you and many other people. A dungeon master's perception of this level could be different. This level is associated with rolling 6 x D8
Level 4: This is the level where things are getting intense. A large battle or fate deciding moment. For Example: your party is infiltrating a large kingdom and you are charging your way through the front gate, or the life of the party is in your hands.  A dungeon master's perception of this level could be different. This level is associated with rolling 4xD8
Level 5: This is the most chaotic level where things are REALLY hard. Your party has been ambushed by the final boss or a high level war party you don't think you'll survive as you have a twig to defend yourself.  A dungeon master's perception of this level could be different. This level is associated with rolling 2xD8 
Correspondence between concentration and power:
lowest of lower level: This is where you can do pretty basic stuff, the only things you can do are move shadows to blind the enemy and help you stay hidden in the dark. 
highest of lower level: This is where you can do a little more. You can make shadows assist you in jumping higher, running faster, and hitting harder (roll additional D6 with attacks while shadow control is activated). It also includes the abilities of the level before.
lowest of middle range: This is where the fun starts. you are able to pick up multiple smaller objects to use to your advantage (Ask DM what they think to roll if you want to use this for making damage). This also includes the abilities of the levels before. 
highest of middle range: Now you can do more things that will be super useful in battle. You can now pick up any object that is not bolted or held into the ground, so any person or creature of your choice can be picked up or held down by their own shadow. You can also make shadows have a weak physical form. while you can now do quite a lot, you cant hold anything up in the air above 60 feet or 60 feet away from you. This also includes the abilities of the levels before. 
lowest of high range: Now this is where you have more control and strength over the spell. You can create weapons that will never break on impact and walls & shields are now available. You can also make spaces out in the open darkened by shadows kinda like a smoke bomb. You can also control shadows within the range of 100 feet all around you.  This also includes the abilities of the levels before. 
highest of high range: This is total mastery of the spell, you have virtually no limits and can do anything your mind can dream of with shadows. There are no range limits and the strength of this spell is unbreakable, you can make your entire party fly while absolutely destroying an entire army. This also includes the abilities of the levels before. 
 This spell can be practiced to increase levels of concentration during use. For every time you level up this spell by 4 levels, you can roll and additional D12 when rolling for concentration. 
 

Available For: Bard Sorcerer Warlock Wizard

YondorUdontaviusTheConqueror

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