Effect:
You create a 20 ft radius sphere of magical darkness. You can see normally within it. Other creatures are blinded unless they possess magical darkvision.
Creatures of your choice can enter through a 5 ft shadow portal that appears on casting.
At the start of each creature’s turn inside the Veil, creatures without magical darkvision must make a Constitution saving throw:
DC = 8 + your Dexterity modifier + your proficiency bonus
Fail: Take necrotic damage
Success: Half damage
Additional effects while inside:
Your movement speed increases by 15 ft
Enemy movement speed is reduced by 15 ft
Enemies have disadvantage on Wisdom saving throws
Your attacks score a critical hit on a 19–20
If a creature failed its save this turn, your attacks crit on 18–20
When the Veil ends, all creatures are ejected to the nearest unoccupied space.
Cost: You take 1d6 necrotic damage when casting (cannot be reduced).
Scaling Effects:
2d6 necrotic damage (base)
3d6 at 9th level
4d6 at 13th level
5d6 at 17th level
* - (Shadow at least 5ft across is needed to open The Veil. Biological mater is required from all parties entering the veil before casting, this permits entry to all those who's biological matter was received (Blood, hair, flesh))
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