You target a willing creature. This spell flawlessly disguises the spoor the target has left, concealing its tracks, scent, and other signs of passage with an illusion that defeats even the senses of taste and touch. Creatures attempting to track the target make a Perception or Survival check against the caster’s spell DC. Creatures that succeed on the save can detect the subjects normally.
At Higher Levels - When you cast this spell using a spell slot of 2nd level or higher, you may choose an additional target for each level it is cast above 1st.
When you cast this spell, your hands become shadowy claws. You can use the claws to make unarmed melee attacks as if they were weapons with which you are proficient. Each claw deals 1d8 points of necrotic or cold damage, your choice when you cast the spell.
If you grapple an opponent, you deal damage with each successful grapple check, and the grappled target is under the effect of a Slow spell for as long as you maintain the grapple, unless the target makes a successful DC 13 Constitution saving throw. You can extend the claws up to 6 ft, which gives you a natural reach of 10 ft, or retract them as a free action.
When the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.
You create an illusory copy of yourself. The copy can appear at any location that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. You may choose for it to shed bright light for 5 ft and dim light for another 5 ft. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. The image can cast spells from the schools of abjuration, divination, and conjuration that you have prepared, using your spell slots.
Physical interaction with the image reveals it to be an illusion, because things
can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
You create a barrier of ominous shadow 20 ft high, up to 40 ft long or a ring of darkness with a 15 ft radius that obscures vision and deters passage.
Attacks and perception checks against creatures in spaces adjacent to the wall have disadvantage from the other side, while creatures more than 1 square away have total cover.
Creatures must succeed on a WIS saving throw to pass through the wall using their movement.
A creature can attempt to pass the wall any number of times, but each previous failure imposes a cumulative -1 penalty on its WIS save.
Wall of gloom extinguishes natural light sources in its space and counters or dispels any light spell of equal or lower level.
A ray of gray power shoots from your outstretched hand. Make a ranged spell attack against a target within range. If you hit, it suffers 2d8 necrotic damage, and you regain HP equal to half the damage dealt.
At Higher Levels: When you cast this spell using a slot of 3rd or higher, the damage increases by 1d8 per level above 2nd
Shadows cover your body, causing you to appear gray in color. Three shadow duplicates of yourself appear in open spaces next to you. There must be an unoccupied space next to you for each shadow, or that shadow will not appear. If there are no empty spaces, this spell will not have an effect.
These duplicates look, sound, and smell like you so it’s impossible for other creatures to track which shadow is you. While your duplicates are within 120 ft of you, you can switch your perceptions to any shadow or your own body as a free action on your turn. When you use the perceptions of a shadow, it mimics your actions (including speech), unless you command it to act differently. Any shadows you are not controlling mimic your actions unless you command them to act differently. If you desire, you can cast spells that originate from a controlled shadow instead of from you.
The duplicates are mindless, so while they can perform simple tasks such as opening doors, they cannot perform complex tasks such as puzzle solving unless you are controlling the shadow. Duplicates can also be commanded to move in a particular direction or to a location you know. It moves at your speed and continues to move in this
manner until either it reaches its destination or you shift your perceptions to it and command it to go somewhere else if it is within 120 ft.
If one or more duplicates are within 5 ft of you, each time a creature targets you with an attack during the spell’s duration,you can choose to roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates nearby, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates nearby, you must roll an 8 or higher. With one duplicate nearby, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
The spell ends when all three duplicates are destroyed or when the spell expires. If you use dimension door, teleport, plane shift, or a similar spell that removes you from the same plane as the shadows, even momentarily, the spell ends.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. The weapon can take whatever form you choose.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes necrotic damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
Alternatively, you can wield the spectral weapon. On a hit, the target takes normal weapon damage of the form which you chose plus 1d6 necrotic damage. If you cast Spectral Weapon this way, the weapon disappears at the end of the spell’s duration or when you let go of the weapon, whichever comes first.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every level above the 2nd.
You animate the skull of a creature that floats in a 20 foot radius circle. The skull flies at a speed of 40 feet but cannot move more than 20 feet from its point of origin. You set two triggering conditions for the skull.
The first trigger activates a message. When casting the spell, speak the message while holding the skull, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When the trigger occurs, the skull recites the message in your voice and at the same volume you spoke, moving its mouth to make it appear that the words are coming from the skull. The trigger can be as general or detailed as you like as long as it is based on visual and\or audible conditions that occur within 30 ft or closer of the skull.
The second trigger causes the skull to spit a tongue of flame 5 feet wide and 10 feet long that deals 1d8 points of fire damage to the creature that triggered it. Creatures in the area
make a DEX saving throw and take half damage on a success. The second trigger follows the same guidelines as the first trigger.
The triggering conditions can be the same for both effects, which would cause the skull to spit flame and speak its message at the same time. The skull will only perform each condition once, whether separately or at the same time. Once both triggering conditions have been met, the skull disappears.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage from the flame tongue increases by 1d8 each slot level above 2nd
You feel a spectral force form near you, as if some intangible shadow being was standing nearby. Upon choosing the target of your spell, you sense the shadowy force depart from your side, moving as fast as thought toward the creature you designated as your target. You see the target creature move as if attacked by an unseen foe.
Upon casting this spell, you create a shadowy force that attempts to grapple the target with a bonus equal to your spell save DC.
On each of your turns, you can use a bonus action to command the Shadow Grappler to attempt to grapple the same or new target. If it has a creature grappled, your bonus action can be used to command the Shadow Grappler to attempt to pin the target with a bonus equal to your spell save DC contested with the target’s STR check. If the grappler has a target pinned, you can use a bonus action to command it to cover the target’s mouth, if it has one, to prevent the target from speaking. A shadowy grappler occupies the same square as the target and moves with the
target for as long as the spell lasts.
Summoning to mind a dark reflection of the world around you, you inscribe a doorway into the air with your hand, opening a portal to the Plane of Shadow.
You open a 10-foot-diameter portal onto Oblivion, the Plane of Shadow, allowing you and creatures you designate within range to pass into that area. The portal remains for the duration of the spell, and other creatures can pass through it in either direction.
You must be in a region of heavy shadows to cast shadowfade. The spell can be cast only on a plane coexistent with the Plane of Shadow, and it cannot be cast on the Plane of Shadow itself.
You spit out the words of the spell, and the shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness.
You cause the target's shadow to become a temporary gateway to a pocket realm within Oblivion, the Plane of Shadow. The target must make a WIS save or be pulled into the gateway. Inside the pocket realm, the creature sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it. At the end of each of its turns, the creature can attempt another WIS save to return from the shadow well. When the spell expires, or when the target makes a successful saving throw, it returns to the space it had been in when the spell was cast or the nearest unoccupied space.
Being trapped in a shadow well can be terrifying, upon returning, the target must succeed on another WIS save or be frightened for 1d4 rounds.
To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders Oblivion, the Plane of Shadow. You can take more than one creature along with you, but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane, but, because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying.
When the spell ends, or when you choose to stop at a destination, the DM rolls a d100.
Creatures traveling with you may opt to follow you, wander off through Oblivion, or stumble back into the Material
Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow make a WIS saving throw to resist the spell and stay where they are.
You animate any nearby shadow into a ropelike tentacle. One end of the shadow tentacle remains rooted to the location where it fell on the floor, wall, ceiling, et cetera, while the opposite end can curl about a target. The animated shadow tentacle extends 10 feet per level of the caster (up to 100 feet) from its anchoring point.
Using a bonus action, you can command the tentacle to make a melee attack using your spell attack bonus. On a hit, the target takes 4d10 bludgeoning damage, and is grappled and restrained. At the end of its turn, the target can make a DC 18 STR check to break free from the grapple, and, on a success, is no longer grappled or restrained.
The shadow tentacle has 40 hit points, AC 18, and can grapple up to two targets at the same time. The tentacle is not affected by bright light, sunlight, or light spells.
You animate any nearby shadow into a ropelike tentacle. One end of the shadow tentacle remains rooted to the location where it fell on the floor, wall, ceiling, et cetera, while the opposite end can curl about a target. The animated shadow tentacle extends 5 feet per level of the caster (up to 50 feet) from its anchoring point.
As a bonus action, you can command the tentacle to make a melee attack using your spell attack bonus. On a hit, the target takes 2d10 bludgeoning damage, and is grappled and restrained, except that its speed is not 0. At the end of its turn, the target can make a DC 15 STR check to break free from the grapple, and, on a success, is no longer grappled or restrained. While grappled, the target can move at half speed, but cannot move further away from the shadow tentacle’s anchor point than the length of the animated tentacle.
The shadow tentacle has 20 hit points, AC 15, and can only grapple one target at a time. The tentacle is not affected by bright light, sunlight, or light spells.
As you finish casting this spell, ribbonlike shadows burst outward from the midst of your foes.
You cause a multitude of ribbonlike shadows to instantaneously explode outward from your hand. Creatures in a 5 ft radius circle take 1d4 points of Strength damage and are dazed until your next turn. You gain an amount of your spell casting ability equal to the STR damage done by this spell until the end of your next turn.
Shadows are pulled together until they are a swirling mass of darkness and lightning like a thick thundercloud.
This spell creates an intensifying illusion of bright light that affects all creatures in a 20 ft radius sphere within range (except those that are sightless or blinded). Viewers that fail a CON saving throw see a burst of bright light and become blinded until your next turn. After that, the affected creatures continue to perceive a bright light until the spell ends. If they take penalties in bright illumination, they take them for the duration. Those who succeed on their saves and those outside the area see only the equivalent of torchlight emanating from the center of the area.
You draw raw energy from the Plane of Shadow to obscure your face.
You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks. You receive a +5 bonus on saving throws made due to light or darkness spells and any spells that rely on bright light for damaging effects, such as the Wall of Light spell or the fireworks effect of Pyrotechnics. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. When the spell's duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden by other means. A successful dispel magic cast against a shadow mask ends the spell and causes the same slow fading, but spells that are level 3 or greater such as Daylight that penetrate magical darkness end the spell’s effects immediately
By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place.
Desert/Tundra: The spell transforms a desert into a place where no one goes willingly. The average temperature increases by 30 degrees, or decreases by 30 degrees. Sandstorms (or snowstorms) blow through a shadow landscape desert on an hourly basis.
Forest: Forests augmented with a shadow landscape spell become frightening places where a canopy of rotting leaves blocks the sun and all the trees are strangely twisted. Spaces with light undergrowth have heavy undergrowth instead, and spaces covered with heavy undergrowth grasp at passersby as if an Entangle spell had been cast on them.
Hill: Even gentle hills become more treacherous under the effect of a shadow landscape spell. Light undergrowth becomes heavy undergrowth in hill terrain, and slopes seem steeper than their elevation would indicate. It takes 2 squares of movement to move uphill on a gradual slope, and 4 squares to move uphill on a steep slope. Cliffs have frequent overhangs and are made of crumbling rock, requiring a DC 25 Climb check to ascend or descend.
Marsh: Marshes seem
swampier and more forbidding. Half the undergrowth spaces in the marsh become quicksand.
Mountain: The mountains become places of jagged peaks, slippery slopes, and howling winds. Cliffs and chasms require a DC 25 Climb check to scale. Creatures who fail Climb checks or make loud noises have a 10% chance of starting an avalanche. Altitude effects are one category worse: areas lower than 5,000 feet are treated as the 5,000- to 15,000-foot category, and anything above 5,000 feet is treated as being above 15,000 feet.
Plain: Only natural grasslands change as a result of shadow landscape, but they become wide-open spaces with stands of thick bushes where thunderstorms and tornadoes are frequent. Half the spaces with undergrowth (light or heavy) grasp at passersby as if an Entangle spell had been cast on them.
Underground: Ordinary dungeons aren't affected by shadow landscape, but naturally occurring caverns are. Natural stone floors become slippery and take 4 squares of movement per space to enter. Stalagmites cover 10% of the available floor space.
In addition to terrain-specific effects, a shadow landscape spell worsens the weather within the spell's area. When rolling random weather
(DMG 94), roll twice and take the higher result. In plains terrain, roll three times and take the highest result. This effect does not apply underground.
You don't suffer the terrain-specific effects (entangling terrain, hindrances to movement, altitude effects, higher Climb DCs, and so on) of a shadow landscape you created. When you cast shadow landscape, you can designate any number of creatures as designated travelers. Creatures so designated don't suffer the terrain-specific effects of the spell, but they're still subject to the bad weather. You can also designate one or more animals, plants, or magical beasts native to the spell's area as shadow guardians of the landscape. You can designate 1 CR of creature per caster level, split up however you like. For example, a 20th-level druid could designate two treants (CR 9 each) and two dire wolves (CR 1 each) as shadow guardians. As long as the designated guardians remain within the spell's area, they have a friendly attitude toward you and the travelers you have designated, and they also gain the following special qualities: resistance to cold, darkvision out to 60 feet, and advantage on saving throws against magical spells and effects.
You intone the spell, and an enormous hand made out of thick gray fog floats in the air before you.
You create a floating Medium hand made of shadow. A shadow hand is an opaque gray color, and takes up 5 ft of space with its fingers outstretched. It can grant cover against a single opponent you designate, carry materials, attack, or point or gesture as a normal hand does. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0).
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes
the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the
clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
You summon four phantom guardians from Oblivion that take the shape of your choosing.
You may give brief orders to each shadow guardian, such as a simple trigger that causes it to attack, block passage of creatures of a certain description, or patrol a 30 ft radius area. However, the guardians are susceptible to invisibility, disguises, and the like. The shadow guardians deal normal damage.
Shadow Guardian: Medium construct, HP 30, Initiative +1, Speed 30 ft., AC 17. Melee Attack +4 (1d8+2 bludgeoning/slashing/piercing, your choice), CON +2, DEX +4, WIS +4, Str 14, Dex 14, Con 12, Int 6, Wis 14, Cha 1
Shadows rise from the ground to envelop you. The shadows easily move with you, guiding your steps.
The shadows that wrap your form grant you a +5 bonus on Stealth checks. Your shadowy form also provides you with total cover which can only be negated by true sight. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect.
In addition, if you are proficient with Void spells, you can attempt to slip through a normal solid object or barrier up to 5 feet thick if you succeed on a DC 17 WIS save.
You complete the incantation and nearby shadows gather together, assuming your approximate size and shape.
You create a shadowy duplicate of yourself at a place you indicate within range. On your turn, you can use a bonus action to command the Shadow Double to attack or move up to 30 ft. It has an attack bonus equal to your spell attack modifier and each hit deals 1d6 necrotic damage and the target makes a WIS saving throw, taking 1 point of Strength damage on a failure.
A shadow double can be attacked, but does not take or suffer opportunity attacks. It has an AC equal to 10 + your spell casting modifier, and its max HP is one-fifth of your max HP, rounding down.
If the shadow double is reduced to 0 hit points, or if you create a second shadow double when the first still exists, the spell ends.
You use material from Oblivion to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning or creation) spell of 6th level or lower, except they deal necrotic or cold damage instead of the elemental damage of the original spells. You choose the damage type when casting Shadow Conjuration.
You use material from Oblivion to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning or creation) spell of 3rd level or lower, except they deal necrotic or cold damage instead of the elemental damage of the original spells. You choose the damage type when casting Shadow Conjuration.
With a flourish, you open an invisible portal. Plunging your arm inside, you see your hand vanish as though it were invisible.
You can temporarily stash or permanently dispose of small items on the Plane of Oblivion. This spell opens a small portal to Oblivion that is invisible on the Material Plane except to the caster and appears as a small disk on Oblivion. You can throw the items through the portal created by shadow cache, but only small, non-living objects can pass through the portal. The cache can hold up to 30 cubic feet of material, or 250 pounds.
You can recover objects you placed in a previous casting of Shadow Cache throughout the duration of the spell. A shadow cache remains stationary at the point where you create it, but items placed in a shadow cache can possibly be picked up by natives of Oblivion, and are slowly moved by the morphic trait of the plane. For every 24 hours that passes, there is a 10% chance that objects placed on the Plane of Shadow with shadow cache are gone (either moved or taken).
You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point. Creatures in a 10 ft radius are restrained. Breaking free of the shadow binding requires the target or another creature to make a Strength check as an action.
Up to three creatures of your choice within 10 ft of a point within range make Constitution saves or be transfixed with pain. While transfixed, the target's speed is reduced by 20 ft., it suffers disadvantage on Strength and Dexterity attacks and saves, and must succeed on a DC 8 Constitution check to cast a spell. At the end of each of its turns, an affected creature repeats the save, ending the effect on a success.
In a 20 ft square, you cloak your surroundings with phantasmagoric figures from Oblivion, creating a horrific dreamscape. You make any terrain look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Miasmic vapors fill the air, along with various foul stenches.
For the duration, the ground is difficult terrain. Creatures entering the area or starting their turn inside make a WIS saving throw or become restrained and take 2d8 necrotic damage. On a save, they are not restrained and take half damage.
You can make Stealth checks to hide in the area with advantage and can designate any number of creatures to be unaffected by this spell.
You cause ordinary shadows to fly toward creatures in a 10 ft radius, forming dark nets that cover and enfold the target or targets. The net does not hamper movement, but a creature enfolded in a net is concealed in total magical darkness, and is considered blinded.
You attempt to banish a creature that you can see into a demiplane that this spell creates. The target must succeed on a Charisma saving throw or it is banished. While there, it cannot interact with other creatures, but may use abilities on itself. At the end of each of its turns, the creature repeats the saving throw. If it succeeds, it returns to the last space it occupied or the nearest unoccupied space. The spell also ends if the target fails the save it makes at the end of its turn three times.
At Higher Levels: You can target an additional creature for each slot this spell is cast above 3rd level
A phalanx of spectral sword fighters appears. Their blades are drawn, and they stand ready to strike.
A ghostly, incorporeal swordfighter appears in each space of a 10 ft radius within range. A swordfighter can share a space with another creature or object. Each swordfighter can not move or take any other actions other than opportunity attacks as a reaction. The sword fighters do not hinder movement, block terrain, or block line of sight. Each swordfighter has HP equal to twice your level and an AC of 25. They make saving throws or checks with a bonus equal to your caster level.
Each swordfighter’s attack bonus is equal to your level, they score critical hits on a 19 or 20, and they deal 1d8 points of slashing damage with a +1 bonus per three caster levels (max +5).
Creates a living, breathing creature that is a near-perfect duplicate of an existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but its source, who always sees the ice assassin as an animated ice statue of himself.
The ice assassin possesses all the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original. It constantly uses locate creature on its duplicate at a caster level equal to your own. If its quarry is outside the range of this effect, the ice assassin must rely on its own cleverness or advice from you to track the original. Creatures familiar with the original might detect the ruse with a successful Insight check vs your spell DC.
The ice assassin is under your absolute command. You possess a telepathic link to the ice assassin, and when you concentrate, you receive a clear image of the area surrounding the ice assassin as if you were
scrying it. Further, you can have any spell you cast on yourself affect the ice assassin as well. These benefits persist as long as you and the ice assassin remain within a mile of each other. If the ice assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it.
Damage caused to the ice assassin can be repaired only via a complex process requiring 24 hours of magical medical attention costing 100 gp per hit point. If the ice assassin is reduced to 0 hit points by any damage except for fire damage, it explodes into a burst of icy shrapnel in a 20-foot radius that causes 1d6 points of cold damage times half your level rounded up, a successful Dexterity saving throw halves the damage. An ice assassin slain by fire damage simply melts into a pool of water.
Hound of Doom
Level: 4
Casting Time: 1 action
Range: 30 ft
Components: V, S
Duration: Concentration, up to 1 hour
You shape the essence of Oblivion to create a powerful doglike companion that serves you loyally for the duration of the spell.
The hound of doom has the statistics of a dire wolf with the following adjustments: It gains a bonus to AC equal to your Charisma bonus, and its max HP is equal to your max HP.
You can command a hound of doom to take an action and move as a bonus action. If the hound of doom's hit points are reduced to 0, it is destroyed. A hound of doom is treated as a magical beast for the purpose of spells and effects, but it can also be dispelled. You can only have one hound of doom in existence at a time. If you cast a second hound of doom spell while the first is still active, the first hound is instantly dispelled.
You summon an illusory, many-armed, noisy shadow monster of impressively massive appearance from the bowels of Oblivion.
You can control the monster's every action or specify a simple set of instructions, such as collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like. The monster can perform only fairly simple physical tasks. Directing the monster's actions or changing its instructions is a standard action for you. The monster always acts on your turn in the initiative order, including the turn in which it is summoned.
It is 10 ft tall, has a speed of 60 ft, and can swim or fly at a speed of 20 ft. It has 105 HP, an AC of 20, and a damage threshold of 20. It regains its HP after finishing a long rest. Its saving throw modifiers are CON +5, and DEX +5. The monster has a Strength score of 22.
The monster can carry up to 1,560 pounds, lift a weight of up to 3,120 pounds to a height of 15 ft, push or drag 7,800 pounds, or excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5 ft cube in 1 round). It can excavate sand or loose soil at twice that rate.
The monster makes slam attacks with an attack bonus of +12 for
1d8+9 points of bludgeoning damage, triple stone or metal. The monster can hurl Small rocks (if any are at hand) with an attack bonus of +7 at a range of 150 ft dealing 2d6+9 points of damage.
You summon an illusory, many-armed, noisy shadow monster of impressively massive appearance from the bowels of Oblivion.
You can command the monster to perform any simple, physical task that you can describe in 25 words or less, which cannot be changed once the monster begins, but can be performed for the duration. The monster acts on your turn in the initiative order and begins the same turn in which the spell is cast. It is 10 ft tall, has a speed of 40 ft, and can swim or fly at a speed of 10 ft. It has 55 HP, an AC of 14, and a damage threshold of 10. Its saving throw modifiers are CON +1, DEX +1, WIS -4.
The monster can carry a load of up to 700 lbs, lift a weight of up to 1,400 pounds to a height of 15 ft, push or drag 3,500 pounds, excavate 7,000 pounds of loose rock each minute (which is sufficient to clear a 5 foot cube in 3 rounds). It can excavate sand or loose soil at twice that rate.
The monster has an attack bonus of +5 and can make one slam attack that deals 1d8+4 points of bludgeoning damage, tripled against stone or metal. The monster can hurl Small rocks (if any are at hand) with an attack bonus of +3, up to 150 ft dealing 2d6+4 points of bludgeoning damage.
You create a 2 ft. wide, 1 in. thick, and up to 20 ft. long ribbonlike, weightless, unbreakable bridge. The dark way must be anchored at both ends to solid objects, but otherwise can be at any angle. It must be continuous and unbroken when formed. Creatures can move on the dark way without penalty, since it is no more slippery than a typical dungeon floor.
The dark way can support a maximum of 100 pounds per caster level. Creatures that cause the total weight on the dark way to exceed this limit sink through it as if it weren't there. You never sink through the dark way unless your own weight exceeds the spell's maximum capacity.