D&D General Has anyone converted Maure Castle to 5e?

Yeah, the TIG should definitely be tougher than CR 16, partly because it should invoke one of those "run away! run away!" moments. Adding fly, the flail of feathers that petrify, and any other things (I don't remember them all!) is sort of mandatory, at least for me. That encounter should be like trying to solve a really dangerous puzzle where the party needs to us all its wits and resources.
 

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Also, vis-a-vis naming conventions, you'll note that I did an "Air Elemental Elder" and not an "Elder Air Elemental". This is organizational- when I alphabetize things, it helps keep like with like.
Not Elemental Air Elder? :)

D&D is full of these categorical and alphabetization judgment calls, is Ghast found on its own or is it a Ghoul Ghast?
 

Which issues of Dungeon was Maure Castle? It was multiple right?

Dragon and Dungeon were full of great stuff but finding anything can be a real chore. I am really glad I got the Dragon Archive CD for issues 1-250, its search function across the whole collection has been great.
 


Yeah, the TIG should definitely be tougher than CR 16, partly because it should invoke one of those "run away! run away!" moments. Adding fly, the flail of feathers that petrify, and any other things (I don't remember them all!) is sort of mandatory, at least for me. That encounter should be like trying to solve a really dangerous puzzle where the party needs to us all its wits and resources.
I think I've settled on a CR 19 version, which I'll post next time I update my notes here.
 


Yesterday's notes:

15. The Obscene Tapestry depicts Seclaidra rather than Malcanthet.

The Shadowy Tapestry shows the somatic components to the following spells, with the following Int (Arcana) DCs to discern what they are: Lorloveim’s shadowy transformation (DC 18), wall of shadows (DC 16), project image (DC 18), and shadow magic (DC 15). (Except for project image, these spells are detailed in the Spellbinder.)

The Partially Damaged Tapestry requires a DC 20 Wis (Insight) check to discern that the patterns might show eye movement.

The Tattered, Stained Tapestry shows the same image; a DC 20 Int (History) check allows a creature to realize that the bright light suggests a massive magical weapon detonating, possibly one from the Delphinate.

17. The note’s address is in Varelose, rather than Greyhawk.

22. The Terrible Iron Golem uses the following stat block. In evaluating its CR, increase its effective damage per round by 25% to account for its petrifying whip attack.

Terrible Iron Golem
Large Construct, unaligned

Armor Class 22 (natural armor)
Hit Points 252 (24d10+120)
Speed 30 ft.

STR 28 (+9), DEX 9 (-1), CON 20 (+5),
INT 3 (-4), WIS 11 (+0), CHA 1 (-5)


Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing that isn’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creators but can’t speak
Challenge 19 (22,000 xp) Prof +6

Fire Absorption. Whenever the golem would take fire damage, it instead regains that many hit points.

Immutable Form. The golem is immue to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage onsaves against spells and magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

ACTIONS

Multiattack. The golem makes one attack each with its Longsword and Whip.

Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8+9) slashing plus 22 (4d10) poison damage, and the target gains ongoing 4d10 poison damage (DC 19 Con save ends).

Whip. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 14 (2d4+9) slashing damage, and the target must make a DC 19 Con save or be restrained as it begins to turn to stone. At the end of its next turn, the creature repeats the save, ending the effect on a success or becoming petrified on a failure.

Poison Breath (recharge 6). The golem exhales poisonous gas in a 15’ cone. Each creature in the cone must make a DC 19 Con save, taking 45 (10d8) poison damage on a failed save or half as much on a success. A creature that fails its save by 5 or more is also incapacitated until the end of its next turn.

The two weapons held by the other two statues are a construct bane dagger and a construct bane longsword.

Bane Weapon
Weapon (any), rare

A weapon of this sort gives you a +1 bonus to hit and damage. However, it is keyed to one creature type, against which its bonus rises to +3.

Roll 1d20 to determine the creature type the weapon is keyed to.

1d20 - Keyed to...
1-2 Aberrations
3-4 Beasts
5 Celestials
6 Constructs
7 Dragons
8 Elementals
9 Fey
10-11 Fiends
12 Giants
13-14 Humanoids
15-16 Monstrosities
17 Oozes
18 Plants
19-20 Undead

22E. This secret door can be found with a DC 25 Int (Investigation) check.

TOMORAST’S HOLD

Typical Oak and Iron Door: AC 15, hp 80; immune to poison and psychic, damage threshold 10; Str check, DC 25, to force open. Where appropriate, locks require a DC 20 check to open.

Typical Masonry Wall: AC 18, hp 90, immune to poison and psychic, damage threshold 15; Str check, DC 30, to break; climb DC 15.

Replace all references to Malcanthet with Seclaidra.

23. Use the following stat block for the tyrg guardian here. Eli has performed eldritch experiments on it to grow it and enhance it to this state.

Tyrg Guardian
Huge Monstrosity, always neutral

Armor Class 21 (natural armor and eldritch enhancements)
Hit Points 230 (20d12+100)
Speed 50 ft.

STR 25 (+7), DEX 17 (+3), CON 20 (+5),
INT 2 (-4), WIS 12 (+1), CHA 10 (+0)


Skills Perception +11, Stealth +13
Senses darkvision 60 ft., passive Perception 21
Languages -
Challenge 13 (10,000 xp) Prof +5

ACTIONS

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10+7) piercing damage. If the target is incapacitated, the attack does an extra 45 (10d8) damage.

Stunning Howl (recharge 6). The tyrg emits a supernaturally loud howl that can be heard for miles outdoors. Each creature within 50’ must make a DC 18 Con save, taking 45 (10d8) psychic damage and being stunnned until the end of the tyrg’s next turn on a failure, or taking half damage only on a success.

BONUS ACTIONS

Spring (recharge 5-6). The tyrg guardian Dashes or Disengages.

25. Use the veteran slayer stat block for the Seekers, but add the following items: 2 potions of greater healing, 20 pp, black surcoat with a blazon of a silver sun.

The veteran slayer uses the Veteran stat block with the following changes.
  • It has 117 (18d8+36) hit points.
  • Its Strength is 20 (+5).
  • Its trained skills are Athletics +8, Intimidation +3, and Perception +3.
  • Its passive Perception is 13.
  • Its Longsword is +8 to hit and does 14 (2d8+5) slashing damage, or 16 (2d10+5) slashing damage if wielded in both hands.
  • Its Shortsword is +8 to hit and does 12 (2d6+5) piercing damage.
  • Its Heavy Crossbow is +4 to hit.
  • Its Challenge Rating is 6 (2,300 xp).
  • Its proficiency bonus is +3.
The slayer has the following additional Trait.
  • Brute. The slayer deals one extra die of damage with melee attacks (included above).
The slayer has the following additional Action option.
  • Slayer's Strike (recharge 5-6). The slayer makes one melee weapon attack. If it hits, the attack deals an extra 36 (8d8) damage.
26. Resisting the effects of sleeping in the room requires a Wis save, DC 13 + the character’s Cha modifier.

Note that in 5e, spells on the Astral Plane are not quickened.

The spirits of the cultists manifest as devourer dream haunters. Use the devourer (MMM) stat block with the following changes:
  • They have 126 hp (12d10+60).
  • Their Claw attack is +9 to hit and deals 12 (2d6+5) slashing plus 10 (3d6) necrotic damage.
  • The save DCs of their abilities decreases by 1.
  • Their CR is 10 (5,900 xp).
  • Their proficiency bonus is +4.
 

I realized rather belatedly that I should probably define a couple of terms that I use that are from 4e. They'll pop up in custom stat blocks; if I haven't used them above, I'm using "shift" in Serini Glistermane's stat block.

A shift is moving without provoking opportunity attacks.

Push, pull, and slide are forced movement- when you push, every foot a creature moves must put it further from you; when you pull, every foot you move the creature must put it closer to you; and when you slide a creature, you can move it however you want.
 

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27. The secret door can be found with a DC 25 Int (Investigation) check. Pcs following the map from area 38 gain advantage on this check.

28. The save against the bubble is DC 16.

29. See the Appendix for the stat block for the tyrgs. (Note that here, I let flavor beat out tuning the CR.)

30. The whips in here are made of exotic leather and have exceptional craftsmanship. Each is worth 300 gp.

31. Use the following stat block fo Serini Glistermane. Use the tiger guardian stat block for Lorikar.

When assessing Serini’s CR, increase her effective hps by 20% due to her Evasion ability.

Tiger Guardian
The tiger guardian uses the Tiger stat block with the following changes.
  • It has 60 (8d10+16) hit points.
  • Its Challenge Rating is 2 (450 xp).
The tiger guardian has the following additional Trait.
  • Guardian's Mark. When the tiger hits a creature with an attack, it can choose to mark that creature for 1 minute or until it marks another creature.
The guardian has the following additional Action option.
  • Multiattack. The tiger makes one Bite attack and one Claw attack.
The guardian has the following additional Reaction option.
  • Guardian's Attack. When a creature the guardian has marked makes an attack or casts a hostile spell that doesn't include the guardian as a target, the guardian makes a Claw attack against that creature.

Serini Glistermane
Medium Humanoid (Elf), chaotic nautral
Armor Class 19 (studded leather, defensive fighting style)
Hit Points 110 (20d8+20)
Speed 45 ft.

STR 12 (+1), DEX 20 (+5), CON 12 (+1),
INT 14 (+2), WIS 13 (+1), CHA 14 (+2)


Saving Throws Dex +10, Con +6, Int +7, Wis +6
Skills Animal Handling, Investigation, Perception, Stealth
Senses darkvision 60 ft., passive Perception
Languages Common, Elvish, Halfling, Sylvan
Challenge 13 (10,000 xp) Prof +5


Fey Heritage. Serini has advantage on saves against effects that include the charmed condition or that would put her to sleep.

Special Gear. Serini wields a dwarf bane longbow, wears a cloak of elvenkind, and bears a quiver of Ehlonna.

ACTIONS

Multiattack. Serini makes three Longbow or Longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8+5) piercing damage.

Spellcasting. Serini casts one of the following spells using Wisdom as her spellcasting ability (save DC 15).
3/day- speak with animals
1/day- beast sense, cure wounds (3d8+2), longstrider, wind wall.

BONUS ACTIONS

Focus. Serini chooses one creature that she can see within 90’ as her target. For 1 hour or until she uses this ability again, she gains advantage on attacks against her target and does an extra 22 (4d10) damage on a hit.

REACTIONS

Evasion. When Serini makes a Dex save, if she fails, she takes half damage, and if she succeeds, she takes no damage.

Sudden Recovery (recharges after a short or long rest). When Serini becomes bloodied, she shifts 20’ and regains 31 (3d10+15) hit points.

32. Following the directional urge requires a DC 20 Wis (Insight) check.

33. Use the sword saint stat block for the Seeker commanders. Add two potions of greater healing to each of them.

Sword Saint
Medium Humanoid, often unaligned
Armor Class 18 (plate armor)
Hit Points 150 (20d8+60)
Speed 30 ft.

STR 18 (+4), DEX 15 (+2), CON 16 (+3),
INT 10 (+0), WIS 14 (+2), CHA 11 (+0)


Saving Throws Dex +6, Wis +6
Skills Athletics +8
Condition Immunities frightened
Senses passive Perception 12
Languages Common plus one other
Challenge 10 (5,900 xp) Prof +4


Perfect Form. A sword saint has perfect form with its weapon attacks. This gives it the following benefits.
  • It reduces the severity of its fumbles with weapon attacks by 2d6.
  • It increases the severity of critical hits it inflicts with weapon attacks by 2d6.
  • It can choose to change a critical hit it scores with a weapon attack to a normal hit.
  • It can choose any random elements inflicted by a critical hit (for example, choosing which appendage to sever rather than rolling). (This does not allow the sword saint to choose variables, such as the number of fingers severed).
  • It deals an extra 3d6 damage with its weapon attacks (included below).
ACTIONS

Multiattack. The sword saint makes four attacks with its Greatsword, or three attacks with its Longbow.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) slashing damage. The sword saint can reroll any 1s or 2s on the damage dice, but must accept the second result.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 16 (1d8+2 plus 3d6) piercing damage.

34. Use the wraith hateful one stat block for Ylarian’s spirit.

Wraith Hateful One

Wraith Hateful One Challenge Rating. When assessing the Challenge Rating of a wraith hateful one, increase its effective damage output by 25% to account for its Hateful Aura.

The wraith hateful one uses the Wraith stat block with the following changes.
  • It has 115 (14d8+52) hit points.
  • Its Life Drain action option does 36 (6d10+3) necrotic damage.
  • Its Challenge Rating is 7 (2,900 xp).
The hateful one has the following additional Trait.
  • Hateful Aura. The wraith is surrounded by an aura that fills a 30' radius around it. A creature that isn't a Construct or Undead that starts its turn in the aura must succeed on a DC 13 Wis save or use its reaction to make a weapon attack against a target of the wraith's choice other than itself.
35. The teleport trap can be located with a DC 25 Int (Investigation) check and disabled with a DC 30 Int (Arcana) or Dex (thieves’ tools) check.

The treasure on the bodies includes a suit of full plate, a shield +1, two suits of studded leather armor, a shield, a greatsword, a longbow, a rapier, a longsword, a +1 shortbow, a light crossbow, a dagger, Heward’s handy haversack, a potion of superior healing, an amulet of natural armor, and a set of bracers of defense, plus 52 pp, 420 gp, and Eli’s journal.

36. The secret door can be found with a DC 25 Int (Investigation) check.

A DC 15 Int (Religion) or a DC 20 Int (Arcana) check will identify the tapestry and altar as being dedicated to Yeenoghu.

Yug-Anark uses the following stat block. When assessing her CR, increase her effective AC by 1 to account for her Defensive Flail option and increase the effective damage of her Blasphemy option by 25% to account for the effects of stunning one or more pcs.

Yug-Anark
Medium fiend (gnoll), chaotic evil
Armor Class 24 (plate and shield)
Hit Points 255 (30d8+120)
Speed 30 ft.

STR 18 (+4), DEX 13 (+1), CON 19 (+4),
INT 8 (-1), WIS 22 (+6), CHA 8 (-1)


Saving Throws Dex +6, Int +4, Wis +11, Cha +4
Skills Medicine +11, Religion +9
Damage Resistances necrotic, radiant
Senses darkvision 60 ft., passive Perception 16
Languages Common, Abyssal, Gnoll
Challenge 16 (15,000 xp) Prof +5


Special Equipment. Yug-Anark wears blood-stained robes over full plate +2, carries a shield +2, and wields a rod of flailing. She carries a pearl of power, a wand of curing, an unholy symbol of Yeenoghu, a gold ring with a hyena face with tiny ruby eyes (2,500 gp), two vials of unholy water, two pouches (the first contains 10 diamonds worth 100 gp and 4 worth 1,000 gp; the second holds 2 diamonds worth 5,000 gp each), and the key to area 45.

ACTIONS

Multiattack. Yug-Anark makes three Rod of Flailing attacks.

Rod of Flailing. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage.

Yeenoghu’s Ire. Yug-Anark targets three creatures she can see within 60’. Each target must make a DC 19 Dex save, taking 27 (5d10) necrotic damage on a failure. Fiends and gnolls are immune to this effect.

Blasphemy (recharges when first bloodied, then after a long rest). Each enemy within 20’ must make a DC 19 Wis save, taking 45 (10d8) necrotic damage on a failure or half that on a success. A creature that fails its save is also stunned until the end of Yug-Anark’s next turn.

Spellcasting. Yug-Anark casts one of the following spells, using Wisdom as the spellcasting ability (save DC 19, +11 to hit), requiring no material components.

At Will- Guidance, light, thaumaturgy.
3/day- Cure wounds.
2/day- Cure wounds (3d8+6), darkness, detect magic, flame strike (5d6 fire plus 5d6 radiant), hold person, lesser restoration, shatter.
1/day- Bestow curse, charm monster, greater restoration, resurrection, speak with dead, word of recall.

BONUS ACTIONS

Defensive Flailing (recharges after a short or long rest). Yug-Anark swings her rod of flailing in a defensive pattern and speaks a command word, gaining a +4 bonus to AC until the start of her next turn.

REACTIONS

Terrifying Snarl (recharges after a short or long rest). When Yug-Anark becomes bloodied, she snarls and her face assumes the visage of Yeenoghu for a moment. Each creature within 20’ that isn’t immune to the frightened condition must make a DC 19 Wis save, being pushed 10’ on a failure.

Trap: The tapestry and altar bear glyphs of warding (level 7) that do 9d8 acid damage to the creature triggering it.

38. Use the following stat block for Hueben’s ghost.

Hueben
Medium Undead, chaotic evil
Armor Class 15
Hit Points 77 (14d8+14)
Speed fly 50 ft.

STR 10 (+0), DEX 14 (+2), CON 13 (+1),
INT 18 (+4), WIS 14 (+2), CHA 13 (+1)


Saving Throws Dex +6, Con +5, Int +8, Wis +6
Skills Arcana +12, History +8
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing that isn’t magic
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages Common, Abyssal, Draconic, Gnoll
Challenge 10 (5,900 xp) Prof +4


Acid-Mulched Visage. Any Humanoid that starts its turn within 30’of Hueben and can see him must make a DC x Wis save or take 14 (4d6) psychic damage and be paralyzed until the start of its next turn. A creature that makes its save is immune to this effect for the next 24 hours.

Rejuvenation. If Hueben is destroyed, he reforms with all his hit points after 24 hours. He can only be permanently put to rest if he is presented with Eli Tomorast’s dead body.

Special Equipment. Hueben bears the following gear that materializes when he is destroyed for good: a bag of holding, three doses of dust of dullness, a spellbook holding the spells he can cast, and spell scrolls holding Rary’s mnemonic enhancer and slow.

ACTIONS

Multiattack. Hueben makes two Touch of Dullness attacks. He can replace one attack with a use of Spellcasting.

Touch of Dullness. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d8) psychic damage, and the target must make a DC 16 Con save. If it fails, roll 1d6. In all cases, a lesser restoration removes the effect.
  1. The target’s taste is dulled and it has disadvantage on saves against ingested effects (hourly save ends).
  2. The target’s smell is dulled and it has disadvantage on Perception checks based on smell (hourly save ends).
  3. The target is deafened (hourly save ends).
  4. The target’s sense of touch is dulled and it has disadvantage on attacks and Dex checks (hourly save ends).
  5. The target is blinded (hourly save ends).
  6. The target’s sixth sense is dulled; it cannot cast divinations and has disadvantage on Wis saves (hourly save ends).
Spellcasting. Hueben casts one of the following spells, using Intelligence as the spellcasting ability (save DC 16, +8 to hit), requiring no material components.

At Will- Mage hand, shocking grasp.
1/day- Confusion, dimension door, hold portal, phantasmal killer, slow, web.

BONUS ACTIONS

Frightful Moan. Each creature within 60’ must make a DC 18 Wis save or be frightened until the end of its next turn. It must use its action to Dash as far away from Hueben as possible without entering dangerous terrain. A creature that succeeds on its save is immune to this effect for 24 hours.

Use the following stats for the haunted arrow trap.

Haunted Poison Arrow Trap (CR 10): +12 to hit, 1d8 piercing plus 4d10 poison and 4d10 necrotic damage, plus ongoing 4d10 poison (save ends).


NEW MAGIC ITEMS:

Bane Weapon
Weapon (any), rare

A weapon of this sort gives you a +1 bonus to hit and damage. However, it is keyed to one creature type, against which its bonus rises to +3.

Roll 1d20 to determine the creature type the weapon is keyed to.

1d20 Keyed to...
1-2 Aberrations
3-4 Beasts
5 Celestials
6 Constructs
7 Dragons
8 Elementals
9 Fey
10-11 Fiends
12 Giants
13-14 Humanoids
15-16 Monstrosities
17 Oozes
18 Plants
19-20 Undead

Dust of Dullness
Wondrous item, rare

This dust usually comes in a pouch with 2d4 pinches. A single pinch can either be poured on a single target within 5’ or blown in a 10’ cone. Each creature in the cone, or the target, must make a DC 14 Con save or roll 1d6 on the table below. In all cases, a lesser restoration removes the effect.
  1. The target’s taste is dulled and it has disadvantage on saves against ingested effects (hourly save ends).
  2. The target’s smell is dulled and it has disadvantage on Perception checks based on smell (hourly save ends).
  3. The target is deafened (hourly save ends).
  4. The target’s sense of touch is dulled and it has disadvantage on attacks and Dex checks (hourly save ends).
  5. The target is blinded (hourly save ends).
  6. The target’s sixth sense is dulled; it cannot cast divinations and has disadvantage on Wis saves (hourly save ends).

Rod of Flailing
Rod, very rare (requires attunement by a barbarian, fighter, paladin or ranger)

You can use a bonus action to transform this rod into a two-headed +2 flail. When you use the Attack action with it, you may make one additional attack.

You can also use a bonus action to swing the flail in a defensive pattern and speak a command word. If you do so, you gain a +4 bonus to AC until the start of your next turn. Once you have used this power, it won't function again until you complete a short or long rest.

Wand of Curing
Wand, uncommon (requires attunement)

This wand has 6 charges and regains 1d4+1 charges each dawn. You can use an action to touch a creature within 5' with the wand and expend one or more charges. For each charge you expend, the creature regains 1d8 hit points if it isn't undead or a construct.

NEW SPELLS

(Some of these are mentioned earlier and are in my campaign book of spells, the Spellbinder, but I'm including them here for completeness.)

Lorloveim’s Shadowy Transformation
6th-level illusion (wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch a creature or an object and transform it (or part of it) into shadow. An unwilling target gets a Wis save to avoid the effect.

If you touch a creature, it fades into an insubstantial, shadowy form. It gains to resistance to acid, cold, fire, lightning, and thunder damage, as well as to bludgeoning, piercing, and slashing damage that isn’t magic, immunity to poison damage, and the ability to pass through other creatures or objects as if they were difficult terrain. If it ends its turn in a space occupied by another creature or an object, the target takes 1d10 force damage.

While in this shadow form, the target has advantage on Stealth checks, and Undead believe the target is itself Undead unless their passive Wis (Insight) beats the target’s passive Cha (Deception).

While in shadow form, the target does half damage except for force damage.

If the target is an object that fits entirely in a 10’ cube, it transforms into shadow. While opaque, it can be passed through easily.

If the target is an object that won’t fit in a 10’ cube, a 10’ cube of the object transforms into shadow.

Rary's Mnemonic Enhancer
4th-level transmutation (wizard)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a piece of string, ink consisting of squid secretions mixed with black dragon blood, and an ivory plaque worth 50 gp)
Duration: See text

This spell has two applications: you can use it to prepare extra spells or you can use it to gain additional spell slots.

If you use it to prepare extra spells, after you cast it, you can spend one hour to prepare an additional two spells.

If you use it to gain additional spell slots, you gain three levels of spell slots of your choice- either one 3rd level slot, one 2nd level and one 1st level slot or three 1st level slots.

In either case, the additional prepared spells or spell slots remain until expended or until you complete a long rest.

At Higher Levels: When you cast this spell using a 6th level slot, you can prepare an additional three spells or gain four levels of spell slots of your choice. When you cast this spell using an 8th level slot, you can prepare an additional four spells or gain five levels of spells slots.

Shadow Magic
3rd-level illusion (sorcerer, wizard)
Casting Time: 1 action
Range: See text
Components: V, S
Duration: Instantaneous

You create a shockingly convincing illusion of any evocation spell of 2nd level or lower with a duration of instantaneous that is in the Players Handbook or that you have encountered. The shadow magic version of the chosen spell acts just like the aped spell, except that any damage it deals is psychic damage instead of its normal type, and any saving throw allowed is an Intelligence save.

At Higher Levels: When you cast this spell using a slot of 4th or higher level, you can imitate a spell up to one level lower than the slot level used.

Wall of Shadows
4th-level illusion (bard, wizard)
Casting Time: 1 action
Range: 180'
Components: V, S
Duration: Concentration, up to 1 hour

You create a wall of flickering shadows up to 100' long, 20' thick and 60' high. The wall is opaque due to its thickness, but a creature inside the wall but within 5' of an edge is visible from that direction.

Creatures entering the wall find the shadows disorienting, making it difficult to pass through despite its ephemeral nature. A creature attempting to move within the wall must succeed on a Wisdom save or exit from the same space that it entered the wall.
 

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