Dorian_Grey
First Post
Shadow magic was a very fun aspect of 2nd Edition AD&D, and from what I've seen online, there were even third edition versions of it as well. Some examples:
Some other spells appeared later on - though I can't remember all of them. I have dug through the 5e material and do not see any equivalent magic. Which is a shame, as shadow spells were some of the most fun for an Illusionist! Especially if you were a gnome illusionist.
Anyway, I've been thinking about it (and did a quick forum search which came up empty!) and decided to put some notes together. My first effort is a minor one, but I like it:
Minor Shadow Charm
Shadow Cantrip
Casting Time: 1 Action
Range: 30'
Components: V, S, M (Dried Ink, which the caster dips their fingers in)
Duration: Concentration, up to 1 minute.
You create a small charm of shadow in the air in front of you. This charm floats freely and can be moved about by you. This shadow charm will generate one of three magical effects at the will of the caster. This effect is put in place at casting and cannot be changed after casting:
- Shadow Monsters (4th Level Illusion/Phantasm)
- Shadow Door (5th Level Illusion/Phantasm)
- Shadow Magic (5th Level Illusion/Phantasm)
- Shadow Walk (7th Level Illusion/Phantasm)
Some other spells appeared later on - though I can't remember all of them. I have dug through the 5e material and do not see any equivalent magic. Which is a shame, as shadow spells were some of the most fun for an Illusionist! Especially if you were a gnome illusionist.
Anyway, I've been thinking about it (and did a quick forum search which came up empty!) and decided to put some notes together. My first effort is a minor one, but I like it:
Minor Shadow Charm
Shadow Cantrip
Casting Time: 1 Action
Range: 30'
Components: V, S, M (Dried Ink, which the caster dips their fingers in)
Duration: Concentration, up to 1 minute.
You create a small charm of shadow in the air in front of you. This charm floats freely and can be moved about by you. This shadow charm will generate one of three magical effects at the will of the caster. This effect is put in place at casting and cannot be changed after casting:
- Cloak of Shadow: The charm creates an area of deepened shadows and gloom that is a 20' diameter circle around the charm. Light sources dim by 50% within the area of the cloak, and anyone in the range gains advantage on stealth checks.
- Ward of Shadow: The ward settles on a single target. It creates a conduit between the target and the Demiplane of Shadow. The target gains 1d4 to saving throws against cold and necrotic damage. This can be rolled before or after the save, and can only be used three times. After the third use the ward fails.
- Dancing Shadows: The charm causes lights and shadows to dance erratically in a 20' circle around the charm. The charm causes lights and shadows to dance erratically in a 20' circle around the charm. This chaos is disorienting, and the caster can focus the effect at one target. If they fail a wisdom save, they take a 1d4 penalty to their next dexterity save after which they recover. Stepping out of the effected area will instantly remove the effect as well.
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