Kryx RPGThemes
Young Red Shadow Dragon

Young Red Shadow Dragon

Large dragon
Challenge
13

STR
6
DEX
2
CON
5
INT
2
WIS
0
CHA
4

178
17d10+85
21
Soak
2
Fort
+9
Ref
+8
Will
+7
Defense note natural armor
Damage resistances necrotic
Damage immunities fire
Condition immunities burning

Speed 8 m., climb 8 m., fly 20 m.
Skills Athletics +10 (21), Brawn +10 (21), Insight +0 (11), Perception +4 (15), Primal (Cha) +8 (19), Stealth +6 (17)
Senses blindsight 5 m., darkvision 20 m.
Languages Common, Draconic

Living Shadow. While in dim light or darkness, the young red shadow dragon has resistance to damage that isn’t force, psychic, or radiant.

Maneuvers. The young red shadow dragon uses maneuvers (maneuver save Difficulty 19). It has 12 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, fearsome beast, fountain of blood, knockback (Claw only), spring attack, stalking shadow, swipe (Claw only)

2 stamina dice: frenzy

Shadow Stealth. Once on its turn while in dim light or darkness, the young red shadow dragon can use Stealth without using an action.

Spellcasting. The young red shadow dragon uses Primal (Cha) to cast spells (spell save Difficulty 17, +8 to hit with spell attacks). It has 6 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 16th-level spellcaster): cauterize wound, control flames, control shadow, frighten, gloom, produce flame

1 mana: ash fall, burning hands, cloak of shadows, command, darkness, fear, fiery rebuke, five shadows, immolation, obscure, pass without trace, rising phoenix, scorching bolts, shadow anchor, shadow jaunt, shadow tendrils, shadow veil, shadowy reprisal, unseen servant

2 mana: fireball, flame bane, flaming sphere, heat metal, incendiary cloud, minute meteors, molten upheaval, shadow form, shadowy creation

Sunlight Sensitivity. While in sunlight, the young red shadow dragon has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.

Claw (2/turn). Melee Weapon Attack: +10 to hit. Hit: 13 (2d6 + 6) slashing damage.

Shadow Breath (Costs 2 actions; Recharge 5–6). The young red shadow dragon exhales shadowy fire in a 10-meter cone or line. Each creature in that area must make a Difficulty 18 Reflex saving throw. On a failure, a creature takes 84 (24d6) necrotic damage and is burning 4. On a success, a creature takes half as much damage and isn’t burning. A humanoid reduced to 0 health by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.

Underdarkmm

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

Spells

As an action, you sear the wounds of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is at full health, the spell has no effect on it.

On a failure, it takes 1d6 fire damage and can’t regain health until the end of its next turn. If the creature is alive and has 0 health, it becomes stable. If the creature is currently bleeding, the bleeding stops.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

You can increase this spell’s damage by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you choose nonmagical flame that you can see within 10 meters and that fits within a 1-meter cube. You affect it in one of the following ways:

  • You expand the flame 1 meter in one direction, provided that wood or other fuel is present in the new location.
  • You reduce the flames on any object within the cube. If you use this twice, you can extinguish the flames on an object.
  • You reduce the burning condition by 1 for a burning creature in the cube.
  • You cause the flames on a burning creature in the cube to burn a bit brighter. The creature takes 1d6 fire damage.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

1 hour

As an action, you can manipulate the shadow of a creature that you can touch or see within 20 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 5 meters away from its owner, or alter its shape to be one size larger or smaller than its own.

You can manipulate only one shadow at a time. If the source of the shadow moves, the shadow mirrors its movements, but remains under your control while within 20 meters of you.

When you cast this spell, or as an action on a later turn, you can cause the shadow to turn violent if the creature is within 10 meters of you. You instill the shadow with a maddening hunger for its owner’s life. Make a melee spell attack against the target.

On a hit, it takes 1d8 necrotic damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

After causing the shadow to turn violent the spell ends.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, you can frighten a creature that you can touch or see within 5 meters. The creature must make a Will saving throw.

On a failure, it takes 1d3 psychic damage and is frightened of you until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).

1 minute

As an action, you can decrease the amount of light emitted in a 1-meter radius within 5 meters. You can decrease the light level by one step (from bright light to dim light, dim light to no light).

The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration as an action.

You can gloom up to three areas at a time and dismiss a gloom on your turn (no action required).

When you cast this spell, or as an action on a later turn, you can cause a gloomed area to engulf a creature within 1 meter of the gloom. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 necrotic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After the gloom engulfs, the gloomed area ends.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

5 minutes

As an action, a flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 1-meter radius and dim light for an additional 1 meter.

When you cast this spell, or as an action on a later turn, you can form the flame into a blade and swing it at a creature or hurl the flame at a creature within 10 meters. Make a melee or ranged spell attack against the target.

On a hit, it takes 1d8 fire damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the flame in your hand. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

concentration, 1 hour/mana

As an action, ash falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured.

As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

1 minute/mana

As an action, you wrap yourself in a mantle of shadow. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through darkness.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack. The attacker must make an additional attack roll and use the worst result.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

concentration, 1 hour/mana

As an action, darkness spreads from a point within 20 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.

If the point is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the darkness is magical. A creature with darkvision can’t see through this darkness.

  • Maddening Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Will saving throw. On a failure, it is confused until the start of its next turn.

  • Hungering Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 5 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw, taking 1d6 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d6 for every two additional mana expended.

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you are hit by an attack, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

concentration, 1 minute/mana

As an action, you pierce a creature that you can touch or see within 10 meters to the core with shadow for the duration. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 3d6 necrotic damage and rolls a d6.

On a roll of 1–2, the shadow spreads to the legs. It is immobilized until the start of its next turn.

On a roll of 3–4, the shadow spreads to the arms so the creature has disadvantage on attack rolls until the start of its next turn.

On a roll of 5–6, the shadow spreads to the head so the creature is blinded until the start of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment

You can increase the damage by 4d6 for each additional mana expended.

As an action, flames wreathe a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 fire damage and is burning 3.

On a critical failure, it takes twice as much damage and is burning 6.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d10 and the burning level by 3 for each additional mana expended.

concentration, 1 minute/mana

As an action, the eyes or ears of a creature that you can touch or see within 10 meters are engulfed in shadow. The creature must make a Fortitude saving throw.

On a failure, it takes 2d8 necrotic damage and is blinded or deafened (your choice) for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d8 for each additional mana expended.

1 hour/mana

As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Augment

You can expend 1 additional mana so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.

As an action, a column of superheated air lifts you into the air, allowing you to fly up to 5 meters without provoking opportunity attacks. If you move at least 3 meters straight toward a creature, make a weapon attack against it.

On a hit, add 1d8 + your spellcasting ability fire damage to the attack’s damage roll and the creature is burning 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

As an action, you hurl two bolts of fire at two different creatures or objects within 20 meters. Make a ranged spell attack for each bolt.

On a hit, it takes 2d6 fire damage and is burning 2.

On a critical hit, it takes twice as much damage and is burning 4.

On a miss by 4 or less, it takes half as much damage and is burning 1.

Augment

You can create one additional bolt that targets any creature within range for each additional mana expended.

concentration, 1 minute/mana

As an action, you anchor the shadow of a creature that you can touch or see within 10 meters to its current location. The creature must make a Reflex saving throw.

On a failure, it moves at half speed and takes 2d4 slashing damage for every meter it travels as it tears itself free of its shadow.

A creature anchored by its shadow can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is freed.

When you cast the spell—and once on on each of your turns thereafter as an action—you can cause the shadow to pull an anchored creature, tearing its flesh. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 slashing damage and if it is Medium or smaller it is pulled up to 2 meters toward the shadow.

On a success, it takes half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage from moving by 1d4, the damage from being pulled by 2d6, and affect a creature of a larger size for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, when you are in dim light or darkness, you can step from one shadow into another. You teleport up to 20 meters to an unoccupied space you can see that is also in dim light or darkness.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, you can use Stealth without using an action or make a weapon attack.

On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

  • You can increase the damage by 3d8 for each additional mana expended.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Continuous Shadow Jaunt. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.

As an action, shadowy tendrils erupt from you, battering creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 4d4 necrotic damage, moves at half speed, and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Additionally, until the end of your next turn, any bright light in the area is reduced to dim light.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d4 for each additional mana expended.

  • You can expend 1 additional mana so the shadowy tendrils continuously batter creatures around you. The duration changes to 1 minute/mana, concentration and the tendrils erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.

  • Shrouding Shadow. You can expend 1 additional mana if the tendrils continuously batter creatures around you so you and your allies in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

As a reaction, which you use when a creature that you can touch or see within 10 meters of you attacks you or another creature, you can cause shadows to mask the attacked figure. You impose disadvantage on the attack roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana so attacks rolls against the target creature have disadvantage until the start of its next turn.

As a reaction, which you use when you are hit by an attack or taking necrotic damage, you absorb some of the incoming energy as shadowy tendrils erupt from your body. Until the start of your next turn you have resistance to necrotic damage and the shadows turn dim light within 2 meters of you into darkness, and bright light in the same area to dim light. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 necrotic damage and is pushed or pulled 2 meters away from you or toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d10 and affect a creature of a larger size for each additional mana expended.

(ritual); 1 hour/mana

As an action, you create a mindless, shapeless, Medium shadow that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within 10 meters. It has 10 Defense, 1 health, and a Strength of −4, and it can’t attack. If it drops to 0 health, the spell ends.

Once on each of your turns as an action, you can mentally command the servant to move up to 3 meters and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 10 meters away from you, the spell ends.

As two actions, a bright streak flashes from your pointing finger to a point within 20 meters and then blossoms with a low roar into an explosion of flame. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 6d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

  • Delayed Blast Fireball. You can expend 1 additional mana so the ball lingers at the point of origin as a glowing bead while you concentrate on the spell for up to 1 minute. If at the end of your turn the bead has not yet detonated, you can increase the damage by 1d6. When the spell ends, either because your concentration is broken or because you decide to end it, the bead explodes.

    If the glowing bead is touched before the interval has expired, the creature touching it must make a Reflex saving throw.

    On a failure, the spell ends immediately, causing the bead to explode.

    On a success, the creature can throw the bead up to 5 meters. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to fire. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to fire damage for the duration and the first time on each turn the creature takes fire damage, it takes an extra 2d6 fire damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As two actions, a 1-meter diameter sphere of fire appears in an unoccupied space of your choice within 5 meters. A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 4d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the sphere up to 5 meters. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 1 meter tall and jump it across pits up to 2 meters wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 4-meter radius and dim light for an additional 4 meters.

Augment

You can increase the damage by 2d6 and the burning level by 1 for each additional mana expended.

concentration, 1 minute/mana

As two actions, choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can touch or see within 10 meters. You cause the object to glow red-hot, searing any creature in physical contact with the object. The creature must make a Fortitude saving throw.

On a failure, it takes 5d6 fire damage and must drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until it drops the object.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If a creature is holding or wearing the object at the start of its turn or picks it up, it must repeat the saving throw.

Augment

You can increase the damage by 3d6 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, a swirling cloud of smoke shot through with white-hot embers appears in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

As an action, you can cause the cloud to move 2 meters in a direction that you choose at the start of each of your turns. As an action, you can stop the cloud from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 and the burning level by 1 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

concentration, 5 minutes/mana

As two actions, you create a two tiny meteors in your space. They float in the air and orbit you for the duration. When you cast the spell—and once on on each of your turns thereafter as an action—you can expend a meteor, sending it streaking toward a point within 20 meters. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d6 concussion damage and 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the number of meteors by 2, the concussion damage by 1d6, the fire damage by 1d6, and the burning level by 1 for each additional mana expended.

As two actions, a fountain of molten lava erupts from a point on the ground within 20 meters. The ground in that area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 5d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, are subsumed by shadow for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your shape generally conforms to your normal shape
  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though you treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana to gain the following benefits while in shadow form:

    • you can move at your normal speed, on any surface, including walls and ceilings.
    • you have darkvision out to 10 meters.
    • you have advantage on any Stealth check to remain unnoticed
    • once on your turn while in dim light or darkness, you can use Stealth without using an action.
  • Shadow Walk. You can expend 1 additional mana to cast this spell without concentration and to move on the edge between the Material Plane and the Shadowfell. You gain a flying speed of 100 meters.

    If you are in shadow form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

    Because of the blurring of reality between the Shadowfell 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.

    You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As you spend 1 minute to cast this spell, you pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 5 meters: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 1-meter cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

MaterialDuration
Vegetable matter1 day
Stone or crystal12 hours
Precious metals1 hour
Gems10 minutes
Adamantine or mithral1 minute

Using any material created by this spell as another spell’s component causes that spell to fail.

Augment

You can increase the cube by 1 meter for each additional mana expended.