As an action, you can manipulate the shadow of a creature that you can touch or see within 36 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 9 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 36 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 18 meters of you. Choose one of the following options.
Hungering Shadow. You instill the shadow with a maddening hunger for its owner’s life. Make a melee spell attack against the target.
On a hit, the target takes 1d6 necrotic damage. The target gains no benefit from cover for this attack.
If you miss by 4 or less, the target takes half as much damage.
Shadow Anchor. You pin the shadow of the creature to its current location. The creature must make a Reflex saving throw.
On a failed save, the creature takes 1d4 piercing damage and is grappled as if its shadow were anchored to the terrain until the end of your next turn.
On a successful save, the creature takes half as much damage and isn’t grappled.
To break out of the grapple, the target can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.
On a success, the target escapes and is no longer grappled by its shadow.
After causing the shadow to turn violent the spell ends.
At higher levels
This spell’s damage increases by 1d6 for Hungering Shadow and by 1d4 for Shadow Anchor when you reach 5th level (2d6; 2d4), 9th level (3d6; 3d4), 13th level (4d6; 4d4), and 17th level (5d6; 5d4).