Darkmancy

Elementalism - Shadowmancy Ability The ability to control, manipulate and manifest Physical Darkness.

Shadow - Elementalism

XP Cost: 1   Prerequisites: Shadowmancy, Dreamancy, Portalmancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control, manipulate and concentrate shadows and cause them to take on physical shape.

Shadow Constructs: Concentrate up to 4 meters of shadow into a single large or smaller object, item, structure or weapon. The shadow construct persists until the end of your next turn, or until this ability is no longer being sustained. You and your allies can handle Shadow Construct Weapons without being harmed. They can be wielded as an improvised weapon by your allies and as a Spell Weapon by the caster. They deal 2d8 + STR or DEX Modifier Slash Damage when wielded by an ally and are considered to have the variable trait.

Shadowblade: Make a Melee or Ranged Spell Attack Roll while within range of at least 4 meters of shadow or a Shadow construct.

If you Hit the target, it is dealt 3d10 + Spellcasting Modifier Slash Damage. If a Shadow construct was used, it is consumed by this ability.

Sustain: Sustaining this Ability allows Manipulated Shadow Constructs to persist until this Ability is no longer being Sustained.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or Increase the Area of this Ability by 2 Meters,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or increase the Damage this Ability deals by 1d4 Slash Damage.