Portalmancy

Elementalism - Shadowmancy Ability The ability to control, manipulate and navigate the space between Shadows.

Shadow - Elementalism

XP Cost: 1   Prerequisites: Shadowmancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 2 (Motions Excluded)
Range 20 Meters
Area 2 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can create and traverse Shadow Portals.

Shadow Portal:  Use a Motion to Target 2 unoccupied 1 Meter spaces of Shadow or Darkness within Range. The two locations become linked and creatures may travel between the two Shadow Portals. For every 10 meters traveled through this portal the traversing creature must expend 1 Movement and is considered to be traveling through the Realm of Shadows and Dreams. If a Creature ends its movement in the realm of shadows and dreams they must roll a Wisdom Saving Throw. The DC is 14 / 16 / 18 / 20 Roll 1d4 to determine, where a result of 4 equals a DC of 14 etc. If a creature Fails the Saving Throw a they become a Dreamer and a Nightmare equal in Level to that Dreamer is born in an empty space within 10 Meters of the Dreamer and immediately Rolls Initiative. If a Dreamer’s body is inside the Realm of Shadows and Dreams when they are reduced to 0 HP or fewer they immediately die and their body is absorbed by that Realm. Their trapped psyche eventually becomes a nightmare of its own.

Sustain: Sustaining this Ability allows Shadow Portals 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 10 Meters,

Or Increase the Shadow Portal Dimensions by 2 Meters,

Or the caster can spend 3 Additional ARP to Overpower this ability and allow 1 end of the shadow portal to connect to a Shadow in your Realm of which you are aware.