Shadowmancy

Core Element Elementalism - Shadowmancy Ability The ability to control and manipulate Shadows in their most basic forms.

Shadow - Elementalism

XP Cost: 1   Prerequisites: Elementalism

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 and manipulate Shadows and Darkness.

Using a Motion: You can manipulate, stretch, shape, control or move up to 6 meters up to 4 meters of Shadows or Darkness.

Shadow Pool: Use a Motion to generate a 1 Meter Area of Darkness in Dim or Well Lit lighting Conditions within Range.

Shadow Ball: Make a Melee or Ranged Spell Attack Roll while within Range of a Source of Shadow.

If you Hit the target, it is dealt 1d12 + Spellcasting Modifier Frost Damage and Large and smaller creatures must Roll a Dexterity Saving Throw. The DC is equal to the caster’s Spell Save DC.

Creatures that Fail the Saving Throw are Blinded until the end of their next turn.

Creatures that Pass the Saving Throw are otherwise unaffected.

Shadowcloak: Expend and Action while within Range of a Source of Shadow or Darkness to wrap your body or that of another creature within Range in Shadows. Until the end of your next turn or until this ability is no longer being sustained the shadowcloak grants a misc. +4 to Stealth Skill Rolls made in dark and shadowed environments.

Sustain: Sustaining this Ability allows Manipulated Shadows 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 Area of this Ability by 2 Meters,

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