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Investiture of Shadows & Dark Transposition - Shadow-based D&D 5e Spells

Hello everyone, Monkey here.

Hello everyone, not much to be said here, except that it seems I am scratching my edgy itch. The investiture spells are very cool in my opinion, albeit a little weak for a 6th level spell, which is why the investiture of shadow spell, and its counterpart investiture of light, are a bit more powerful than them.

I should say, this spell unlike the Darkness spell, does not block creatures without darkvision from seeing through it. It doesn't have the line "A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it." So drows can still shoot you just fine :)

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Take care!

Investiture of Shadow

6th level transmutation (Sorcerer, Wizard, Warlock)

Casting Time: 1 action

Range: Self Components: V S

Duration: Concentration, up to 10 minutes

Until the spell ends, shadows swirls around you, turning dim light within 20 feet of you into darkness, and bright light in the same area to dim light. You can see in these shadows. You gain the following benefits:

  • You gain a flying speed of 30 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

  • You are immune to necrotic damage and have resistance to psychic damage.

  • You can use your action to create a 15-foot sphere of darkness centered on a point you can see within 60 feet of you. Each creature in that area must make an Intelligence saving throw. A creature sees its nightmares come to life on a failed save and takes 3d10 psychic damage and become frightened for 1 minute, or half as much damage on a successful one. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Dark Transposition

3rd level conjuration (Sorcerer, Wizard, Warlock)

Casting Time: 1 action

Range: 30 feet

Components: V S

Duration: Instantaneous

You target a creature that you can see within 30 feet of you. They must succeed on a Charisma saving throw. On a failed save, you magically swap position with the creature. This spell fails if you are not standing on solid ground when casting the spell.

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